<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DJ2E</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DJ2E"/>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/wiki/Special:Contributions/DJ2E"/>
		<updated>2026-04-25T11:10:50Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Feature_Request:_Sounds&amp;diff=15571</id>
		<title>Feature Request: Sounds</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Feature_Request:_Sounds&amp;diff=15571"/>
				<updated>2011-01-21T16:18:44Z</updated>
		
		<summary type="html">&lt;p&gt;DJ2E: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Feature requests]]&lt;br /&gt;
&lt;br /&gt;
Builders do not have easy access to the sound files from the game to create an FMOD.  Third party programs exist to extract some of the fsb libraries, but none works with all of them.  It would be great if Bioware could provide the raw .wav files in the way the raw .lvl files were shared.  The sound effects files are where this is most needed.&lt;br /&gt;
&lt;br /&gt;
Tasks like adding music to a cutscene or placing a sound emitter in an area work fine, but if you wanted to add sounds to a cutscene track in addition to the music, there is no easy way to incorporate the sound effects files along with the music in fmod.&lt;br /&gt;
&lt;br /&gt;
Third party extraction utilities and their results:&lt;br /&gt;
&lt;br /&gt;
1) Aezay's DAExtractor: which extracted the music fantastically, but I can't open any of the sound effect wavs): http://social.bioware.com/forum/1/topic/9/index/295486&lt;br /&gt;
&lt;br /&gt;
Note: Although the extracted sound effect WAV files don't open properly in Windows Media Player, [http://www.videolan.org/ VideoLAN] can open them without any trouble.&lt;br /&gt;
&lt;br /&gt;
2) fsbtext extractor: which seems to do the same thing, that is, extracts the music but not the sound effects. http://social.bioware.com/forum/1/topic/9/index/295486&lt;br /&gt;
&lt;br /&gt;
3) MusicPlayerEx: which does extract the sound effects files but names them after the library they were extracted from (eg global_amb_glo_1, eg. global_amb_glo_2), so the names are no longer descriptive. The thought of listening to the thousands of sound effects and renaming them is, well, terrifying. http://social.bioware.com/forum/1/topic/73/index/385958&lt;/div&gt;</summary>
		<author><name>DJ2E</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Feature_Request:_Sounds&amp;diff=15570</id>
		<title>Feature Request: Sounds</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Feature_Request:_Sounds&amp;diff=15570"/>
				<updated>2011-01-21T16:18:22Z</updated>
		
		<summary type="html">&lt;p&gt;DJ2E: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Feature requests]]&lt;br /&gt;
&lt;br /&gt;
Builders do not have easy access to the sound files from the game to create an FMOD.  Third party programs exist to extract some of the fsb libraries, but none works with all of them.  It would be great if Bioware could provide the raw .wav files in the way the raw .lvl files were shared.  The sound effects files are where this is most needed.&lt;br /&gt;
&lt;br /&gt;
Tasks like adding music to a cutscene or placing a sound emitter in an area work fine, but if you wanted to add sounds to a cutscene track in addition to the music, there is no easy way to incorporate the sound effects files along with the music in fmod.&lt;br /&gt;
&lt;br /&gt;
Third party extraction utilities and their results:&lt;br /&gt;
&lt;br /&gt;
1) Aezay's DAExtractor: which extracted the music fantastically, but I can't open any of the sound effect wavs): http://social.bioware.com/forum/1/topic/9/index/295486&lt;br /&gt;
&lt;br /&gt;
Note: Although the extracted WAV files don't open properly in Windows Media Player, [http://www.videolan.org/ VideoLAN] can open them without any trouble.&lt;br /&gt;
&lt;br /&gt;
2) fsbtext extractor: which seems to do the same thing, that is, extracts the music but not the sound effects. http://social.bioware.com/forum/1/topic/9/index/295486&lt;br /&gt;
&lt;br /&gt;
3) MusicPlayerEx: which does extract the sound effects files but names them after the library they were extracted from (eg global_amb_glo_1, eg. global_amb_glo_2), so the names are no longer descriptive. The thought of listening to the thousands of sound effects and renaming them is, well, terrifying. http://social.bioware.com/forum/1/topic/73/index/385958&lt;/div&gt;</summary>
