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		<id>http://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eiham</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
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		<updated>2026-07-05T13:08:05Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Single_Player_Campaign_Map_Pin_List&amp;diff=7927</id>
		<title>Single Player Campaign Map Pin List</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Single_Player_Campaign_Map_Pin_List&amp;diff=7927"/>
				<updated>2009-11-18T19:11:50Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: /* wide_open_world.map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==wide_open_world.map==&lt;br /&gt;
&lt;br /&gt;
NOTE: The wmlf_* and wml_lc_* pins are not here as I'm not sure what they are.&lt;br /&gt;
&lt;br /&gt;
* ???&lt;br /&gt;
** Tag: wml_wow_docks&lt;br /&gt;
** Location: 266, 299&lt;br /&gt;
* Lothering&lt;br /&gt;
** Tag: wml_wow_lothering&lt;br /&gt;
** Location: 410, 372&lt;br /&gt;
* Brecilian Forest Outskirts&lt;br /&gt;
** Tag: wml_wow_dalish&lt;br /&gt;
** Location: 529, 380&lt;br /&gt;
* Brecilian Forest&lt;br /&gt;
** Tag: wml_wow_forest &lt;br /&gt;
** Location: 643,415&lt;br /&gt;
* Forest Ruins&lt;br /&gt;
** Tag: wml_wow_ruins &lt;br /&gt;
** Location: 776, 396&lt;br /&gt;
* Denerim&lt;br /&gt;
** Tag: wml_wow_denerim &lt;br /&gt;
** Location: 607, 195&lt;br /&gt;
* Redcliffe&lt;br /&gt;
** Tag: wml_wow_redcliffe &lt;br /&gt;
** Location: 219, 461&lt;br /&gt;
* Redcliffe Castle&lt;br /&gt;
** Tag: wml_wow_red_castle &lt;br /&gt;
** Location: 229, 410&lt;br /&gt;
* Frostback Mountains&lt;br /&gt;
** Tag: wml_wow_orzammar &lt;br /&gt;
** Location: 123, 252&lt;br /&gt;
* Haven&lt;br /&gt;
** Tag: wml_wow_urn_village&lt;br /&gt;
** Location: 104, 412&lt;br /&gt;
* Player Camp (I would not recommend connecting any trails to this pin)&lt;br /&gt;
** Tag: wml_wow_camp &lt;br /&gt;
** Location: 783, 108&lt;br /&gt;
* Flemeth's hut&lt;br /&gt;
** Tag: wow_wml_flemeth &lt;br /&gt;
** Location: 424, 563&lt;br /&gt;
* Urn Ruins&lt;br /&gt;
** Tag: wml_wow_urn_ruins &lt;br /&gt;
** Location: 95, 516&lt;br /&gt;
* Recliffe ??&lt;br /&gt;
** Tag: wml_wow_red_village_cli &lt;br /&gt;
** Location: 221, 464&lt;br /&gt;
* Redcliffe Castle ??&lt;br /&gt;
** Tag: wml_wow_red_castle_cli &lt;br /&gt;
** Location: 227, 414&lt;br /&gt;
* Circle Tower&lt;br /&gt;
** Tag: wml_wow_tower &lt;br /&gt;
** Location: 229, 286&lt;br /&gt;
* Generic Crossroads 1 (reference pin, not shown)&lt;br /&gt;
** Tag: wml_crossroads_1 &lt;br /&gt;
** Location: 201, 310&lt;br /&gt;
* Generic Crossroads 2 (reference pin, not shown)&lt;br /&gt;
** Tag: wml_crossroads_2 &lt;br /&gt;
** Location: 292, 247&lt;br /&gt;
* Generic Crossroads 3 (reference pin, not shown)&lt;br /&gt;
** Tag: wml_crossroads_3 &lt;br /&gt;
** Location: 390, 186&lt;br /&gt;
* Dalish Camp&lt;br /&gt;
** Tag: wml_wow_dalish_camp &lt;br /&gt;
** Location: 551, 343&lt;br /&gt;
* Orzammar City&lt;br /&gt;
** Tag: wml_wow_orammar_city &lt;br /&gt;
** Location: 113, 291&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7913</id>
		<title>Adding a Location to the Single Player Campaign Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7913"/>
				<updated>2009-11-18T03:19:48Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: /* Make a Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a module]], and the [[Area tutorial]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Create your Module==&lt;br /&gt;
&lt;br /&gt;
Create a new module: File -&amp;gt; Manage Modules... -&amp;gt; New...&lt;br /&gt;
&lt;br /&gt;
Change the default script field to (None), as in Fig. 1. This field must be changed because running module_core has been known to cause unusual behavior in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-no-script.png|thumb|Figure 1: Setting the module script to (None).]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the module should extend the single player campaign. To do this, set the “Extended Module” field to Single Player (Fig. 2).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-extend-single-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create an Area==&lt;br /&gt;
&lt;br /&gt;
Create a new area: File-&amp;gt;New-&amp;gt;Area. Give the area a meaningful tag. The tag will be how the area is referred to in the toolset. The area in this tutorial is tagged “maptutarea”. Select the appropriate layout for your area in the object inspector. (If you have created a level and exported it, this is where you would select your exported level). For the tutorial, I have used Flemeth's hut---“ost101d”. For more information about creating new areas, see the Area Tutorial. &lt;br /&gt;
&lt;br /&gt;
Most of the default properties of this area are fine for our purposes. The one field that will need to be changed is “Variables.” Select the ellipses by the Variables field to bring up the list of variables for the area, and scroll down to “AREA_WORLD_MAP_ENABLED”. This variable determines whether or not it is possible to travel to the world map from this area. Since we're keeping things very basic, we won't have any doors leading to area transitions---instead, we'll just make fast travel possible from anywhere in this area. To do this, change AREA_WORLD_MAP_ENABLED's value to 1 (Fig. 3)&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-area-wm-enabled.png|thumb|Figure 3: Enabling fast travel in the area variables list.]]&lt;br /&gt;
&lt;br /&gt;
In the area itself, place a waypoint and give it a meaningful tag. This tag will be the location where the player is spawned when he or she travels to that location. I've given my waypoint the tag “start”. &lt;br /&gt;
&lt;br /&gt;
==Make a Map==&lt;br /&gt;
&lt;br /&gt;
Create a new map: File-&amp;gt;New-&amp;gt;Map. Most of the default properties of the map can be left alone. The one field to change is the Map field, under Map Selection. Select “Wide Open World” from the list of selectable maps. This provides the background image for the map. &lt;br /&gt;
&lt;br /&gt;
