Dragon Age: Origins

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Phaenan

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  1. Tarshana
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    Limited help with this framework. It is uploaded as a modder's resource. Please view the front page for credit and permissions.

  2. Tarshana
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    Help and Discussion Preservation read here:

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    Phaenan
    Posted at 04:39 PM on 2010-06-16

    If you notice any problems, please post them here and I will fix them as quickly as possible.

    indio
    Posted at 02:20 AM on 2010-06-17

    I'm trying to activate the Jewelers Tool quick item, but it won't let me quickslot it. I've activated the console script but it remains inert. Have I failed to set things up correctly, or could it be something else?


    Phaenan
    Posted at 02:34 AM on 2010-06-17

    If you've got the items but neither the scripts nor the abilities, my guess is you're not in the single campaign. This is not of any concern once the code is included in another module, however the example dazip is but a demonstration extending in the SP. So if you want that "end-player" package to work in another campaign you'll have to edit the manifest or the relevant AddInItem node in your AddIns.xml :
    <AddInItem UID="phae_dacrft_eg" Name="DACrafting - Example" ExtendedModuleUID="Single Player" Priority="100" Enabled="1" State="2" Format="1">

    =>
    ExtendedModuleUID="your_campaign_uid"


    And if I guessed wrong, well, tell me more. :o



    indio
    Posted at 03:39 PM on 2010-06-17

    Not in front of the toolset, but here's a rundown of what I've done:

    - Imported the Builder to Builder package into custom module
    - Activated Dev Console
    - Runscript phae_dacrafting_debug init successfully
    - Taken the Jewelers tool from a placeable I set next to the start point
    - Tried activating it, with no success



    Phaenan
    Posted at 01:04 AM on 2010-06-18

    Well, you do need to feed the 2DA tables to the game. So either compile the phae_dacrafting.xls worksheets, or use the GDA found in the example dazip. Since you'll have to modify tables later, having a look at the first solution is probably better. :o



    indio
    Posted at 02:20 AM on 2010-06-18

    Compiled the xls and placed them in the module's override as per the wiki instructions. I activate the runscript command as per usual, but still the jewelers tools can't be used. The icon is greyed out (it's just a grey square) and the item itself can only be inspected or destroyed.



    Phaenan
    Posted at 02:59 AM on 2010-06-18

    You also have to place the icons in the override if you're gonna use those. You have to put everything you'll need in the override, importing the dadbdata only concerns your module database ; it has nothing to do with the module exported files.
    As for the tools, if you exported the resource from your toolset before you extended the ABI_yadayada via the overrides, then the onuse ability was probably stripped away during the exportation since it wasn't valid. So you'll probably have to redefine the item activated ability in the toolset, then export it anew.



    indio
    Posted at 03:42 PM on 2010-06-18

    Progress.

    I now see the icons and I have exported all the items into the override. Exciting times for me :)

    I have redefined the tool with the phae_twf_abi_matsupply_use ability listed (and all the others just to check) and I can indeed now use the item. Unfortunately using the item fails to do anything.

    I know, it's like leading a child across the road. Thanks for the patience.


    Phaenan
    Posted at 11:52 PM on 2010-06-18

    That's not the right ability, that one is from TWF. You have to set the right ability on the tool or re-import it. By trying stuff randomly you'll only end up losing time, and eventually the will to mod. The right ability is the one defined in the ABI_dacft_han worksheet found in phae_dacrafting.xls


    indio
    Posted at 02:40 PM on 2010-06-19

    The right ability isn't part of the list unfortunately. The only phae abilities are Winter Forge ones.

    Here are all the steps so far:
    1. Import DACrafting - Framework.dadbdata
    2. Place all icon files in override
    3. Extract the 2das (GDAs)
    4. Place them in override
    5. Restart toolset
    6. Open phae_dacft_eghan_tools to reassociate abilty PHAE_DACFT_HANEX_QUICKITEM (not currently working as it doesn't show)
    7. In the ALL palette category, export with dependent resources Phae folder
    8. Load game and activate phae dacrafting via console
    9. Items appear in inventory

    I'm not going to burn out on this. I've been making mods for a long time and testing this is enjoyable given its potential payoff. Plus I'm enjoying working with you, although I'm obviously needing to be carried a lot at the moment.
  3. Tarshana
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    Another preserved help post

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    indio
    Posted at 01:34 AM on 2010-06-22

    Hi Phaenan.

    I can't get the anvil to work despite my many and varied attempts. I'm confused by this: For type 1 skills you must not include the specific reagent. Moreover recipes must require at least one reagent. Could you elaborate for me, as I've tried as many iterations as I can think of in-game, to no avail.

