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		<id>https://datoolset.net/mw/index.php?title=Creating_a_module&amp;diff=16920</id>
		<title>Creating a module</title>
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				<updated>2011-08-08T16:32:58Z</updated>
		
		<summary type="html">&lt;p&gt;Steevm: /* To create a standalone module: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox module}}&lt;br /&gt;
To create and modify [[module]]s, select &amp;quot;Manage Modules&amp;quot; from the File menu. This will bring up a list of existing modules, with a &amp;quot;New&amp;quot; button for creating new modules and a &amp;quot;Properties&amp;quot; button for editing the properties of existing modules. You can only edit the properties of the module that's currently open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a new Module ==&lt;br /&gt;
&lt;br /&gt;
{| align=right&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Module menu command.png|frame|Select &amp;quot;Manage Modules&amp;quot;]]&lt;br /&gt;
| [[Image:Module manage module window.png|frame|Then click the &amp;quot;New&amp;quot; button to create a new module.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Open File/Manage Modules&lt;br /&gt;
#Click on &amp;quot;New&amp;quot; and the module properties window will open. &lt;br /&gt;
#Edit the &amp;quot;Name&amp;quot; field give the module a name (This is the name that will also be visible in Game as a Addin)&lt;br /&gt;
#Add a unique identifier string to the UID field. The File and Folder will appear in that name.&lt;br /&gt;
#Make an independent note of the StringID Begin value. This is vital information if you ever have to export the module to a new data base.&lt;br /&gt;
#Then click &amp;quot;OK&amp;quot;; the other properties can be changed later on once you have some content to set them to.&lt;br /&gt;
&lt;br /&gt;
=== Opening the Module ===&lt;br /&gt;
&lt;br /&gt;
#Select the module in the Manage Modules list &lt;br /&gt;
#Click the &amp;quot;Open&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
*The Open Module is displayed in the Title Bar. Only resources that are available to the open module will be visible.&lt;br /&gt;
&lt;br /&gt;
=== To create a standalone module: ===&lt;br /&gt;
&lt;br /&gt;
#Select the module in the Manage Modules list &lt;br /&gt;
#Click on the &amp;quot;Hierarchy&amp;quot; button&lt;br /&gt;
#Unmark any parent module (all are unmarked by default)&lt;br /&gt;
&lt;br /&gt;
*The Extended Module property should be left as the default (None).&lt;br /&gt;
*You should use the default script &amp;quot;module_core&amp;quot; or your own custom script.&lt;br /&gt;
&lt;br /&gt;
=== Extending the game with addins (common) ===&lt;br /&gt;
&lt;br /&gt;
#Select the module in the Manage Modules list &lt;br /&gt;
#Click on the &amp;quot;Hierarchy&amp;quot; button&lt;br /&gt;
#Mark the parent module &amp;quot;Single Player&amp;quot;&lt;br /&gt;
#Hit OK&lt;br /&gt;
&lt;br /&gt;
*The Extended Module property should be set to &amp;quot;Single Player&amp;quot;.&lt;br /&gt;
*Note that as of toolset version 1.01 and game version 1.02b, you should NOT use &amp;quot;module_core&amp;quot; as the script (as found in module properties) for an add-in that extends an existing module, otherwise you will encounter issues that may include slow-downs during conversations and attribute allocation.  The exact cause of these issues is not yet known, but using a blank script with an empty main function will eliminate these issues.&lt;br /&gt;
*Resources of &amp;quot;Single Player&amp;quot; will now become available to this module.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Properties ===&lt;br /&gt;
&lt;br /&gt;
#Select the module in the Manage Modules list &lt;br /&gt;
#Click on the &amp;quot;Properties&amp;quot; button&lt;br /&gt;
The Settings can be changed at any later time. To set up your Module prior Exporting see [[Manage modules]]&lt;br /&gt;
&lt;br /&gt;
*For a detailed explanation of the properties you will see here, See [[module|Module]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The only module type that's supported by the toolset is &amp;quot;Addin&amp;quot;. You can use addins in two basic ways; either to extend an existing campaign (such as the main campaign) or as a stand-alone campaign in its own right. Addins can be enabled and disabled by the user in the &amp;quot;Downloadable content&amp;quot; menu from the game. You can also create addins that add to or modify core resources, which are available to all modules of the game.&lt;br /&gt;
&lt;br /&gt;
A module with no event script will start the player without going through character generation, which will leave the player with an almost unusable character to play with. See [[character generation]] for some simple character generation code you can use. &lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Currently there is no way to delete a module within the toolset once it's been created. See [[Deleting a module]]&lt;br /&gt;
&lt;br /&gt;
== Core resources: ==&lt;br /&gt;
&lt;br /&gt;
One way of using the same object template in more than one module is to create a core resource. &lt;br /&gt;
&lt;br /&gt;
When importing a character from one module to another, custom items in the player's inventory will be lost unless the resource template is available to both modules. A core resource is one way of doing this.&lt;br /&gt;
&lt;br /&gt;
Note that core resources are visible to every campaign, so, for compatibility purposes, it's better to use alternate methods where available. For example, an add-in inherits resources from the parent module, so there's no need to use core resources in that case. &lt;br /&gt;
&lt;br /&gt;
To create a core resource:&lt;br /&gt;
# Right click on properties for the resource in the Palette Window&lt;br /&gt;
# Change Module to: Core Game Resources&lt;br /&gt;
# Change Owner Module to: New Module Name&lt;br /&gt;
Be aware of dependencies between core and non-core resources; especially around scripts. If a core resource uses a non-core script, the script won't exist if you use the core resource in a different module.&lt;br /&gt;
&lt;br /&gt;
There will be a separate [[talk table]] created for the Addin in its directories. When the game loads it will combine all the talk tables across all the addins that it knows about.&lt;br /&gt;
&lt;br /&gt;
{{languages}}&lt;br /&gt;
[[category:modules]]&lt;/div&gt;</summary>
		<author><name>Steevm</name></author>	</entry>

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