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		<id>https://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Avantoreon</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
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		<updated>2026-04-13T14:57:28Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=7899</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=7899"/>
				<updated>2009-11-17T19:54:37Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=7898</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=7898"/>
				<updated>2009-11-17T19:54:16Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Adding a location to the single player campaign tutorial]]&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7897</id>
		<title>Adding a Location to the Single Player Campaign Tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_a_Location_to_the_Single_Player_Campaign_Tutorial&amp;diff=7897"/>
				<updated>2009-11-17T19:52:53Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: Created page with '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 t...'&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;
==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>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Tut-map-location.png&amp;diff=7896</id>
		<title>File:Tut-map-location.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Tut-map-location.png&amp;diff=7896"/>
				<updated>2009-11-17T19:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Change-to-wide-open-world.png&amp;diff=7895</id>
		<title>File:Change-to-wide-open-world.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Change-to-wide-open-world.png&amp;diff=7895"/>
				<updated>2009-11-17T19:50:38Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Pin-properties.png&amp;diff=7894</id>
		<title>File:Pin-properties.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Pin-properties.png&amp;diff=7894"/>
				<updated>2009-11-17T19:49:17Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Map-pin.png&amp;diff=7893</id>
		<title>File:Map-pin.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Map-pin.png&amp;diff=7893"/>
				<updated>2009-11-17T19:48:25Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Map-tut-area-wm-enabled.png&amp;diff=7892</id>
		<title>File:Map-tut-area-wm-enabled.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Map-tut-area-wm-enabled.png&amp;diff=7892"/>
				<updated>2009-11-17T19:47:09Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Map-tut-extend-single-player.png&amp;diff=7891</id>
		<title>File:Map-tut-extend-single-player.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Map-tut-extend-single-player.png&amp;diff=7891"/>
				<updated>2009-11-17T19:46:03Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Map-tut-no-script.png&amp;diff=7890</id>
		<title>File:Map-tut-no-script.png</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Map-tut-no-script.png&amp;diff=7890"/>
				<updated>2009-11-17T19:43:25Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:Main_Page&amp;diff=7843</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:Main_Page&amp;diff=7843"/>
				<updated>2009-11-17T00:38:58Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add a new topic by creating a new header like this one ==&lt;br /&gt;
&lt;br /&gt;
And then write your comment below it. Sign your comment with four tildes, like so: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. It is automatically substituted with your user name and a link to your user page.&lt;br /&gt;
&lt;br /&gt;
:To respond to someone else's comment, use a colon at the beginning of your response to indent it.&lt;br /&gt;
&lt;br /&gt;
::Two colons indent twice, and so forth.&lt;br /&gt;
&lt;br /&gt;
== Can we add a link to the Level Editor tutorial to the list of tutorials on the main page? ==&lt;br /&gt;
&lt;br /&gt;
I don't know how to do it myself, but it seems like the Level Editor tutorial belongs before the Area tutorial in that list on the main page.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
I moved the placeable tutorial to second on the list, because it doesn't work unless you already created a module in the area tutorial.&lt;br /&gt;
