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	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=11055</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=11055"/>
				<updated>2010-02-06T20:32:16Z</updated>
		
		<summary type="html">&lt;p&gt;Magic: /* M2DA_base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset had a bug in ExcelProcessor that caused problems with high row ID numbers, but this has been fixed in subsequent releases. See [[Bug: ExcelProcessor doesn't handle row IDs above 8.3 million correctly|the bug report]].&lt;br /&gt;
&lt;br /&gt;
As of now there is a bug that prevents ID's above 255 to be used for some M2DA's. Most certainly it is ''&amp;quot;only&amp;quot;'' [[ItemVariations.xls]] related. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
&lt;br /&gt;
Note that there is a bug involving this 2DA: [[Bug: APR base maximum M2DA row ID is 65535 in the toolset]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== itemprps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10022'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/1688/ UI Mod] &lt;br /&gt;
|-&lt;br /&gt;
| 7777770 - 7777799&lt;br /&gt;
| Magic - [http://social.bioware.com/project/1429/ Void Walker] (M2DA prefix: VWK)&lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor] &lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680199&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 10100000&lt;br /&gt;
| Camp [http://social.bioware.com/project/463/ storage chest]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>Magic</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=11052</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=11052"/>
				<updated>2010-02-06T18:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;Magic: /* M2DA_base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset had a bug in ExcelProcessor that caused problems with high row ID numbers, but this has been fixed in subsequent releases. See [[Bug: ExcelProcessor doesn't handle row IDs above 8.3 million correctly|the bug report]].&lt;br /&gt;
&lt;br /&gt;
As of now there is a bug that prevents ID's above 255 to be used for some M2DA's. Most certainly it is ''&amp;quot;only&amp;quot;'' [[ItemVariations.xls]] related. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
&lt;br /&gt;
Note that there is a bug involving this 2DA: [[Bug: APR base maximum M2DA row ID is 65535 in the toolset]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== itemprps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10022'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/1688/ UI Mod] &lt;br /&gt;
|-&lt;br /&gt;
| 7777770 - 7777779&lt;br /&gt;
| Magic - [http://social.bioware.com/project/1429/ Void Walker] &lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor] &lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680199&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 10100000&lt;br /&gt;
| Camp [http://social.bioware.com/project/463/ storage chest]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>Magic</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Ambient_behaviour&amp;diff=8919</id>
		<title>Ambient behaviour</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Ambient_behaviour&amp;diff=8919"/>
				<updated>2009-12-18T17:42:18Z</updated>
		
		<summary type="html">&lt;p&gt;Magic: /* Local Variables (var_creature) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ambient behaviour begins when the player moves within 50m of a creature and ceases when the player remains more than 50m away for at least 40s. Ambient behaviour alternates between a movement phase and an animation phase, simulating a bubble of activity around the player. In a movement phase, the creature (optionally) moves to a new destination (typically a [[waypoint]] but it could be any object) and turns to face the same direction as the destination object. In an animation phase, the creature (optionally) performs one or more animations either in sequence or at random. Exact behaviour is controlled by local variables set on either the creature instance or template (see table below). All other local variables with the prefix AMBIENT_* are used internally by the ambient behaviour system (see script [[sys_ambient_h]].nss) and should not be manually modified. Never directly modify AMBIENT_* local variables at run time using [[SetLocalInt]] - always use the functions [[Ambient_Start]], [[Ambient_Stop]], [[Ambient_OverrideBehaviour]], and [[Ambient_RestoreBehaviour]] instead. Ambient behaviour is persisted when a game is saved and automatically resumes when a game is loaded. &lt;br /&gt;
