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		<id>https://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Georage</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
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		<updated>2026-04-10T08:17:12Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:BeginConversation&amp;diff=9491</id>
		<title>Talk:BeginConversation</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:BeginConversation&amp;diff=9491"/>
				<updated>2010-01-12T02:04:09Z</updated>
		
		<summary type="html">&lt;p&gt;Georage: Created page with 'EVENT_TYPE_DIALOGUE events apparently do not fire to creatures unless they have a dialog attached to them.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_TYPE_DIALOGUE events apparently do not fire to creatures unless they have a dialog attached to them.&lt;/div&gt;</summary>
		<author><name>Georage</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:How-tos&amp;diff=8918</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=8918"/>
				<updated>2009-12-18T03:38:33Z</updated>
		
		<summary type="html">&lt;p&gt;Georage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;the SetCommandable function cite under the &amp;quot;possum&amp;quot; head does not seem to exist. If it does exist, we should provide header for it. -- georage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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;br /&gt;
&lt;br /&gt;
== Deleting modules from toolset/database ==&lt;br /&gt;
&lt;br /&gt;
Okay, maybe it's just me and however my SQL Server Management Studio Express is set up (default settings), but I found ripping module info out of it nowhere near as easy as the how-to made it sound.  I had one module (Demo_1) with two areas; an area transition door/waypoint combo in both areas, a start waypoint and a firepit/sound object in one of the areas.&lt;br /&gt;
&lt;br /&gt;
Followed the instructions to open the Modules table (called dbo.t_Module for me), found the row with Demo_1 on, selected it and pressed delete...wham!  Error message effectively saying 'can't delete this, another table refers to it'.&lt;br /&gt;
&lt;br /&gt;
Ookay...so off I go to find that table (dbo.t_ModuleResRef).  Sure enough, there's a few rows at the bottom with Demo_1's ID number in the ModuleID column.  Fine; select the bottom-most row, pressed delete...wham - again!  This row &amp;lt;i&amp;gt;also&amp;lt;/i&amp;gt; has another table referring to it.&lt;br /&gt;
&lt;br /&gt;
Off I go again, this time to table dbo.t_ModuleResRefVersion  Once more there's a handful of rows at the bottom with Demo_1's ID number in the ModuleID and matching ResRefIDs for the rows in the table before that I'd just tried to delete.  By this point I'm actually considering praying before selecting a row and hitting delete...  Maybe I should have.  Yep, you guessed it - off to find another table.&lt;br /&gt;
&lt;br /&gt;
So this time the table is dbo.t_Placeable, which gives me some hope that maybe, just maybe, this is the end of the reference chain (I prayed, just to be on the safe side!).  Not as easy to find what I was looking for, the rows here I had to cross-reference with the ModuleResRefVersion IDs from the previous table - no simple module IDs to help here.  Find a row that matches, select, (pray), delete...  Success!&lt;br /&gt;
&lt;br /&gt;
Up the table I go, carefully checking ModuleResRefVersion IDs and deleting the rows associated with the module I'm exterminating.  Once they're all gone, it's back to the ModuleResRefVersion table itself.  Select the row that wouldn't let me delete it before, aaand... another 'can't delete this, another table refers to it' error...&lt;br /&gt;
&lt;br /&gt;
So, in the epically long dbo.t_StringVersion table, seek and destroy all the relevant rows with ModuleResRefVersion IDs that I no longer want...only to find, yep, need to weed them out of dbo.t_StringText first.  dbo.t_StringText weeded successfully, I go back to dbo.t_StringVersion and breathe a sigh of relief when that now lets the rows be removed.  Take 2 for the ModuleResRefVersion table.&lt;br /&gt;
&lt;br /&gt;
And this time that works as well...to a point.  That point being (if you have resource names you can identify easily) where I'd managed to delete all the placeable information and tried to delete the area information.  Unsurprisingly (by this point), this sent me off to dbo.t_Area which sent me to dbo.t_AreaInstanceAssociations - I only had one entry in this table, possibly because I'd only created the one module at this point.  Back to dbo.t_Area, only to find that I needed to edit dbo.t_AreaWaypoint (3 rows corresponding to each of my 3 waypoints), and then dbo.t_AreaObject which sent me to dbo.t_AreaObjectVariable (4 rows; two for each area transition door).  Finally back to dbo.t_Area again aaand, off to dbo.t_AreaSound (the firepit's sound object) - another table with just the one row.&lt;br /&gt;