    The second is the dalish arrow. I can successfully craft the fire arrow by using the second talent, adding 3 fire crystals and the elm. Works nicely. I can't get the other arrows to work though. I've been checking the excel document for answers, but can't see any problem.

    Thanks.


    Phaenan
    Posted at 08:37 AM on 2010-06-22

    indio said:
    I can't get the anvil to work despite my many and varied attempts. I'm confused by this: For type 1 skills you must not include the specific reagent. Moreover recipes must require at least one reagent.


    Sorry, it's not that clear. I meant you don't describe the specific reagent in the Reagent1, Reagent2 (etc) list. However, you must always have a Reagent1 defined, even if a specific reag is specified in the CondItemTag (or something) field.

    indio said:
    The second is the dalish arrow. I can successfully craft the fire arrow by using the second talent, adding 3 fire crystals and the elm. Works nicely. I can't get the other arrows to work though. I've been checking the excel document for answers, but can't see any problem.


    There is probably a problem with the plot, or with the plot handler. You'll have to check if the plot uid is still valid, and if both plot & script are exported. :o


    indio
    Posted at 04:18 PM on 2010-06-25
    Like an idiot I wasn't using the skill to activate the anvil. I quickslotted the skill, activated it on the anvil, and presto.

    w00t!

    I haven't forgotten, now will I ever, just how much this means to me, Phaenan. I love modding, but DA's complexity was rendering its toolset almost completely useless to me. Through your system I am now able to do the things I want to do.


    Phaenan
    Posted at 04:12 AM on 2010-06-27

    Glad to hear it's working. I'm but a scripter, so I gladly leave the imagination work to others. Maybe this framework will assist some imaginative folk in the creation of well thought crafting(-enabled) addons. That's the plan, at the very least. ^.^



    jdavz322
    Posted at 11:39 AM on 2011-03-26

    Hm. I've since fixed my first problem. Now I'm wondering much of the same about the first question in this thread.

    If I want to work specifically through the GDAs, rather than the sheet and framework (appears to be working with the jewelers kit recipes, anyway), would you provide an example here for what we should do, exactly to add a third recipe to the _wpn recipe group? For some reason, I can only get the first line of the example package's weapon crafting recipes to work (Type 1). Anything after the first line reads out "Reagents Mismatch". First one in the type 1 works like a charm, and I can't seem to find what's different about how the second line is handled.

    I haven't tried to go after group 2 yet, but group 3 is a success! Thanks a million Phaenan!

    I'll gladly give you any info you need. As well as any resulting functional scripts, if youd like them. My goal was to make a set of rune crafting skills for Wynne and Oghren that allowed them to craft base (Novice) runes. Long road to a polished end product, but, your sets made the first part phenomenally easy! Thanks a million more!

    I'm wondering if there's not something in the .ncs' .nss, but it doesn't appear to be available for the Example Package, either. Am I overlooking a decompiler somewhere?

    Edit: I took a screen shot of what I meant, but can't seem to find a way to upload it. I don't want to bother the heck out of you, so I'll ask if I can E-mail you this inquery here. Please feel free to contact me, as well. I'm in the process of unravelling how much of the modding system works, in general, so, I may (without meaning to) require an ounce or more of patience. Either way, please let me know so I don't find myself haranguing you. Yes?

    If I'm missing a crucial forum or thread, point, etc, would someone please redirect me?


    Phaenan
    Posted at 11:01 AM on 2011-04-02

    You can upload your screenshot via mediafire or anything, although I don't check that board much (or at all) and will prolly be more reactive via private messages.

    Unless you're quite decided on using this project for your craftskill, I think you should have a look at another project of mine : OpenUI - Flexible craft UI
    With that one, you'll be able to use a modded version of BioWare's crafting UI, which is prolly more natural for players and easier for modders.

  4. Tarshana
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    Crafting Failure request/info

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    FramnkRulez
    Posted at 09:01 PM on 2010-07-14

    Fantastic work on this!

    I have a quick question for you, how hard would it be to script in random crafting failures based on your work? For instance, could I define a custom attribute and have the crafting results fail if a calculation based on the custom attribute were to indicate that crafting failed?


    Phaenan
    Posted at 02:46 PM on 2010-07-21

    Sorry for the delay, I haven't been keeping an eye here.