[[User:Proleric1|Proleric1]] 12:41, 25 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
The list of events is actually here:&lt;br /&gt;
http://social.bioware.com/wiki/datoolset/index.php/Category:Event_types [[User:Proleric1|Proleric1]] 07:59, 15 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== NDA ==&lt;br /&gt;
I suspect that the NDA no longer applies to the Wiki, since the latter does not touch on the three topics that Chris Priestly asked us not to discuss in his e-mail of 13-Jul-2009.&lt;br /&gt;
[[User:Proleric1|Proleric1]] 09:42, 25 July 2009 (UTC)&lt;br /&gt;
:Surely no NDA applies now, as the wiki is in the public domain? [[User:Proleric1|Proleric1]] 07:47, 15 October 2009 (UTC)&lt;br /&gt;
::Probably not. I'll ask around to make sure, though. [[User:BryanDerksen|BryanDerksen]] 19:44, 15 October 2009 (UTC)&lt;br /&gt;
::I've been asked to ask you to hold off on talking about the wiki until next week, to help spread the &amp;quot;buzz&amp;quot; out a bit. Right now everyone's talking about character creator, we don't want to distract from that. The folks who busted their humps on CC need their due. [[User:BryanDerksen|BryanDerksen]] 15:07, 16 October 2009 (UTC)&lt;br /&gt;
::Heh. I see Sunjammer just posted about the wiki on the forum, directing people here. Oh well. :) [[User:BryanDerksen|BryanDerksen]] 15:41, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Toolset download location ==&lt;br /&gt;
&lt;br /&gt;
Someone should probably post a link to the location of the toolset here and/or in the installation page, to go with the instructions.  It's a bit slow on the various EA/Bioware servers right now to just search around for them, and there's no direct link on Google for the obvious searches yet.&lt;br /&gt;
&lt;br /&gt;
Edit: That link would be:&lt;br /&gt;
[http://social.bioware.com/toolset.php#downloads]&lt;br /&gt;
&lt;br /&gt;
According to a post by Scott Meadows,Senior Programmer in the forums, it is still not available for general download, as of 9:48pm PST.  No ETA was given.&lt;br /&gt;
&lt;br /&gt;
--[[User:RyanFenton|RyanFenton]] 20:45, 3 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It is available now.&lt;br /&gt;
[[User:Rabidgerbal|Rabidgerbal]] 23:20, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, slipped my mind in the midst of all the troubleshooting. :) [[User:BryanDerksen|BryanDerksen]] 23:41, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Camp ==&lt;br /&gt;
&lt;br /&gt;
How do I add stuff to the camp area? [[User:Apocalypsefu|Apocalypsefu]] 04:45, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: [[How-tos#Insert_content_into_an_existing_area]] has a summary of how you can create an addin that adds new content to existing areas. [[User:BryanDerksen|BryanDerksen]] 01:42, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ten Minute Tutorials==&lt;br /&gt;
I think we should create a category and or easily accessible launch page where people can contribute quick 10 minute tutorials on a variety of subjects [[User:Allan Smith|Allan Smith]] 01:54, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help for the timid==&lt;br /&gt;
We should also put up something on the main page that helps timid editors know that it is okay to make new articles, and possibly give some guidance on naming conventions and how to get their articles included or linked from the main page (or really guidance on where they should be linked from [[User:Allan Smith|Allan Smith]] 01:54, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'll come up with a page tomorrow, I should have some spare time then. :) [[User:BryanDerksen|BryanDerksen]] 01:43, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Added an Item Reskinning Tutorial==&lt;br /&gt;
See [[Tutorial: Reskinning an Item]]. Perhaps someone could add it to the list of tutorials on the main page, if appropriate?&lt;br /&gt;
[[User:Avantoreon|Avantoreon]] 00:38, 17 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=7842</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=7842"/>