&lt;br /&gt;
Fiiinally, dbo.t_Area is free of ModuleResRefVersion IDs for my Demo(n) module!  Back to the ModuleResRefVersion table and delete the last references in there.  Back to the ModuleResRef table and delete all the appropriate module references in there.  And finally, finally, back to the table that started it all, the Module table, and delete the module reference in there.&lt;br /&gt;
&lt;br /&gt;
All that, just to delete a basic module consisting of 2 Areas, 2 (transition) Doors, 3 Waypoints, 1 Firepit and 1 Sound Object.  Why oh why could there not be a simple 'delete' option for modules within the toolset itself? [[User:ZGold|ZGold]] 10:53, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just to add; I'd already deleted the resources (placeables, areas etc.) from the module in the toolset before I went rooting around in the SQL. [[User:ZGold|ZGold]] 10:55, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hmm oddish.  Worked fine for me and I didn't even bother to delete anything.  I'll poke around some more.  Might be a moot point as I am working on a Stored Procedure to remove all the references. [[User:Languard|Languard]] 14:33, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: like I said, it could be something in the default setup of the SQL manager *shrugs* - a couple of additional notes; I found the string editor in the toolset was still refering to a talk table for my deleted module, I had to go back into the SQL and delete the appropriate reference from the dbo.t_String and dbo.t_StringTable tables; also, after the first round of deleting things from the SQL tables when I tried to load the editor it threw up a series of errors - whether that had anything to do with the module I deleted having been the last open (and thus 'open by default') module, or not, I'm not sure, but after agreeing that the toolset could open the default module (single player) and trying to run the editor again, it ran fine.  Thought I'd mention that just in case anyone has the same thing happen and panics :P [[User:ZGold|ZGold]] 17:19, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: You guys are scaring me.  There has to be a better way, doesn't there? --[[User:Adaram|Adaram]] 17:37, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I think (hope!) Languard is working on said better way, but I must admit, I'm very surprised that bioware didn't add a utility for automatically doing this sort of thing.  Another thing to watch out for; as I'd exported my demo module there was a 'toolset export' folder (or some similar name) in my override folder that broke the automatic addition of NPCs (Morrigan/Alistair/Dog etc) to my party (in the OC) until I deleted said folder. [[User:ZGold|ZGold]] 10:52, 23 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Georage</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:Builder_to_player&amp;diff=8665</id>
		<title>Talk:Builder to player</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:Builder_to_player&amp;diff=8665"/>
				<updated>2009-12-10T23:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;Georage: Created page with 'This could use a step-by-step guide.  I have read what Sunjammer posted under his Lil Red Riding Hood Redux project but players still cannot use my mod.  - george'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This could use a step-by-step guide.&lt;br /&gt;
&lt;br /&gt;
I have read what Sunjammer posted under his Lil Red Riding Hood Redux project but players still cannot use my mod.&lt;br /&gt;
&lt;br /&gt;
- george&lt;/div&gt;</summary>
		<author><name>Georage</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:IsObjectValid&amp;diff=8651</id>
		<title>Talk:IsObjectValid</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:IsObjectValid&amp;diff=8651"/>
				<updated>2009-12-10T05:23:19Z</updated>
		
		<summary type="html">&lt;p&gt;Georage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FORGET THIS POST!&lt;br /&gt;
&lt;br /&gt;
I removed my heartbeat script and used falloutboys and the IsObjectValid started working properly.&lt;br /&gt;
&lt;br /&gt;
Sorry for the confusion.&lt;/div&gt;</summary>
		<author><name>Georage</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:IsObjectValid&amp;diff=8650</id>
		<title>Talk:IsObjectValid</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:IsObjectValid&amp;diff=8650"/>
				<updated>2009-12-10T03:57:22Z</updated>
		