Next, place a pin on the map wherever you wish your new location to be located. To place a pin, right-click on the map and select “insert pin”. My pin was placed near the Korcari Wilds (Fig. 4).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-pin.png|thumb|Figure 4: A sample map and pin.]]&lt;br /&gt;
&lt;br /&gt;
In the object inspector, name the pin the name you want displayed in the world map. Set the Area Tag field to the name of the area created in Section 2. Then, for the waypoint override field, put the tag of the starting waypoint in the area being added. The waypoint in this tutorial was tagged “start”. (See Fig. 5]).&lt;br /&gt;
&lt;br /&gt;
[[Image:Pin-properties.png|thumb|Figure 5: Properties of the map pin.]]&lt;br /&gt;
&lt;br /&gt;
''Note: The following needs some images''&lt;br /&gt;
&lt;br /&gt;
Next, place a trail on the map from an existing pin (doesn't have to be exact, but closer is better) to your new pin.  Try to use a logical jumping off place.  To find pins to start with load the wide_open_world.map file from the main campaign ([[Extracting And Viewing The Main Campaign Map]]) or check out this list ([[Single Player Campaign Map Pin List]]).  To create the trail, right click on the map and click &amp;quot;insert trail&amp;quot; and left click for each point in the trail.  You want enough points that the trail looks good, it takes a little experimentation to get it just right.  In the object inspector, set the properties for your new trail.  Set the name to anything you want and set the start pin tag to the tag from the wide_open_world map and the end pin tag to your pin.&lt;br /&gt;
&lt;br /&gt;
==Export the Module==&lt;br /&gt;
&lt;br /&gt;
For each resource created, select “export without dependent resources.” The resources to export are:&lt;br /&gt;
&lt;br /&gt;
• The custom area (named “maptutarea” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• The custom map (named “tut_map” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• Any other custom items or areas included&lt;br /&gt;
&lt;br /&gt;
Then, update the module and manifest XMLs (Tools-&amp;gt;Export-&amp;gt;Generate Module XML and Tools-&amp;gt;Export-&amp;gt;Generate Manifest XML).&lt;br /&gt;
&lt;br /&gt;
==Modify the Map File==&lt;br /&gt;
&lt;br /&gt;
The final step in adding a new location to the single player map is modifying the exported map file. To do this, open the map file in the toolset: File-&amp;gt;Open File. It can be found in:&lt;br /&gt;
&lt;br /&gt;
Documents\BioWare\Dragon Age\AddIns\(your module name)\module\override\toolsetexport\&lt;br /&gt;
&lt;br /&gt;
[[Image:Tut-map-location.png|thumb|Figure 6: Opening the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this file is opened, its parent map must be set to the World Map. To do this, change the MAP_MAP_PARENT_RESREF field to “wide_open_world”. (Fig. 7)&lt;br /&gt;
&lt;br /&gt;
[[Image:Change-to-wide-open-world.png|thumb|Figure 7: Editing the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this final modification is made, the location should be visitable from the single player campaign, just like any official DLC.&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7912</id>
		<title>Adding a Location to the Single Player Campaign Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7912"/>
				<updated>2009-11-18T03:19:29Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: /* Make a Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a module]], and the [[Area tutorial]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Create your Module==&lt;br /&gt;
&lt;br /&gt;
Create a new module: File -&amp;gt; Manage Modules... -&amp;gt; New...&lt;br /&gt;
&lt;br /&gt;
Change the default script field to (None), as in Fig. 1. This field must be changed because running module_core has been known to cause unusual behavior in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-no-script.png|thumb|Figure 1: Setting the module script to (None).]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the module should extend the single player campaign. To do this, set the “Extended Module” field to Single Player (Fig. 2).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-extend-single-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create an Area==&lt;br /&gt;
&lt;br /&gt;
Create a new area: File-&amp;gt;New-&amp;gt;Area. Give the area a meaningful tag. The tag will be how the area is referred to in the toolset. The area in this tutorial is tagged “maptutarea”. Select the appropriate layout for your area in the object inspector. (If you have created a level and exported it, this is where you would select your exported level). For the tutorial, I have used Flemeth's hut---“ost101d”. For more information about creating new areas, see the Area Tutorial. &lt;br /&gt;
&lt;br /&gt;
Most of the default properties of this area are fine for our purposes. The one field that will need to be changed is “Variables.” Select the ellipses by the Variables field to bring up the list of variables for the area, and scroll down to “AREA_WORLD_MAP_ENABLED”. This variable determines whether or not it is possible to travel to the world map from this area. Since we're keeping things very basic, we won't have any doors leading to area transitions---instead, we'll just make fast travel possible from anywhere in this area. To do this, change AREA_WORLD_MAP_ENABLED's value to 1 (Fig. 3)&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-area-wm-enabled.png|thumb|Figure 3: Enabling fast travel in the area variables list.]]&lt;br /&gt;
&lt;br /&gt;
In the area itself, place a waypoint and give it a meaningful tag. This tag will be the location where the player is spawned when he or she travels to that location. I've given my waypoint the tag “start”. &lt;br /&gt;
&lt;br /&gt;
==Make a Map==&lt;br /&gt;
&lt;br /&gt;
Create a new map: File-&amp;gt;New-&amp;gt;Map. Most of the default properties of the map can be left alone. The one field to change is the Map field, under Map Selection. Select “Wide Open World” from the list of selectable maps. This provides the background image for the map. &lt;br /&gt;
&lt;br /&gt;