				<updated>2009-11-17T00:36:32Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Converstaion Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=7841</id>
		<title>Reskinning an item tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Reskinning_an_item_tutorial&amp;diff=7841"/>
				<updated>2009-11-17T00:34:36Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: Created page with '__TOC__  This tutorial describes how to reskin, or change the default texture, of items that already exist in-game.  For this tutorial, the default textures of the female mage's ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
This tutorial describes how to reskin, or change the default texture, of items that already exist in-game.&lt;br /&gt;
&lt;br /&gt;
For this tutorial, the default textures of the female mage's robes will be changed.&lt;br /&gt;
&lt;br /&gt;
== Locating the Model Textures ==&lt;br /&gt;
&lt;br /&gt;
Default model textures are located in two &amp;quot;texturepack.erf&amp;quot; packages, corresponding to high resolution and medium resolution textures. These packages can be found in the (dragon age install directory)\packages\core\textures\ folder. For example, the packages might be:&lt;br /&gt;
&lt;br /&gt;
*C:\Program Files\Dragon Age\packages\core\textures\high\texturepack.erf&lt;br /&gt;
*C:\Program Files\Dragon Age\packages\core\textures\medium\texturepack.erf&lt;br /&gt;
&lt;br /&gt;
The files contained in these ERFs are in DDS format, and plugins exist to allow these files to be edited in Photoshop, GIMP, or other image editing programs. To extract the mage robe textures, open the two texturepack ERFs in the toolset. The ERFs will contain a number of DDS images.&lt;br /&gt;
&lt;br /&gt;
=== Texture Prefix Guide ===&lt;br /&gt;
&lt;br /&gt;
The prefixes of these files describe what kind of model the texture is associated with. Here are some of the more common ones:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Common Texture Prefices&lt;br /&gt;
! Prefix !! Interpretation&lt;br /&gt;
|-&lt;br /&gt;
! c_&lt;br /&gt;
| Creature model&lt;br /&gt;
|-&lt;br /&gt;
! fx_&lt;br /&gt;
| Effect &lt;br /&gt;
|-&lt;br /&gt;
! pf_&lt;br /&gt;
| Female-specific gear model&lt;br /&gt;
|-&lt;br /&gt;
! pm_&lt;br /&gt;
| Male-specific gear model&lt;br /&gt;
|-&lt;br /&gt;
! pm_&lt;br /&gt;
| Genderless gear model&lt;br /&gt;
|-&lt;br /&gt;
! vfx_&lt;br /&gt;
| Visual effects&lt;br /&gt;
|-&lt;br /&gt;
! w_&lt;br /&gt;
| Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Extracting the Model Textures ==&lt;br /&gt;
&lt;br /&gt;
To extract one of the textures, right-click on it and select &amp;quot;Extract Resource.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To prepare for extracting the textures, we must create a directory mimicking the structure of the Dragon Age packages folder. To do this, create a new folder named &amp;quot;textures&amp;quot; in a convenient location (for example, on your desktop). Inside this folder, create two new folders, named &amp;quot;high&amp;quot; and &amp;quot;medium&amp;quot;. The &amp;quot;high&amp;quot; folder will be where the high-resolution textures are extracted to, and the &amp;quot;medium&amp;quot; folder will be where the medium-resolution textures are extracted to.&lt;br /&gt;
&lt;br /&gt;
For this tutorial, we are interested in the mage's robes. To locate the textures of the mage's robes, scroll down to &amp;quot;pf_rob_appa_0d.dds&amp;quot; in one of the two texturepack ERFs. In each texturepack.erf, select all of the image files prefixed with &amp;quot;pf_robe_app&amp;quot; (from &amp;quot;pf_rob_appa_0d.dds&amp;quot; to &amp;quot;pf_rob_appb_0tl3.dds&amp;quot;). For the high-resolution texturepack.erf, extract these images to the &amp;quot;textures\high\&amp;quot; folder just created. Extract the medium-resolution textures to the &amp;quot;textures\medium\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
== Editing the Textures ==&lt;br /&gt;
&lt;br /&gt;
Conveniently, there are two sets of textures for the mage's robes, but only one is utilized in-game. The currently utilized textures are the &amp;quot;B&amp;quot; variation of the textures, identified by their &amp;quot;pf_rob_appb&amp;quot; prefix. This prefix can be interpreted as &amp;quot;female apprentice robes, variation B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