		<author><name>DJ2E</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=How-tos&amp;diff=15565</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=How-tos&amp;diff=15565"/>
				<updated>2011-01-21T00:17:04Z</updated>
		
		<summary type="html">&lt;p&gt;DJ2E: /* External Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
See also [[Useful Scripts]] for &amp;quot;how-tos&amp;quot; that specifically involve [[script]]ing.&lt;br /&gt;
&lt;br /&gt;
See [[compiling 2DAs]] for methods of converting Excel source files into GDAs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Another way&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
1. Open up '''FMOD''' (fmod comes with dragon age, do a search for fmod in dragon age directory)&lt;br /&gt;
&lt;br /&gt;
2. '''File''' ---&amp;gt; '''New Project''' --&amp;gt; and call the project whatever you want and place it in whatever folder you want.&lt;br /&gt;
&lt;br /&gt;
3. '''Double click''' the '''folder''' under '''Hierarchy''' (purple icon folder) and an event will appear beneath it. Name this event whatever you want.  (If there is no event for some reason right click and add one).&lt;br /&gt;
&lt;br /&gt;
4. Now click '''&amp;quot;Event Editor&amp;quot;''' Tab. (Make sure your event was selected before you do this).&lt;br /&gt;
&lt;br /&gt;
5. '''Right click''' one of the open sound fields (find it) and click '''&amp;quot;Add Sound&amp;quot;'''. (just right click all over until you see the option).&lt;br /&gt;
&lt;br /&gt;
6. In this window you will see '''&amp;quot;LOOPING&amp;quot;''' and '''&amp;quot;ONE SHOT&amp;quot;''' on the right hand side. Looping will be selected by default.  If you want your music to loop over &amp;amp; over again even after a cutscene is over leave it there. If you want your music to play ONE TIME then select &amp;quot;One Shot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
7. Now it's time to '''pick your music file''' by clicking '''&amp;quot;new wavetable&amp;quot;'''. '''Browse''' to your music file (wav), select it and '''press ok'''.&lt;br /&gt;
&lt;br /&gt;
8. '''VERY VERY IMPORTANT'''.. '''YOU MUST DO THIS STEP'''....... Right click slightly above the timeline and click '''&amp;quot;ADD PARAMETER&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
9. Now '''right click''' your new blank parameter, look at the bottom and click '''&amp;quot;PARAMETER PROPERTIES&amp;quot;'''.  Another new window will pop up.&lt;br /&gt;
&lt;br /&gt;
10. '''VERY IMPORTANT'''..... Name this parameter: &lt;br /&gt;
&lt;br /&gt;
   #duck:music,1000,0,5000,-30      &lt;br /&gt;
&lt;br /&gt;
Now click ok.&lt;br /&gt;
   &lt;br /&gt;
11. Your new parameter should read: '''#duck:music,1000,0,5000,-30 (Primary)'''&lt;br /&gt;
&lt;br /&gt;
12. Now click '''&amp;quot;Build&amp;quot;'''  and do '''&amp;quot;build project&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
13. Note the new files in the directory where you saved the project.&lt;br /&gt;
&lt;br /&gt;
14. Copy the '''FEV &amp;amp; FSB''' files from your FMOD project folder '''INTO YOUR OVERRIDE folder'''.  I made a folder called music to be organized.&lt;br /&gt;
&lt;br /&gt;
    FMODProjectFolder/whatever.fev&lt;br /&gt;
    FMODProjectFolder/whatever.fsb&lt;br /&gt;
&lt;br /&gt;
COPY TO&lt;br /&gt;
&lt;br /&gt;
    Dragon Age\modules\Single Player\override\toolsetexport\music&lt;br /&gt;
&lt;br /&gt;
Or, for a custom module, COPY TO&lt;br /&gt;
&lt;br /&gt;
    %My Documents%\BioWare\Dragon Age\addins\%Module Name%\core\override\music&lt;br /&gt;
&lt;br /&gt;
15. Now open up '''toolset''' and navigate to '''sound palette''' and you should see your new sound file.   Type the name of your sound file in the filter to find it faster.  (Do not type the folder name in the filter. The filter works by filenames and not folders).&lt;br /&gt;
&lt;br /&gt;
16. Open a '''cutscene''', then left click your new sound file in the right hand sound palette window to select and highlight it.  (just a simple left click on it).&lt;br /&gt;
&lt;br /&gt;
17. Now '''left click anywhere in your cutscene''' and a sound icon will be added which is your sound file.&lt;br /&gt;
&lt;br /&gt;