Next, place a pin on the map wherever you wish your new location to be located. To place a pin, right-click on the map and select “insert pin”. My pin was placed near the Korcari Wilds (Fig. 4).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-pin.png|thumb|Figure 4: A sample map and pin.]]&lt;br /&gt;
&lt;br /&gt;
In the object inspector, name the pin the name you want displayed in the world map. Set the Area Tag field to the name of the area created in Section 2. Then, for the waypoint override field, put the tag of the starting waypoint in the area being added. The waypoint in this tutorial was tagged “start”. (See Fig. 5]).&lt;br /&gt;
&lt;br /&gt;
[[Image:Pin-properties.png|thumb|Figure 5: Properties of the map pin.]]&lt;br /&gt;
&lt;br /&gt;
''Note: This section needs some images''&lt;br /&gt;
&lt;br /&gt;
Next, place a trail on the map from an existing pin (doesn't have to be exact, but closer is better) to your new pin.  Try to use a logical jumping off place.  To find pins to start with load the wide_open_world.map file from the main campaign ([[Extracting And Viewing The Main Campaign Map]]) or check out this list ([[Single Player Campaign Map Pin List]]).  To create the trail, right click on the map and click &amp;quot;insert trail&amp;quot; and left click for each point in the trail.  You want enough points that the trail looks good, it takes a little experimentation to get it just right.  In the object inspector, set the properties for your new trail.  Set the name to anything you want and set the start pin tag to the tag from the wide_open_world map and the end pin tag to your pin.&lt;br /&gt;
&lt;br /&gt;
==Export the Module==&lt;br /&gt;
&lt;br /&gt;
For each resource created, select “export without dependent resources.” The resources to export are:&lt;br /&gt;
&lt;br /&gt;
• The custom area (named “maptutarea” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• The custom map (named “tut_map” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• Any other custom items or areas included&lt;br /&gt;
&lt;br /&gt;
Then, update the module and manifest XMLs (Tools-&amp;gt;Export-&amp;gt;Generate Module XML and Tools-&amp;gt;Export-&amp;gt;Generate Manifest XML).&lt;br /&gt;
&lt;br /&gt;
==Modify the Map File==&lt;br /&gt;
&lt;br /&gt;
The final step in adding a new location to the single player map is modifying the exported map file. To do this, open the map file in the toolset: File-&amp;gt;Open File. It can be found in:&lt;br /&gt;
&lt;br /&gt;
Documents\BioWare\Dragon Age\AddIns\(your module name)\module\override\toolsetexport\&lt;br /&gt;
&lt;br /&gt;
[[Image:Tut-map-location.png|thumb|Figure 6: Opening the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this file is opened, its parent map must be set to the World Map. To do this, change the MAP_MAP_PARENT_RESREF field to “wide_open_world”. (Fig. 7)&lt;br /&gt;
&lt;br /&gt;
[[Image:Change-to-wide-open-world.png|thumb|Figure 7: Editing the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this final modification is made, the location should be visitable from the single player campaign, just like any official DLC.&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7911</id>
		<title>Adding a Location to the Single Player Campaign Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7911"/>
				<updated>2009-11-18T03:19:18Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a module]], and the [[Area tutorial]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Create your Module==&lt;br /&gt;
&lt;br /&gt;
Create a new module: File -&amp;gt; Manage Modules... -&amp;gt; New...&lt;br /&gt;
&lt;br /&gt;
Change the default script field to (None), as in Fig. 1. This field must be changed because running module_core has been known to cause unusual behavior in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-no-script.png|thumb|Figure 1: Setting the module script to (None).]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the module should extend the single player campaign. To do this, set the “Extended Module” field to Single Player (Fig. 2).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-extend-single-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create an Area==&lt;br /&gt;
&lt;br /&gt;
Create a new area: File-&amp;gt;New-&amp;gt;Area. Give the area a meaningful tag. The tag will be how the area is referred to in the toolset. The area in this tutorial is tagged “maptutarea”. Select the appropriate layout for your area in the object inspector. (If you have created a level and exported it, this is where you would select your exported level). For the tutorial, I have used Flemeth's hut---“ost101d”. For more information about creating new areas, see the Area Tutorial. &lt;br /&gt;
&lt;br /&gt;
Most of the default properties of this area are fine for our purposes. The one field that will need to be changed is “Variables.” Select the ellipses by the Variables field to bring up the list of variables for the area, and scroll down to “AREA_WORLD_MAP_ENABLED”. This variable determines whether or not it is possible to travel to the world map from this area. Since we're keeping things very basic, we won't have any doors leading to area transitions---instead, we'll just make fast travel possible from anywhere in this area. To do this, change AREA_WORLD_MAP_ENABLED's value to 1 (Fig. 3)&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-area-wm-enabled.png|thumb|Figure 3: Enabling fast travel in the area variables list.]]&lt;br /&gt;
&lt;br /&gt;
In the area itself, place a waypoint and give it a meaningful tag. This tag will be the location where the player is spawned when he or she travels to that location. I've given my waypoint the tag “start”. &lt;br /&gt;
&lt;br /&gt;
==Make a Map==&lt;br /&gt;
&lt;br /&gt;
Create a new map: File-&amp;gt;New-&amp;gt;Map. Most of the default properties of the map can be left alone. The one field to change is the Map field, under Map Selection. Select “Wide Open World” from the list of selectable maps. This provides the background image for the map. &lt;br /&gt;
&lt;br /&gt;
Next, place a pin on the map wherever you wish your new location to be located. To place a pin, right-click on the map and select “insert pin”. My pin was placed near the Korcari Wilds (Fig. 4).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-pin.png|thumb|Figure 4: A sample map and pin.]]&lt;br /&gt;