    Hm.
    Without touching the code the easiest way would be to use defined plots, since recipes can have a plot requirement. Cf. OptPlotUID and OptPlotFlag fields in the 2DA doc.
    And inside the plot handler, you could pretty much do whatever you wish, ranging from a simple percentage/chance check to pretty much anything. Checks against a custom attribute wouldn't be hard, you would just have to recover the attribute score from wherever it's stored. :o
  5. Tarshana
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    GUI, Streff and Reagent help

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    indio
    Posted at 03:50 PM on 2010-06-19

    1. The skills and abilities are being added to me, but they have no names and no descriptions.
    2. When I attempt a craft using the quickslot tool there is no feedback showing (I think that's the streff)
    3. I'm following the recipe for Grey Iron Longsword (which is a grey iron ingot) but it's not actually being crafted. The icon does open up an inventory screen for adding reagents, and the icon does also cycle after I close the reagent screen.

    I'm trying different things to remedy these, but would appreciate some help if you have the time.


    Phaenan
    Posted at 04:06 PM on 2010-06-19

    indio said:
    1. The skills and abilities are being added to me, but they have no names and no descriptions.
    2. When I attempt a craft using the quickslot tool there is no feedback showing (I think that's the streff)


    I'm afraid the answer will be the same as before : if you wish to use the examples, you need to use all the example package. Including, in this case, the talktable.

    Those examples are nothing more than proofs of concept, they aren't fit to be used unmodified in other modules. You would have to change the strref in the abi_* tables, but and pretty much everything else. (as it'd be unwise to keep the ID's, or more exactly to start using IDs right after the examples ones)
    You'd honestly have a better time dissecting the examples from the 2DA and example dazip, then creating everything (key items, talktable entries, and 2DA tables) from scratch in your module. Me thinks. :o

    The library also use a few talktables entries for the status messages. You'll find details about those in the strref.txt document included in the source, or on the project main page. Again, those strref will have to be replaced from other from your own talktable. You can easily track the strref in the library file by searching for their specific ID or for the Phae_craft_Print() calls.

    indio said:
    3. I'm following the recipe for Grey Iron Longsword (which is a grey iron ingot) but it's not actually being crafted. The icon does open up an inventory screen for adding reagents, and the icon does also cycle after I close the reagent screen.


    Working as intented. If my memory serves me well, that example ability uses a predefined placeable. Cf. the skills 2DA doc for the details about that.
    Basically it means players have to place ingredients on the placeable, then use the ability on that same placeable. Simply adding the ingredients and closing the frame won't trigger the script in this case.


    indio
    Posted at 04:24 PM on 2010-06-19

    Ok. Will give it a go.

    Thanks.


    indio
    Posted at 05:18 PM on 2010-06-19

    Success!

    I have finally created an item using the method (phae_dacft_eghan_recipes) I want to use in my module. A silver ring and an emerald ring are sitting in my inventory. I can see how they were made and what I need to do to add more.

    Brilliant! You're such a good soul, Phaenan.


    indio
    Posted at 08:57 PM on 2010-06-19

    Learning lots. Looking at the excel file no longer induces delirium.

    Quick question...I'm trying to add my own recipes to the type 3 craft, the one that can be done without placeables. 2 odd things are happening:

    1. I've created a wolf pelt of which 2 are placed in a placeable. When I log in, 1 of these is inside my inventory, and 1 is still in the placeable.

    2. Whilst having specified in the excel file all relevant information, and having re-exported them into the override, my recipes don't work. I can get the stack split to work fine, so I know my excel exports are being recognised, but this does not translate to recipe success.

    Any ideas?

    indio
    Posted at 10:44 PM on 2010-06-19

    Problem 2 is solved. Successfully crafted my own custom item. Awesome. Love this system.


    Phaenan
    Posted at 12:10 AM on 2010-06-20

    indio said:
    1. I've created a wolf pelt of which 2 are placed in a placeable. When I log in, 1 of these is inside my inventory, and 1 is still in the placeable.

    Any ideas?


    Hm, nope, no idea as I can't see the big picture from here, but still : a word of caution : every placeable can have an inventory, but placeable inventory will only be preserved by the engine during savegames if the placeable appearance is defined as a container in placeables_types. Meaning placing items in a "non-container" placeable, saving, and quickloading, will cause items to be destroyed.

  6. Tarshana
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    How to Avoid Collisions post

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    For the ABI_base and Guitypes M2DA tables, the best way to avoid collision is to choose high IDs according to the Toolset wiki 2DA Ranges in Use pages. Note the rows under 1'000'000 are reserved for Bioware own use.


    However the wiki obviously can't help for the several DACrafting custom M2DA tables. So, ideally people should specify their ranges on this very page. I will start with my example package; if anyone does use the framework and wish to define his/her ranges here, please use the same template.
    Phaenan



    phae_dacft_skills : 5681000-5681002

    phae_dacft_rcpabi : 11448701-11448702

    phae_dacft_reags : 5681000-5681008