'''Congrats''', 17 steps and now you've added a simple music file to your project and ready for your cutscene. *Sweats*&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds How to: Add New Music and Sounds] by Cuvieronius of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/forum/Dragon-Age-Toolset/Toolset---Cutscenes/Cutscene-Music-to-replace-in-game-vanilla-question-Solved-2847712-1.html How to: Insert Original Edited Music into a Cutscene] by DahliaLynn.&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>DJ2E</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=How-tos&amp;diff=15564</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=How-tos&amp;diff=15564"/>
				<updated>2011-01-21T00:12:12Z</updated>
		
		<summary type="html">&lt;p&gt;DJ2E: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
See also [[Useful Scripts]] for &amp;quot;how-tos&amp;quot; that specifically involve [[script]]ing.&lt;br /&gt;
&lt;br /&gt;
See [[compiling 2DAs]] for methods of converting Excel source files into GDAs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Another way&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
1. Open up '''FMOD''' (fmod comes with dragon age, do a search for fmod in dragon age directory)&lt;br /&gt;
&lt;br /&gt;
2. '''File''' ---&amp;gt; '''New Project''' --&amp;gt; and call the project whatever you want and place it in whatever folder you want.&lt;br /&gt;
&lt;br /&gt;
3. '''Double click''' the '''folder''' under '''Hierarchy''' (purple icon folder) and an event will appear beneath it. Name this event whatever you want.  (If there is no event for some reason right click and add one).&lt;br /&gt;
&lt;br /&gt;
4. Now click '''&amp;quot;Event Editor&amp;quot;''' Tab. (Make sure your event was selected before you do this).&lt;br /&gt;
&lt;br /&gt;
5. '''Right click''' one of the open sound fields (find it) and click '''&amp;quot;Add Sound&amp;quot;'''. (just right click all over until you see the option).&lt;br /&gt;
&lt;br /&gt;
6. In this window you will see '''&amp;quot;LOOPING&amp;quot;''' and '''&amp;quot;ONE SHOT&amp;quot;''' on the right hand side. Looping will be selected by default.  If you want your music to loop over &amp;amp; over again even after a cutscene is over leave it there. If you want your music to play ONE TIME then select &amp;quot;One Shot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
7. Now it's time to '''pick your music file''' by clicking '''&amp;quot;new wavetable&amp;quot;'''. '''Browse''' to your music file (wav), select it and '''press ok'''.&lt;br /&gt;
&lt;br /&gt;
8. '''VERY VERY IMPORTANT'''.. '''YOU MUST DO THIS STEP'''....... Right click slightly above the timeline and click '''&amp;quot;ADD PARAMETER&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
9. Now '''right click''' your new blank parameter, look at the bottom and click '''&amp;quot;PARAMETER PROPERTIES&amp;quot;'''.  Another new window will pop up.&lt;br /&gt;
&lt;br /&gt;
10. '''VERY IMPORTANT'''..... Name this parameter: &lt;br /&gt;
&lt;br /&gt;
   #duck:music,1000,0,5000,-30      &lt;br /&gt;
&lt;br /&gt;
Now click ok.&lt;br /&gt;
   &lt;br /&gt;
11. Your new parameter should read: '''#duck:music,1000,0,5000,-30 (Primary)'''&lt;br /&gt;
&lt;br /&gt;
12. Now click '''&amp;quot;Build&amp;quot;'''  and do '''&amp;quot;build project&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
13. Note the new files in the directory where you saved the project.&lt;br /&gt;
&lt;br /&gt;
14. Copy the '''FEV &amp;amp; FSB''' files from your FMOD project folder '''INTO YOUR OVERRIDE folder'''.  I made a folder called music to be organized.&lt;br /&gt;
&lt;br /&gt;
    FMODProjectFolder/whatever.fev&lt;br /&gt;
    FMODProjectFolder/whatever.fsb&lt;br /&gt;
&lt;br /&gt;
COPY TO&lt;br /&gt;
&lt;br /&gt;
    Dragon Age\modules\Single Player\override\toolsetexport\music&lt;br /&gt;
&lt;br /&gt;
Or, for a custom module, COPY TO&lt;br /&gt;
&lt;br /&gt;
    %My Documents%\BioWare\Dragon Age\addins\%Module Name%\core\override\music&lt;br /&gt;
&lt;br /&gt;
15. Now open up '''toolset''' and navigate to '''sound palette''' and you should see your new sound file.   Type the name of your sound file in the filter to find it faster.  (Do not type the folder name in the filter. The filter works by filenames and not folders).&lt;br /&gt;
&lt;br /&gt;
16. Open a '''cutscene''', then left click your new sound file in the right hand sound palette window to select and highlight it.  (just a simple left click on it).&lt;br /&gt;
&lt;br /&gt;
17. Now '''left click anywhere in your cutscene''' and a sound icon will be added which is your sound file.&lt;br /&gt;
&lt;br /&gt;