&lt;br /&gt;
In the object inspector, name the pin the name you want displayed in the world map. Set the Area Tag field to the name of the area created in Section 2. Then, for the waypoint override field, put the tag of the starting waypoint in the area being added. The waypoint in this tutorial was tagged “start”. (See Fig. 5]).&lt;br /&gt;
&lt;br /&gt;
[[Image:Pin-properties.png|thumb|Figure 5: Properties of the map pin.]]&lt;br /&gt;
&lt;br /&gt;
''Note: This section needs some images''&lt;br /&gt;
Next, place a trail on the map from an existing pin (doesn't have to be exact, but closer is better) to your new pin.  Try to use a logical jumping off place.  To find pins to start with load the wide_open_world.map file from the main campaign ([[Extracting And Viewing The Main Campaign Map]]) or check out this list ([[Single Player Campaign Map Pin List]]).  To create the trail, right click on the map and click &amp;quot;insert trail&amp;quot; and left click for each point in the trail.  You want enough points that the trail looks good, it takes a little experimentation to get it just right.  In the object inspector, set the properties for your new trail.  Set the name to anything you want and set the start pin tag to the tag from the wide_open_world map and the end pin tag to your pin.&lt;br /&gt;
&lt;br /&gt;
==Export the Module==&lt;br /&gt;
&lt;br /&gt;
For each resource created, select “export without dependent resources.” The resources to export are:&lt;br /&gt;
&lt;br /&gt;
• The custom area (named “maptutarea” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• The custom map (named “tut_map” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• Any other custom items or areas included&lt;br /&gt;
&lt;br /&gt;
Then, update the module and manifest XMLs (Tools-&amp;gt;Export-&amp;gt;Generate Module XML and Tools-&amp;gt;Export-&amp;gt;Generate Manifest XML).&lt;br /&gt;
&lt;br /&gt;
==Modify the Map File==&lt;br /&gt;
&lt;br /&gt;
The final step in adding a new location to the single player map is modifying the exported map file. To do this, open the map file in the toolset: File-&amp;gt;Open File. It can be found in:&lt;br /&gt;
&lt;br /&gt;
Documents\BioWare\Dragon Age\AddIns\(your module name)\module\override\toolsetexport\&lt;br /&gt;
&lt;br /&gt;
[[Image:Tut-map-location.png|thumb|Figure 6: Opening the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this file is opened, its parent map must be set to the World Map. To do this, change the MAP_MAP_PARENT_RESREF field to “wide_open_world”. (Fig. 7)&lt;br /&gt;
&lt;br /&gt;
[[Image:Change-to-wide-open-world.png|thumb|Figure 7: Editing the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this final modification is made, the location should be visitable from the single player campaign, just like any official DLC.&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7909</id>
		<title>Adding a Location to the Single Player Campaign Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7909"/>
				<updated>2009-11-18T03:18:10Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a module]], and the [[Area tutorial]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Create your Module==&lt;br /&gt;
&lt;br /&gt;
Create a new module: File -&amp;gt; Manage Modules... -&amp;gt; New...&lt;br /&gt;
&lt;br /&gt;
Change the default script field to (None), as in Fig. 1. This field must be changed because running module_core has been known to cause unusual behavior in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-no-script.png|thumb|Figure 1: Setting the module script to (None).]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the module should extend the single player campaign. To do this, set the “Extended Module” field to Single Player (Fig. 2).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-extend-single-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create an Area==&lt;br /&gt;
&lt;br /&gt;
Create a new area: File-&amp;gt;New-&amp;gt;Area. Give the area a meaningful tag. The tag will be how the area is referred to in the toolset. The area in this tutorial is tagged “maptutarea”. Select the appropriate layout for your area in the object inspector. (If you have created a level and exported it, this is where you would select your exported level). For the tutorial, I have used Flemeth's hut---“ost101d”. For more information about creating new areas, see the Area Tutorial. &lt;br /&gt;
&lt;br /&gt;
Most of the default properties of this area are fine for our purposes. The one field that will need to be changed is “Variables.” Select the ellipses by the Variables field to bring up the list of variables for the area, and scroll down to “AREA_WORLD_MAP_ENABLED”. This variable determines whether or not it is possible to travel to the world map from this area. Since we're keeping things very basic, we won't have any doors leading to area transitions---instead, we'll just make fast travel possible from anywhere in this area. To do this, change AREA_WORLD_MAP_ENABLED's value to 1 (Fig. 3)&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-area-wm-enabled.png|thumb|Figure 3: Enabling fast travel in the area variables list.]]&lt;br /&gt;
&lt;br /&gt;
In the area itself, place a waypoint and give it a meaningful tag. This tag will be the location where the player is spawned when he or she travels to that location. I've given my waypoint the tag “start”. &lt;br /&gt;
&lt;br /&gt;
==Make a Map==&lt;br /&gt;
&lt;br /&gt;
Create a new map: File-&amp;gt;New-&amp;gt;Map. Most of the default properties of the map can be left alone. The one field to change is the Map field, under Map Selection. Select “Wide Open World” from the list of selectable maps. This provides the background image for the map. &lt;br /&gt;
&lt;br /&gt;
Next, place a pin on the map wherever you wish your new location to be located. To place a pin, right-click on the map and select “insert pin”. My pin was placed near the Korcari Wilds (Fig. 4).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-pin.png|thumb|Figure 4: A sample map and pin.]]&lt;br /&gt;