		<summary type="html">&lt;p&gt;Georage: Created page with 'IsObjectValid does not seem to work properly with GetObjectByTag and custom NPCs. Strangely, stock Bioware creatures do work.  '''This does not work for me with a mod empty of cr...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IsObjectValid does not seem to work properly with GetObjectByTag and custom NPCs. Strangely, stock Bioware creatures do work.&lt;br /&gt;
&lt;br /&gt;
'''This does not work for me with a mod empty of creatures:'''&lt;br /&gt;
&lt;br /&gt;
if(!IsObjectValid(GetObjectByTag(&amp;quot;gelda&amp;quot;)))&lt;br /&gt;
{&lt;br /&gt;
CreateObject(OBJECT_TYPE_CREATURE,R&amp;quot;gelda.utc&amp;quot;,GetLocation(GetObjectByTag(&amp;quot;wp_ftalk_gelda&amp;quot;))); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
'''This DOES work for me with a mod empty of creatures but seems backwards:'''&lt;br /&gt;
&lt;br /&gt;
if(IsObjectValid(GetObjectByTag(&amp;quot;gelda&amp;quot;)))&lt;br /&gt;
{&lt;br /&gt;
CreateObject(OBJECT_TYPE_CREATURE,R&amp;quot;gelda.utc&amp;quot;,GetLocation(GetObjectByTag(&amp;quot;wp_ftalk_gelda&amp;quot;))); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
'''This DOES work for me with a mod empty of creatures and seems normal behavior:'''&lt;br /&gt;
&lt;br /&gt;
if(!IsObjectValid(GetObjectByTag(&amp;quot;werewolf_core&amp;quot;)))&lt;br /&gt;
{&lt;br /&gt;
CreateObject(OBJECT_TYPE_CREATURE,R&amp;quot;werewolf_core.utc&amp;quot;,GetLocation(GetObjectByTag(&amp;quot;wp_ftalk_gelda&amp;quot;))); &lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Georage</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:DelayEvent&amp;diff=8622</id>
		<title>Talk:DelayEvent</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:DelayEvent&amp;diff=8622"/>
				<updated>2009-12-08T18:36:00Z</updated>
		
		<summary type="html">&lt;p&gt;Georage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A possible example suggested by georage:&lt;br /&gt;
&lt;br /&gt;
 To create a quasi-heartbeat, create a script called 'my_heartbeat' and include this in it&lt;br /&gt;
 &lt;br /&gt;
 DelayEvent(6.0, GetHero(), Event(EVENT_TYPE_HEARTBEAT), &amp;quot;my_heartbeat&amp;quot;);&lt;br /&gt;
 &lt;br /&gt;
 Detailed example: [http://social.bioware.com/forum/1/topic/71/index/310150/1#402992]&lt;br /&gt;
&lt;br /&gt;
However the quality of scripting and document must be improved before it would be an appropriate reference. Additionally reference pages must not reference external resources which cannot be maintained by the editors.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sunjammer|Sunjammer]] 18:15, 8 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feel free to 'improve the quality' of the scripting, but it works, and people would like to know how to get a heartbeat working. -- georage&lt;/div&gt;</summary>
		<author><name>Georage</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=DelayEvent&amp;diff=8615</id>
		<title>DelayEvent</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=DelayEvent&amp;diff=8615"/>
				<updated>2009-12-08T08:54:55Z</updated>
		