'''Congrats''', 17 steps and now you've added a simple music file to your project and ready for your cutscene. *Sweats*&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
[http://bg2redux.student.utwente.nl/trac/wiki/How%20to%3A%20Add%20New%20Music%20and%20Sounds How to: Add New Music and Sounds] by Cuvieronius of the [http://www.gamersnexus.net/bgr-home Baldur's Gate Redux] Team.&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>DJ2E</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Known_issues&amp;diff=10058</id>
		<title>Known issues</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Known_issues&amp;diff=10058"/>
				<updated>2010-01-23T16:30:47Z</updated>
		
		<summary type="html">&lt;p&gt;DJ2E: /* Error: &amp;quot;Cannot open file for writing C:\Program Files\BioWare\...&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is somewhat redundant as it duplicates things from pages such as [[Installation troubleshooting]].  However, it is gathering place for issues related to specific builds, along with plans to fix them.&lt;br /&gt;
&lt;br /&gt;
We're now moving detailed bug reports to individual pages, grouped in the category [[:Category:Toolset bugs|Toolset bugs]]. See [[Reporting a bug]] for instructions on how to submit bugs. This page will remain as a high-level summary of current known issues.&lt;br /&gt;
&lt;br /&gt;
==Build 1.0.1008.0 (Installer Version 1.01)==&lt;br /&gt;
===Installer Issues===&lt;br /&gt;
====[[Unable to connect to the database]]====&lt;br /&gt;
Unfortunately this will always be a potential issue, as it is an issue with connecting to SQL Server 2005 Express, which can fail in as many ways as there are users.  The latest help can be found [[Unable to connect to the database|here]].&lt;br /&gt;
&lt;br /&gt;
===Toolset Issues===&lt;br /&gt;
&lt;br /&gt;
*[[Bug: SpeedTree rendering distance]] - it has been reported that in at least one case a user can't set his tree rendering distance above 20m.&lt;br /&gt;
*[[Bug: ConfigureToolset application fails to set a registry key ]]. This bug requires a workaround if you need to use ConfigureToolset to change your database settings.&lt;br /&gt;
*[[Bug: Computer names with non-English characters can cause checkout problems]]. This can cause checked-out resources to be recognized as checked out to the wrong user, making them impossible to edit.&lt;br /&gt;
*[[Bug: Unable to save a new module]]. This can occur for users with long usernames.&lt;br /&gt;
*[[Bug: Water plane missing in-game]]. Level art that's posted when not in the single player module is missing its water planes.&lt;br /&gt;
&lt;br /&gt;
==Build 1.0.982.19 (Installer Version 1.00)==&lt;br /&gt;
===Installation Issues===&lt;br /&gt;
*[[Bug: Endless reboot cycles after install under Windows XP SP 2]]&lt;br /&gt;
*[[Installation into a directory with a long path name]] (this arose with Steam installations in particular)&lt;br /&gt;
*[[Bug: Installer hangs at the stage of Execute:regsvr32.exe /s &amp;quot;C:\Dragon Age\tools\Engine.dll&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==== Error: &amp;lt;code&amp;gt;&amp;quot;Cannot open file for writing C:\Program Files\BioWare\...&amp;quot;&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
This is because the folder &amp;lt;code&amp;gt;C:\Program Files\BioWare\&amp;lt;/code&amp;gt; does not exist (for example: you installed Dragon Age from Steam.)&lt;br /&gt;
Simply create the directory &amp;lt;code&amp;gt;C:\Program Files\BioWare\&amp;lt;/code&amp;gt; then hit retry.&lt;br /&gt;
&lt;br /&gt;
Note: On some machines this path may appear differently. &amp;lt;code&amp;gt;C:\Program Files\Common Files\BioWare\...&amp;lt;/code&amp;gt; for example.&lt;br /&gt;
&lt;br /&gt;
Note: On Vista 64, the folder was C:\Program Files (x86)\Common Files\Bioware creating that one worked.&lt;br /&gt;
&lt;br /&gt;
This will not work for everyone! If you're still having problems, please wait for an update.&lt;br /&gt;
&lt;br /&gt;
'''Note: This error is still present in 1.01.'''&lt;br /&gt;
&lt;br /&gt;
====[[Unable to connect to the database]]====&lt;br /&gt;
Unfortunately this will always be a potential issue, as it is an issue with connecting to SQL Server 2005 Express, which can fail in as many ways as there are users.  The latest help can be found [[Unable to connect to the database|here]].&lt;br /&gt;
&lt;br /&gt;
===Toolset Issues===&lt;br /&gt;
&lt;br /&gt;
*[[Bug: GFF and ERF editors require a keyfile]]&lt;br /&gt;