&lt;br /&gt;
In the object inspector, name the pin the name you want displayed in the world map. Set the Area Tag field to the name of the area created in Section 2. Then, for the waypoint override field, put the tag of the starting waypoint in the area being added. The waypoint in this tutorial was tagged “start”. (See Fig. 5]).&lt;br /&gt;
&lt;br /&gt;
[[Image:Pin-properties.png|thumb|Figure 5: Properties of the map pin.]]&lt;br /&gt;
&lt;br /&gt;
Next, place a trail on the map from an existing pin (doesn't have to be exact, but closer is better) to your new pin.  Try to use a logical jumping off place.  To find pins to start with load the wide_open_world.map file from the main campaign ([[Extracting And Viewing The Main Campaign Map]]) or check out this list ([[Single Player Campaign Map Pin List]]).  To create the trail, right click on the map and click &amp;quot;insert trail&amp;quot; and left click for each point in the trail.  You want enough points that the trail looks good, it takes a little experimentation to get it just right.  In the object inspector, set the properties for your new trail.  Set the name to anything you want and set the start pin tag to the tag from the wide_open_world map and the end pin tag to your pin.&lt;br /&gt;
&lt;br /&gt;
==Export the Module==&lt;br /&gt;
&lt;br /&gt;
For each resource created, select “export without dependent resources.” The resources to export are:&lt;br /&gt;
&lt;br /&gt;
• The custom area (named “maptutarea” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• The custom map (named “tut_map” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• Any other custom items or areas included&lt;br /&gt;
&lt;br /&gt;
Then, update the module and manifest XMLs (Tools-&amp;gt;Export-&amp;gt;Generate Module XML and Tools-&amp;gt;Export-&amp;gt;Generate Manifest XML).&lt;br /&gt;
&lt;br /&gt;
==Modify the Map File==&lt;br /&gt;
&lt;br /&gt;
The final step in adding a new location to the single player map is modifying the exported map file. To do this, open the map file in the toolset: File-&amp;gt;Open File. It can be found in:&lt;br /&gt;
&lt;br /&gt;
Documents\BioWare\Dragon Age\AddIns\(your module name)\module\override\toolsetexport\&lt;br /&gt;
&lt;br /&gt;
[[Image:Tut-map-location.png|thumb|Figure 6: Opening the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this file is opened, its parent map must be set to the World Map. To do this, change the MAP_MAP_PARENT_RESREF field to “wide_open_world”. (Fig. 7)&lt;br /&gt;
&lt;br /&gt;
[[Image:Change-to-wide-open-world.png|thumb|Figure 7: Editing the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this final modification is made, the location should be visitable from the single player campaign, just like any official DLC.&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7908</id>
		<title>Adding a Location to the Single Player Campaign Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7908"/>
				<updated>2009-11-18T03:16:40Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a module]], and the [[Area tutorial]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Create your Module==&lt;br /&gt;
&lt;br /&gt;
Create a new module: File -&amp;gt; Manage Modules... -&amp;gt; New...&lt;br /&gt;
&lt;br /&gt;
Change the default script field to (None), as in Fig. 1. This field must be changed because running module_core has been known to cause unusual behavior in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-no-script.png|thumb|Figure 1: Setting the module script to (None).]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the module should extend the single player campaign. To do this, set the “Extended Module” field to Single Player (Fig. 2).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-extend-single-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create an Area==&lt;br /&gt;
&lt;br /&gt;
Create a new area: File-&amp;gt;New-&amp;gt;Area. Give the area a meaningful tag. The tag will be how the area is referred to in the toolset. The area in this tutorial is tagged “maptutarea”. Select the appropriate layout for your area in the object inspector. (If you have created a level and exported it, this is where you would select your exported level). For the tutorial, I have used Flemeth's hut---“ost101d”. For more information about creating new areas, see the Area Tutorial. &lt;br /&gt;
&lt;br /&gt;
Most of the default properties of this area are fine for our purposes. The one field that will need to be changed is “Variables.” Select the ellipses by the Variables field to bring up the list of variables for the area, and scroll down to “AREA_WORLD_MAP_ENABLED”. This variable determines whether or not it is possible to travel to the world map from this area. Since we're keeping things very basic, we won't have any doors leading to area transitions---instead, we'll just make fast travel possible from anywhere in this area. To do this, change AREA_WORLD_MAP_ENABLED's value to 1 (Fig. 3)&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-area-wm-enabled.png|thumb|Figure 3: Enabling fast travel in the area variables list.]]&lt;br /&gt;
&lt;br /&gt;
In the area itself, place a waypoint and give it a meaningful tag. This tag will be the location where the player is spawned when he or she travels to that location. I've given my waypoint the tag “start”. &lt;br /&gt;
&lt;br /&gt;
==Make a Map==&lt;br /&gt;
&lt;br /&gt;
Create a new map: File-&amp;gt;New-&amp;gt;Map. Most of the default properties of the map can be left alone. The one field to change is the Map field, under Map Selection. Select “Wide Open World” from the list of selectable maps. This provides the background image for the map. &lt;br /&gt;
&lt;br /&gt;
Next, place a pin on the map wherever you wish your new location to be located. To place a pin, right-click on the map and select “insert pin”. My pin was placed near the Korcari Wilds (Fig. 4).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-pin.png|thumb|Figure 4: A sample map and pin.]]&lt;br /&gt;
&lt;br /&gt;
