Difference between revisions of "Compatible Companion Mod Creation"

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The purpose of this tutorial is to help the community tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce custom companions.
 
The purpose of this tutorial is to help the community tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce custom companions.
  
I'll share with you my approach to handling companions, based on what I have done with my mod, [http://social.bioware.com/project/3152/ Quests and Legends],  my experiments and experience. My goal has always been to be the least  intrusive to the game core resources (meaning don't change them at all),  while having the companion behave appropriately in most parts of the  game.
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I'll share with you my approach to handling companions, based on my experiments and experience. My goal has always been to be the least  intrusive to the game core resources (meaning don't change them at all),  while having the companion behave appropriately in most parts of the  game.
  
What I'll talk about here works for Patch 1.02, but after some testing, it seems to be working fine also for those with Awakening and/or even Patch 1.03. So there's something going on with the flags  probably of Patch 1.04 (they changed from these below?). This patch has always broken my game when I installed it so I don't know what the problem is there.
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What I'll talk about here works for Patch 1.02, but after many months of testing, it seems to be working fine also for those with Awakening, Ultimate Edition and/or even Patch 1.03, 1.04. The issue with Awakening is that BioWare has apparently changed the role of /<uid>/module/override (this is what our tests showed). So all scripts should be dumped in /<uid>/core/override to ensure everything runs smoothly. I do not recommend dumping stuff into /packages/core/override, other than new models, morphs etc. Anything in here (like scripts, gda etc), WILL destroy your game and other mods if you're not careful. I never touch that directory.
 
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I've opened a discussion thread [http://social.bioware.com/project/3152/discussion/2722/ here]. Please join in with your questions/comments/suggestions.
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Everything in this tutorial is done WITHOUT changing game resources.
 
Everything in this tutorial is done WITHOUT changing game resources.
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{{TutorialNavBar||Game Mechanics And Module Events}}
 
{{TutorialNavBar||Game Mechanics And Module Events}}
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[[Category:Followers]]
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[[Category:Follower tutorials]]
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[[Category:Tutorials]]

Latest revision as of 20:56, 26 October 2014

The purpose of this tutorial is to help the community tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce custom companions.

I'll share with you my approach to handling companions, based on my experiments and experience. My goal has always been to be the least intrusive to the game core resources (meaning don't change them at all), while having the companion behave appropriately in most parts of the game.

What I'll talk about here works for Patch 1.02, but after many months of testing, it seems to be working fine also for those with Awakening, Ultimate Edition and/or even Patch 1.03, 1.04. The issue with Awakening is that BioWare has apparently changed the role of /<uid>/module/override (this is what our tests showed). So all scripts should be dumped in /<uid>/core/override to ensure everything runs smoothly. I do not recommend dumping stuff into /packages/core/override, other than new models, morphs etc. Anything in here (like scripts, gda etc), WILL destroy your game and other mods if you're not careful. I never touch that directory.

Everything in this tutorial is done WITHOUT changing game resources.

Table of Contents

The tutorial contains the following steps:

Icon wiki arrow left disabled.png Icon wiki home disabled.png Game Mechanics And Module Events