At this stage, if we wanted to edit the existing robe textures, we could do so by changing these files. (For example, pf_rob_appb_0d.dds is the diffuse texture for the mage's robes, and pf_rob_appb_0dl2.dds and pf_rob_appb_0dl3.dds correspond to lower-resolution diffuse textures). &lt;br /&gt;
&lt;br /&gt;
Instead, we are going to simply rename the variation A robes so that Dragon Age uses these textures instead of the variation B robe textures. To do this, delete all of the &amp;quot;pf_rob_appb&amp;quot; textures, and then change the names of each of the variation A robe textures to those of their variation B counterparts. For example, &amp;quot;pf_rob_appa_0d.dds&amp;quot; becomes &amp;quot;pf_rob_appb_0d.dds&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once this renaming has been done for all of the variation A robe textures (in both the &amp;quot;High&amp;quot; and &amp;quot;Medium&amp;quot; folders), we'll be ready to override the default textures in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
== Overriding the Existing Textures ==&lt;br /&gt;
&lt;br /&gt;
To override the existing textures, copy the &amp;quot;textures&amp;quot; folder containing the modified textures, and paste this folder into the Dragon Age override folder. The override folder is found in:&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
for Windows Vista and 7, and in a similar location on Windows XP.&lt;br /&gt;
&lt;br /&gt;
So, after pasting in the modified textures, the structure of the override folder should look like this:&lt;br /&gt;
&lt;br /&gt;
*Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
**textures&lt;br /&gt;
***high&lt;br /&gt;
****pf_rob_appb_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appb_0tl3.dds&lt;br /&gt;
***medium&lt;br /&gt;
****pf_rob_appb_0d.dds&lt;br /&gt;
****(...)&lt;br /&gt;
****pf_rob_appb_0tl3.dds&lt;br /&gt;
&lt;br /&gt;
[[Image:Demo-retexture.jpg|thumb|The end result: reskinned default mage robes.]]&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:Demo-retexture.jpg&amp;diff=7840</id>
		<title>File:Demo-retexture.jpg</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:Demo-retexture.jpg&amp;diff=7840"/>
				<updated>2009-11-17T00:30:58Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: Image demonstrating a reskinned female mage robe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image demonstrating a reskinned female mage robe.&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Inventory&amp;diff=7796</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Inventory&amp;diff=7796"/>
				<updated>2009-11-16T18:08:19Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature or container object can contain one or more [[item]]s in inventory. &lt;br /&gt;
&lt;br /&gt;
If a container is destroyed the contents of its inventory are transferred to a [[Bodybag]].&lt;br /&gt;
&lt;br /&gt;
Each item can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Subgroup&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
[[File:Creature inventory.png|center|thumb|400px|A typical creature inventory screen]]&lt;br /&gt;
&lt;br /&gt;
[[Merchant]]s also have an inventory.&lt;br /&gt;
&lt;br /&gt;
See [[Treasure system]] for auto-generated loot.&lt;br /&gt;
&lt;br /&gt;
== Inventory Subgroup Codes ==&lt;br /&gt;
&lt;br /&gt;
Armor:&lt;br /&gt;
*Light Armor   331000&lt;br /&gt;
*Medium Armor    332000&lt;br /&gt;
*Heavy Armor    333000&lt;br /&gt;
*Massive Armor    334000&lt;br /&gt;
&lt;br /&gt;
Glove:&lt;br /&gt;
*Light Gloves    311000&lt;br /&gt;
*Medium Gloves    312000&lt;br /&gt;
*Heavy Gloves    311000&lt;br /&gt;
*Massive Gloves    314000&lt;br /&gt;
&lt;br /&gt;
Boots:&lt;br /&gt;
*Light Boots    321000&lt;br /&gt;
*Medium Boots    322000&lt;br /&gt;
*Heavy Boots    323000&lt;br /&gt;
*Massive Boots    324000&lt;br /&gt;
&lt;br /&gt;
Helmets:&lt;br /&gt;
*Light Helmet    301000&lt;br /&gt;
*Medium Helmet    302000&lt;br /&gt;
*Heavy Helmet    303000&lt;br /&gt;