In the object inspector, name the pin the name you want displayed in the world map. Set the Area Tag field to the name of the area created in Section 2. Then, for the waypoint override field, put the tag of the starting waypoint in the area being added. The waypoint in this tutorial was tagged “start”. (See Fig. 5]).&lt;br /&gt;
&lt;br /&gt;
[[Image:Pin-properties.png|thumb|Figure 5: Properties of the map pin.]]&lt;br /&gt;
&lt;br /&gt;
Next, place a trail on the map from an existing pin (doesn't have to be exact, but closer is better) to your new pin.  Try to use a logical jumping off place.  To find pins to start with load the wide_open_world.map file from the main campaign ([[Extracting And Viewing The Main Campaign Map]]) or check out this list ([[Single Player Campaign Map Pin List]]).  To create the trail, right click on the map and click &amp;quot;insert trail&amp;quot; and left click for each point in the trail.  You want enough points that the trail looks good, it takes a little experimentation to get it just right.  In the object inspector, set the properties for your new trail.  Set the name to anything you want and set the start pin tag to the tag from the wide_open_world map and the end pin tag to your pin.&lt;br /&gt;
&lt;br /&gt;
==Export the Module==&lt;br /&gt;
&lt;br /&gt;
For each resource created, select “export without dependent resources.” The resources to export are:&lt;br /&gt;
&lt;br /&gt;
• The custom area (named “maptutarea” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• The custom map (named “tut_map” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• Any other custom items or areas included&lt;br /&gt;
&lt;br /&gt;
Then, update the module and manifest XMLs (ToolsExportGenerate Module XML and ToolsExportGenerate Manifest XML).&lt;br /&gt;
&lt;br /&gt;
==Modify the Map File==&lt;br /&gt;
&lt;br /&gt;
The final step in adding a new location to the single player map is modifying the exported map file. To do this, open the map file in the toolset: FileOpen File. It can be found in:&lt;br /&gt;
&lt;br /&gt;
Documents\BioWare\Dragon Age\AddIns\(your module name)\module\override\toolsetexport\&lt;br /&gt;
&lt;br /&gt;
[[Image:Tut-map-location.png|thumb|Figure 6: Opening the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this file is opened, its parent map must be set to the World Map. To do this, change the MAP_MAP_PARENT_RESREF field to “wide_open_world”. (Fig. 7)&lt;br /&gt;
&lt;br /&gt;
[[Image:Change-to-wide-open-world.png|thumb|Figure 7: Editing the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this final modification is made, the location should be visitable from the single player campaign, just like any official DLC.&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Single_Player_Campaign_Map_Pin_List&amp;diff=7906</id>
		<title>Single Player Campaign Map Pin List</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Single_Player_Campaign_Map_Pin_List&amp;diff=7906"/>
				<updated>2009-11-18T03:02:40Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==wide_open_world.map==&lt;br /&gt;
&lt;br /&gt;
NOTE: The wmlf_* and wml_lc_* pins are not here as I'm not sure what they are.&lt;br /&gt;
&lt;br /&gt;
* wml_wow_docks (266, 299)&lt;br /&gt;
* wml_wow_lothering (410, 372)&lt;br /&gt;
* wml_wow_dalish (529, 380)&lt;br /&gt;
* wml_wow_forest (643,415)&lt;br /&gt;
* wml_wow_ruins (776, 396)&lt;br /&gt;
* wml_wow_denerim (607, 195)&lt;br /&gt;
* wml_wow_redcliffe (219, 461)&lt;br /&gt;
* wml_wow_red_castle (229, 410)&lt;br /&gt;
* wml_wow_orzammar (123, 252)&lt;br /&gt;
* wml_wow_urn_village (104, 412)&lt;br /&gt;
* wml_wow_camp (783, 108)&lt;br /&gt;
* wow_wml_flemeth (424, 563)&lt;br /&gt;
* wml_wow_urn_ruins (95, 516)&lt;br /&gt;
* wml_wow_red_village_cli (221, 464)&lt;br /&gt;
* wml_wow_red_castle_cli (227, 414)&lt;br /&gt;
* wml_wow_tower (229, 286)&lt;br /&gt;
* wml_crossroads_1 (201, 310)&lt;br /&gt;
* wml_crossroads_2 (292, 247)&lt;br /&gt;
* wml_crossroads_3 (390, 186)&lt;br /&gt;
* wml_wow_dalish_camp (551, 343)&lt;br /&gt;
* wml_wow_orammar_city (113, 291)&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Single_Player_Campaign_Map_Pin_List&amp;diff=7905</id>
		<title>Single Player Campaign Map Pin List</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Single_Player_Campaign_Map_Pin_List&amp;diff=7905"/>
				<updated>2009-11-18T02:55:10Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: Created page with '==wide_open_world.map==  * wml_wow_docks (266, 299) * wml_wow_lothering (410, 372) * wml_wow_dalish (529, 380) * wml_wow_forest (643,415) * wml_wow_ruins (776, 396) * wml_wow_den...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==wide_open_world.map==&lt;br /&gt;
&lt;br /&gt;
* wml_wow_docks (266, 299)&lt;br /&gt;
* wml_wow_lothering (410, 372)&lt;br /&gt;
* wml_wow_dalish (529, 380)&lt;br /&gt;
* wml_wow_forest (643,415)&lt;br /&gt;
* wml_wow_ruins (776, 396)&lt;br /&gt;
* wml_wow_denerim (607, 195)&lt;br /&gt;
* wml_wow_redcliffe (219, 461)&lt;br /&gt;
* wml_wow_red_castle (229, 410)&lt;br /&gt;
* wml_wow_orzammar (123, 252)&lt;br /&gt;
* ...&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7904</id>
		<title>Adding a Location to the Single Player Campaign Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7904"/>
				<updated>2009-11-18T02:50:33Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a module]], and the [[Area tutorial]]. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Create your Module==&lt;br /&gt;
&lt;br /&gt;
Create a new module: File -&amp;gt; Manage Modules... -&amp;gt; New...&lt;br /&gt;
&lt;br /&gt;
Change the default script field to (None), as in Fig. 1. This field must be changed because running module_core has been known to cause unusual behavior in the game. &lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-no-script.png|thumb|Figure 1: Setting the module script to (None).]]&lt;br /&gt;
&lt;br /&gt;
Additionally, the module should extend the single player campaign. To do this, set the “Extended Module” field to Single Player (Fig. 2).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-extend-single-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create an Area==&lt;br /&gt;
&lt;br /&gt;