*[[Bug: FaceFX not appearing in menus]]&lt;br /&gt;
*[[Bug: Lightmapper causes shading artifacts along chunk boundaries]]&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - If you create a level with a water plane in it, the water is appearing properly in the toolset, but is non-existent in the game.  &lt;br /&gt;
*[[Bug: Toolset freezes when exporting or compiling]]&lt;br /&gt;
&lt;br /&gt;
====Exporting resources can cause the main campaign to fail, and can corrupt savegames made after installation====&lt;br /&gt;
*See [[Plot GUID bug]], or http://social.bioware.com/forum/1/topic/8/index/114380 for more details, and for information on how to clean up after this error strikes.&lt;br /&gt;
&lt;br /&gt;
An incompatibility has been discovered between the core resources in the database released with the toolset and the core resources used by the existing main campaign. This can cause the main campaign to stop working correctly after any resources are exported from the toolset.&lt;br /&gt;
&lt;br /&gt;
{{Dashedborder|This is fixed in version 1.01 of the toolset.  The underlying problem was identified and fixed, and a new set of core resources has been put into the database that does not give this problem anymore.}}&lt;br /&gt;
&lt;br /&gt;
== Older known issues (Beta issues, needs cleanup) ==&lt;br /&gt;
&lt;br /&gt;
=== Build 925 issues ===&lt;br /&gt;
&lt;br /&gt;
When working on a multiple-monitor system, it is possible that rearranging the monitors will cause the previously-recorded default location of popup windows such as &amp;quot;manage modules&amp;quot; to be off the edge of the display area where it can't be seen or manipulated. This can lock up the toolset, since the toolset won't respond until the popup is dismissed. To reset the position of the popup windows, delete the file &amp;quot;My Documents\BioWare\Dragon Age\Toolset\Layouts3.xml&amp;quot;. It will be recreated the next time the toolset is run using default values.&lt;br /&gt;
&lt;br /&gt;
=== Build 888 issues ===&lt;br /&gt;
&lt;br /&gt;
Build 888 and subsequent builds has some built-in assumptions that it will be installed in &amp;quot;Program Files\Dragon Age&amp;quot;. If it's installed elsewhere, the resource processor (used during certain resource exports, the generation of VO, FaceFX, and other activities) will become confused and fail with log messages such as &amp;quot;Unable to load C:\Programme\Dragon Age\tools\ResourceBuild/Settings/ResourceBuilder.xml&amp;quot; or &amp;quot;Failed to copy template 'C:\Program Files\Dragon Age\tools\ResourceBuild\Processors\VO_template_project.fdp' to 'C:\DOCUME~1\Owner\LOCALS~1\Temp\DragonAgePlaceholderVO\VO_template_project.fdp'&amp;quot; To correct this, go to the Tools -&amp;gt; Options -&amp;gt; Environment -&amp;gt; Resource Build Path setting and correct the path listed there to point to the resource builder's actual location.&lt;br /&gt;
&lt;br /&gt;
This appears to have been resolved in 1.0.982.0&lt;br /&gt;
&lt;br /&gt;
=== Build 773 issues ===&lt;br /&gt;
&lt;br /&gt;
*If you use resource history to view past revisions of a large conversation and then try to diff two of them, the toolset will crash. You can diff small conversations correctly. It's not known exactly what the cutoff between &amp;quot;large&amp;quot; and &amp;quot;small&amp;quot; conversations are as far as this bug is concerned.&lt;br /&gt;
&lt;br /&gt;
*Under Vista, the default install of MSSQL doesn't support multiple different user accounts on the same machine. Attempting to start the toolset from the wrong user account will pop up an error advising that you use the configuration tool to correct the database settings, but the database settings are not in error - it's the database server itself that's refusing to cooperate. One possible solution is to use SQL Server Management Studio Express to set up MSSQL properly.&lt;br /&gt;
&lt;br /&gt;
* When loading a saved game file, areas and objects contained therein are loaded from the save rather than the game resource. This means that if you save your game inside an area, make changes to the area and export them using the toolset, and then reload your game, none of the changes will appear. The changes will only appear if you start a new game. This affects objects such as waypoints, creatures, placeables, and so on.&lt;br /&gt;
&lt;br /&gt;
[[Category:Toolset installation]]&lt;/div&gt;</summary>
		<author><name>DJ2E</name></author>	</entry>

	</feed>