		<summary type="html">&lt;p&gt;Georage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dafunction&lt;br /&gt;
|name=DelayEvent&lt;br /&gt;
|brief=Signals a delayed event to the specified object.&lt;br /&gt;
|param1type=float&lt;br /&gt;
|param1name=fSeconds&lt;br /&gt;
|param1desc=The number of seconds for which to delay the event&lt;br /&gt;
|param1default=&lt;br /&gt;
|param2type=object&lt;br /&gt;
|param2name=oObject&lt;br /&gt;
|param2desc=The object to signal the event to&lt;br /&gt;
|param2default=&lt;br /&gt;
|param3type=event&lt;br /&gt;
|param3name=evEvent&lt;br /&gt;
|param3desc=The event to signal&lt;br /&gt;
|param3default=&lt;br /&gt;
|param4type=string&lt;br /&gt;
|param4name=scriptname&lt;br /&gt;
|param4desc=If specified overides the default script&lt;br /&gt;
|param4default=&amp;quot;&amp;quot;&lt;br /&gt;
|returntype=void&lt;br /&gt;
|returndesc=&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|sourcemodule=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --&amp;gt;&lt;br /&gt;
Signals a delayed event to the target object.&lt;br /&gt;
&lt;br /&gt;
== Remarks ==&lt;br /&gt;
&amp;lt;!-- This section contains additional comments, observations and known issues. --&amp;gt;&lt;br /&gt;
With a negative or zero time in fSeconds, the event will run on the next AI update.  &lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;!-- This section contains examples transcluded from the snippet library. --&amp;gt;&lt;br /&gt;
To create a quasi-heartbeat, create a script called 'my_heartbeat' and include this in it&lt;br /&gt;
&lt;br /&gt;
DelayEvent(6.0f,GetHero(),Event(EVENT_TYPE_HEARTBEAT),&amp;quot;my_heartbeat&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
Detailed example: [http://social.bioware.com/forum/1/topic/71/index/310150/1#402992]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == See also == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section contains links to articles, functions or constant groups. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Event functions]]&lt;/div&gt;</summary>
		<author><name>Georage</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=DelayEvent&amp;diff=8614</id>
		<title>DelayEvent</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=DelayEvent&amp;diff=8614"/>
				<updated>2009-12-08T08:53:14Z</updated>
		
		<summary type="html">&lt;p&gt;Georage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dafunction&lt;br /&gt;
|name=DelayEvent&lt;br /&gt;
|brief=Signals a delayed event to the specified object.&lt;br /&gt;
|param1type=float&lt;br /&gt;
|param1name=fSeconds&lt;br /&gt;
|param1desc=The number of seconds for which to delay the event&lt;br /&gt;
|param1default=&lt;br /&gt;
|param2type=object&lt;br /&gt;
|param2name=oObject&lt;br /&gt;
|param2desc=The object to signal the event to&lt;br /&gt;
|param2default=&lt;br /&gt;
|param3type=event&lt;br /&gt;
|param3name=evEvent&lt;br /&gt;
|param3desc=The event to signal&lt;br /&gt;
|param3default=&lt;br /&gt;
|param4type=string&lt;br /&gt;
|param4name=scriptname&lt;br /&gt;
|param4desc=If specified overides the default script&lt;br /&gt;
|param4default=&amp;quot;&amp;quot;&lt;br /&gt;
|returntype=void&lt;br /&gt;
|returndesc=&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|sourcemodule=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --&amp;gt;&lt;br /&gt;
Signals a delayed event to the target object.&lt;br /&gt;
&lt;br /&gt;
== Remarks ==&lt;br /&gt;
&amp;lt;!-- This section contains additional comments, observations and known issues. --&amp;gt;&lt;br /&gt;
With a negative or zero time in fSeconds, the event will run on the next AI update.  &lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;!-- This section contains examples transcluded from the snippet library. --&amp;gt;&lt;br /&gt;
To create a quasi-heartbeat, create a script called 'my_heartbeat' and include this in it&lt;br /&gt;
&lt;br /&gt;
DelayEvent(6.0f,GetHero(),Event(EVENT_TYPE_HEARTBEAT),&amp;quot;my_heartbeat&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == See also == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section contains links to articles, functions or constant groups. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Event functions]]&lt;/div&gt;</summary>
		<author><name>Georage</name></author>	</entry>

	</feed>