Create a new area: File-&amp;gt;New-&amp;gt;Area. Give the area a meaningful tag. The tag will be how the area is referred to in the toolset. The area in this tutorial is tagged “maptutarea”. Select the appropriate layout for your area in the object inspector. (If you have created a level and exported it, this is where you would select your exported level). For the tutorial, I have used Flemeth's hut---“ost101d”. For more information about creating new areas, see the Area Tutorial. &lt;br /&gt;
&lt;br /&gt;
Most of the default properties of this area are fine for our purposes. The one field that will need to be changed is “Variables.” Select the ellipses by the Variables field to bring up the list of variables for the area, and scroll down to “AREA_WORLD_MAP_ENABLED”. This variable determines whether or not it is possible to travel to the world map from this area. Since we're keeping things very basic, we won't have any doors leading to area transitions---instead, we'll just make fast travel possible from anywhere in this area. To do this, change AREA_WORLD_MAP_ENABLED's value to 1 (Fig. 3)&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-tut-area-wm-enabled.png|thumb|Figure 3: Enabling fast travel in the area variables list.]]&lt;br /&gt;
&lt;br /&gt;
In the area itself, place a waypoint and give it a meaningful tag. This tag will be the location where the player is spawned when he or she travels to that location. I've given my waypoint the tag “start”. &lt;br /&gt;
&lt;br /&gt;
==Make a Map==&lt;br /&gt;
&lt;br /&gt;
Create a new map: File-&amp;gt;New-&amp;gt;Map. Most of the default properties of the map can be left alone. The one field to change is the Map field, under Map Selection. Select “Wide Open World” from the list of selectable maps. This provides the background image for the map. &lt;br /&gt;
&lt;br /&gt;
Next, place a pin on the map wherever you wish your new location to be located. To place a pin, right-click on the map and select “insert pin”. My pin was placed near the Korcari Wilds (Fig. 4).&lt;br /&gt;
&lt;br /&gt;
[[Image:Map-pin.png|thumb|Figure 4: A sample map and pin.]]&lt;br /&gt;
&lt;br /&gt;
In the object inspector, name the pin the name you want displayed in the world map. Set the Area Tag field to the name of the area created in Section 2. Then, for the waypoint override field, put the tag of the starting waypoint in the area being added. The waypoint in this tutorial was tagged “start”. (See Fig. 5]).&lt;br /&gt;
&lt;br /&gt;
[[Image:Pin-properties.png|thumb|Figure 5: Properties of the map pin.]]&lt;br /&gt;
&lt;br /&gt;
Next, place a trail on the map from an existing pin (doesn't have to be exact, but closer is better) to your new pin.  Try to use a logical jumping off place.  To find pins to start with load the wide_open_world.map file from the main campaign ([[Extracting And Viewing The Main Campaign Map]]) or check out this list ([[Single Player Campaign Map Pin List]]).  To create the pin, right click on the map and click &amp;quot;insert trail&amp;quot; and left click for each point in the trail.  You want enough points that the trail looks good, it takes a little experimentation to get it just right.  In the object inspector, set the properties for your new trail.  Set the name to anything you want and set the start pin tag to the tag from the wide_open_world map and the end pin tag to your pin.&lt;br /&gt;
&lt;br /&gt;
==Export the Module==&lt;br /&gt;
&lt;br /&gt;
For each resource created, select “export without dependent resources.” The resources to export are:&lt;br /&gt;
&lt;br /&gt;
• The custom area (named “maptutarea” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• The custom map (named “tut_map” in this tutorial)&lt;br /&gt;
&lt;br /&gt;
• Any other custom items or areas included&lt;br /&gt;
&lt;br /&gt;
Then, update the module and manifest XMLs (ToolsExportGenerate Module XML and ToolsExportGenerate Manifest XML).&lt;br /&gt;
&lt;br /&gt;
==Modify the Map File==&lt;br /&gt;
&lt;br /&gt;
The final step in adding a new location to the single player map is modifying the exported map file. To do this, open the map file in the toolset: FileOpen File. It can be found in:&lt;br /&gt;
&lt;br /&gt;
Documents\BioWare\Dragon Age\AddIns\(your module name)\module\override\toolsetexport\&lt;br /&gt;
&lt;br /&gt;
[[Image:Tut-map-location.png|thumb|Figure 6: Opening the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this file is opened, its parent map must be set to the World Map. To do this, change the MAP_MAP_PARENT_RESREF field to “wide_open_world”. (Fig. 7)&lt;br /&gt;
&lt;br /&gt;
[[Image:Change-to-wide-open-world.png|thumb|Figure 7: Editing the map file.]]&lt;br /&gt;
&lt;br /&gt;
Once this final modification is made, the location should be visitable from the single player campaign, just like any official DLC.&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Eiham&amp;diff=7903</id>
		<title>User:Eiham</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Eiham&amp;diff=7903"/>
				<updated>2009-11-18T00:52:38Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Eiham/Sandbox|Sandbox]]&lt;br /&gt;
&lt;br /&gt;
[[Single Player Campaign Map Pin List]]&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Eiham/Sandbox&amp;diff=7881</id>
		<title>User:Eiham/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Eiham/Sandbox&amp;diff=7881"/>
				<updated>2009-11-17T15:01:18Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: /* Creating Your Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eiham's Guide to Creating a New Location in Dragon Age: Origins==&lt;br /&gt;
''TODO: Write some introductory text here''&lt;br /&gt;
&lt;br /&gt;
==Extending The World Map==&lt;br /&gt;
This tutorial is intended to show you how to add your own locations to the main Dragon Age: Origins campaign map.  This will allow you to add your own adventures and dungeon crawls that tie in with the main story.&lt;br /&gt;
&lt;br /&gt;
===Creating Your Module===&lt;br /&gt;
''TODO: Add screenshots and more info''&lt;br /&gt;
&lt;br /&gt;