*Massive Helmet    304000&lt;br /&gt;
*Mage Helmet    351500&lt;br /&gt;
&lt;br /&gt;
Shields:&lt;br /&gt;
*Kite Shield    343000&lt;br /&gt;
*Large Shield    342000&lt;br /&gt;
*Small Shield    341000&lt;br /&gt;
*Tower Shield    344000&lt;br /&gt;
&lt;br /&gt;
Magic Staff:&lt;br /&gt;
*Staff    221000&lt;br /&gt;
&lt;br /&gt;
Melee Weapons:&lt;br /&gt;
*Axes    201000&lt;br /&gt;
*Battleaxes    202000&lt;br /&gt;
*Daggers    203000&lt;br /&gt;
*Greatswords    204000&lt;br /&gt;
*Longswords    205000&lt;br /&gt;
*Maces    206000&lt;br /&gt;
*Mauls    207000&lt;br /&gt;
&lt;br /&gt;
Ranged Weapons:&lt;br /&gt;
*Ammo    214000&lt;br /&gt;
*Crossbows    213000&lt;br /&gt;
*Longbows    212000&lt;br /&gt;
*Shortbows    211000&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*Amulets    411000&lt;br /&gt;
*Belts    421000&lt;br /&gt;
*Rings    431000&lt;br /&gt;
&lt;br /&gt;
[[Category:Inventory]]&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Inventory&amp;diff=7794</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Inventory&amp;diff=7794"/>
				<updated>2009-11-16T18:07:03Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature or container object can contain one or more [[item]]s in inventory. &lt;br /&gt;
&lt;br /&gt;
If a container is destroyed the contents of its inventory are transferred to a [[Bodybag]].&lt;br /&gt;
&lt;br /&gt;
Each item can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Subgroup&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
[[File:Creature inventory.png|center|thumb|400px|A typical creature inventory screen]]&lt;br /&gt;
&lt;br /&gt;
[[Merchant]]s also have an inventory.&lt;br /&gt;
&lt;br /&gt;
See [[Treasure system]] for auto-generated loot.&lt;br /&gt;
&lt;br /&gt;
== Inventory Subgroup Codes ==&lt;br /&gt;
&lt;br /&gt;
*Light Armor   331000&lt;br /&gt;
*Medium Armor    332000&lt;br /&gt;
*Heavy Armor    333000&lt;br /&gt;
*Massive Armor    334000&lt;br /&gt;
&lt;br /&gt;
*Light Gloves    311000&lt;br /&gt;
*Medium Gloves    312000&lt;br /&gt;
*Heavy Gloves    311000&lt;br /&gt;
*Massive Gloves    314000&lt;br /&gt;
&lt;br /&gt;
*Light Boots    321000&lt;br /&gt;
*Medium Boots    322000&lt;br /&gt;
*Heavy Boots    323000&lt;br /&gt;
*Massive Boots    324000&lt;br /&gt;
&lt;br /&gt;
*Light Helmet    301000&lt;br /&gt;
*Medium Helmet    302000&lt;br /&gt;
*Heavy Helmet    303000&lt;br /&gt;
*Massive Helmet    304000&lt;br /&gt;
*Mage Helmet    351500&lt;br /&gt;
&lt;br /&gt;
*Kite Shield    343000&lt;br /&gt;
*Large Shield    342000&lt;br /&gt;
*Small Shield    341000&lt;br /&gt;
*Tower Shield    344000&lt;br /&gt;
&lt;br /&gt;
*Staff    221000&lt;br /&gt;
&lt;br /&gt;
*Axes    201000&lt;br /&gt;
*Battleaxes    202000&lt;br /&gt;
*Daggers    203000&lt;br /&gt;
*Greatswords    204000&lt;br /&gt;
*Longswords    205000&lt;br /&gt;
*Maces    206000&lt;br /&gt;
*Mauls    207000&lt;br /&gt;
&lt;br /&gt;
*Ammo    214000&lt;br /&gt;
*Crossbows    213000&lt;br /&gt;
*Longbows    212000&lt;br /&gt;
*Shortbows    211000&lt;br /&gt;
&lt;br /&gt;
*Amulets    411000&lt;br /&gt;
*Belts    421000&lt;br /&gt;
*Rings    431000&lt;br /&gt;
&lt;br /&gt;
[[Category:Inventory]]&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:How-tos&amp;diff=7566</id>
		<title>Talk:How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:How-tos&amp;diff=7566"/>
				<updated>2009-11-10T18:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;Avantoreon: Created page with '== How-to's that might be nice to add ==  Add a custom area to the main campaign world map (like how DLC locations are added)  Equip the player with a custom item in the main cam...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How-to's that might be nice to add ==&lt;br /&gt;
&lt;br /&gt;
Add a custom area to the main campaign world map (like how DLC locations are added)&lt;br /&gt;
&lt;br /&gt;
Equip the player with a custom item in the main campaign (see [http://social.bioware.com/5339/blog/576/ http://social.bioware.com/5339/blog/576/] )&lt;br /&gt;
&lt;br /&gt;
[[User:Avantoreon|Avantoreon]] 18:23, 10 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Avantoreon</name></author>	</entry>

	</feed>