First you'll want to create a new Module.  Let's call it &amp;quot;Timmy's Peril&amp;quot;.  Select &amp;quot;New Module&amp;quot; and give it a relevant tag (I used &amp;quot;eih_timmys_peril&amp;quot;).  Note that we want to extend the single player campaign.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT: Change your module_core script to (none) or a script you write yourself.  Mods using module_core will break you area transitions.'''&lt;br /&gt;
&lt;br /&gt;
===Creating Your Map===&lt;br /&gt;
''TODO: Add screenshots and more info''&lt;br /&gt;
&lt;br /&gt;
Next thing to do is actually create the map. Select New &amp;gt; Map.  Give your map a name and tag (I used eih_tim_wide_open_world).&lt;br /&gt;
&lt;br /&gt;
We're going to take an aside here to go and get the world map file from the main campaign.&lt;br /&gt;
&lt;br /&gt;
====Extracting the Existing World Map====&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
====Creating the Map Pin====&lt;br /&gt;
Right click on the Map Pins entry and click &amp;quot;New Pin&amp;quot;.  Click where you would like your pin to go.  ''TODO: finish up''&lt;br /&gt;
&lt;br /&gt;
====Creating the Map Trail====&lt;br /&gt;
&lt;br /&gt;
===Hacky Magic===&lt;br /&gt;
&lt;br /&gt;
====Exporting Your Map====&lt;br /&gt;
&lt;br /&gt;
====Linking Your Map to the Main World Map====&lt;br /&gt;
&lt;br /&gt;
===Creating an Area to Land in===&lt;br /&gt;
===Making Sure You Can Get Back Out===&lt;br /&gt;
===Scripting Your Area===&lt;br /&gt;
===Give it a Whirl!===&lt;br /&gt;
&lt;br /&gt;
==Using Secondary Maps==&lt;br /&gt;
&lt;br /&gt;
===What For?===&lt;br /&gt;
===How to Use Secondary Maps===&lt;br /&gt;
===How to Get Rid of The Secondary Map===&lt;br /&gt;
===Style Concerns===&lt;br /&gt;
&lt;br /&gt;
==How to Make Enemies for Fun and Profit (aka Spawning NPCs)==&lt;br /&gt;
&lt;br /&gt;
===Adding Monsters===&lt;br /&gt;
&lt;br /&gt;
===Adding Neutral NPCs===&lt;br /&gt;
&lt;br /&gt;
===Adding Merchants===&lt;br /&gt;
&lt;br /&gt;
==Creating a Simple Plot==&lt;br /&gt;
&lt;br /&gt;
===Timmy Fell Down The Well!===&lt;br /&gt;
&lt;br /&gt;
===Rescuing Timmy===&lt;br /&gt;
&lt;br /&gt;
===Getting Paid (or not)===&lt;br /&gt;
&lt;br /&gt;
==Creating a New Companion==&lt;br /&gt;
&lt;br /&gt;
===Where to Put Him?===&lt;br /&gt;
&lt;br /&gt;
===A Campin' We Will Go===&lt;br /&gt;
&lt;br /&gt;
===Too Banter or Not to Banter===&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Eiham/Sandbox&amp;diff=7831</id>
		<title>User:Eiham/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Eiham/Sandbox&amp;diff=7831"/>
				<updated>2009-11-16T22:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: Created page with '==Eiham's Guide to Creating a New Location in Dragon Age: Origins== ''TODO: Write some introductory text here''  ==Extending The World Map== This tutorial is intended to show you...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eiham's Guide to Creating a New Location in Dragon Age: Origins==&lt;br /&gt;
''TODO: Write some introductory text here''&lt;br /&gt;
&lt;br /&gt;
==Extending The World Map==&lt;br /&gt;
This tutorial is intended to show you how to add your own locations to the main Dragon Age: Origins campaign map.  This will allow you to add your own adventures and dungeon crawls that tie in with the main story.&lt;br /&gt;
&lt;br /&gt;
===Creating Your Module===&lt;br /&gt;
''TODO: Add screenshots and more info''&lt;br /&gt;
&lt;br /&gt;
First you'll want to create a new Module.  Let's call it &amp;quot;Timmy's Peril&amp;quot;.  Select &amp;quot;New Module&amp;quot; and give it a relevant tag (I used &amp;quot;eih_timmys_peril&amp;quot;).  Note that we want to extend the single player campaign.&lt;br /&gt;
&lt;br /&gt;
===Creating Your Map===&lt;br /&gt;
''TODO: Add screenshots and more info''&lt;br /&gt;
&lt;br /&gt;
Next thing to do is actually create the map. Select New &amp;gt; Map.  Give your map a name and tag (I used eih_tim_wide_open_world).&lt;br /&gt;
&lt;br /&gt;
We're going to take an aside here to go and get the world map file from the main campaign.&lt;br /&gt;
&lt;br /&gt;
====Extracting the Existing World Map====&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
====Creating the Map Pin====&lt;br /&gt;
Right click on the Map Pins entry and click &amp;quot;New Pin&amp;quot;.  Click where you would like your pin to go.  ''TODO: finish up''&lt;br /&gt;
&lt;br /&gt;
====Creating the Map Trail====&lt;br /&gt;
&lt;br /&gt;
===Hacky Magic===&lt;br /&gt;
&lt;br /&gt;
====Exporting Your Map====&lt;br /&gt;
&lt;br /&gt;
====Linking Your Map to the Main World Map====&lt;br /&gt;
&lt;br /&gt;
===Creating an Area to Land in===&lt;br /&gt;
===Making Sure You Can Get Back Out===&lt;br /&gt;
===Scripting Your Area===&lt;br /&gt;
===Give it a Whirl!===&lt;br /&gt;
&lt;br /&gt;
==Using Secondary Maps==&lt;br /&gt;
&lt;br /&gt;
===What For?===&lt;br /&gt;
===How to Use Secondary Maps===&lt;br /&gt;
===How to Get Rid of The Secondary Map===&lt;br /&gt;
===Style Concerns===&lt;br /&gt;
&lt;br /&gt;
==How to Make Enemies for Fun and Profit (aka Spawning NPCs)==&lt;br /&gt;
&lt;br /&gt;
===Adding Monsters===&lt;br /&gt;
&lt;br /&gt;
===Adding Neutral NPCs===&lt;br /&gt;
&lt;br /&gt;
===Adding Merchants===&lt;br /&gt;
&lt;br /&gt;
==Creating a Simple Plot==&lt;br /&gt;
&lt;br /&gt;
===Timmy Fell Down The Well!===&lt;br /&gt;
&lt;br /&gt;
===Rescuing Timmy===&lt;br /&gt;
&lt;br /&gt;
===Getting Paid (or not)===&lt;br /&gt;
&lt;br /&gt;
==Creating a New Companion==&lt;br /&gt;
&lt;br /&gt;
===Where to Put Him?===&lt;br /&gt;
&lt;br /&gt;
===A Campin' We Will Go===&lt;br /&gt;
&lt;br /&gt;
===Too Banter or Not to Banter===&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Eiham&amp;diff=7829</id>
		<title>User:Eiham</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Eiham&amp;diff=7829"/>
				<updated>2009-11-16T21:44:05Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Eiham/Sandbox|Sandbox]]&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Eiham&amp;diff=7828</id>
		<title>User:Eiham</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Eiham&amp;diff=7828"/>
				<updated>2009-11-16T21:43:53Z</updated>
		
		<summary type="html">&lt;p&gt;Eiham: Created page with 'User:Eiham/Sandbox'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Eiham/Sandbox]]&lt;/div&gt;</summary>
		<author><name>Eiham</name></author>	</entry>

	</feed>