&lt;br /&gt;
== Local Variables (var_creature) ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row|AMBIENT_SYSTEM_STATE| int| 0| Bitmask controlling ambient system operation. (ergo, values below are in hexadecimal).&lt;br /&gt;
* 0x01 (AMBIENT_SYSTEM_ENABLED): Ambient behaviour enabled. For non-looping animations this is the only bit that need be set.&lt;br /&gt;
* 0x02 (AMBIENT_SYSTEM_SPAWNSTART: Begin ambient behaviour immediately after spawning. Generally, only infinitely looping animations require this.&lt;br /&gt;
* 0x04 (AMBIENT_SYSTEM_NOPLAYNEXT): Sets '''bPlayNext''' parameter to [[CommandPlayAnimation]] to false. Only infinitely looping animations require this.&lt;br /&gt;
* 0x08 (AMBIENT_SYSTEM_NOBLEND): Sets '''bBlendIn''' parameter to [[CommandPlayAnimation]] to false. Set this to force a creature to resume an infinitely looping animation after a conversation.&lt;br /&gt;
* 0x10 (AMBIENT_SYSTEM_ALWAYSON): Ambient behaviour never stops, regardless of distance to player. This should rarely, if ever, be used but at least the functionality exists if needed.}}&lt;br /&gt;
{{Variable table row|AMBIENT_MOVE_PATTERN| int | 0 | Dictates how the creature moves. Add 100 to the values below make creature run instead of walk.&lt;br /&gt;
*  0 (AMBIENT_MOVE_NONE): No ambient movement &lt;br /&gt;
*  1 (AMBIENT_MOVE_PATROL): Patrol waypoints (1, 2, 3, 2, 1, ...) &lt;br /&gt;
*  2 (AMBIENT_MOVE_LOOP): Loop through waypoints (1, 2, 3, 1, 2, 3, ...) &lt;br /&gt;
*  3 (AMBIENT_MOVE_WARP): Jump creature from the last waypoint to the first (1, 2, 3, jump to 1, 2, 3, ...) &lt;br /&gt;
*  4 (AMBIENT_MOVE_RANDOM): Move to a random waypoint other than the one the creature is currently at &lt;br /&gt;
*  5 (AMBIENT_MOVE_WANDER): Move to random location within 10m of home location &lt;br /&gt;
*  6 (AMBIENT_MOVE_WANDER_FAR): Move to random location within 30m of home location &lt;br /&gt;
*  7 (AMBIENT_MOVE_PATH_PATROL): Patrol all waypoints using [[CommandMoveToMultiLocations]] (1,2,3,2,1,...) &lt;br /&gt;
*  8 (AMBIENT_MOVE_PATH_LOOP): Loop through all waypoints using [[CommandMoveToMultiLocations]] (1,2,3. 1,2,3)&lt;br /&gt;
*  9 (AMBIENT_MOVE_ONCE): Walk through the waypoint set once (1-2-3)}}&lt;br /&gt;
{{Variable table row|AMBIENT_MOVE_PREFIX| string | ap_&amp;lt;tag&amp;gt;| The prefix is used to determine the waypoints the creature can travel to. Note that ''&amp;lt;tag&amp;gt;'' is a placeholder filled in at run-time with the tag of the creature. Hence, for example, if AMBIENT_MOVE_PREFIX is ''ap_&amp;lt;tag&amp;gt;'' and the creature's tag is ''cr_dog'' then the system will look for waypoints with tags ''ap_cr_dog_01'', ''ap_cr_dog_02'', ''etc''. If no waypoint is found with the ''_01'' extension, the system will search instead for all waypoints with tags matching the AMBIENT_MOVE_PREFIX value exactly (i.e. ''ap_cr_dog''). This is useful in cases where you just want to add N waypoints all with the same tag.}}&lt;br /&gt;
{{Variable table row| AMBIENT_ANIM_PATTERN| int | 0 | Index into [[ambient_ai.xls]]. Specifies the list of possible actions the creature can/will perform during an animation phase.&lt;br /&gt;
*  0: No ambient animation pattern (ergo, no ambient animations).}}&lt;br /&gt;
{{Variable table row| AMBIENT_ANIM_FREQ| float | -1.0  | Animation frequency. The part left of the decimal specifies the minimum and the part right of the decimal specifies the maximum number of random animations to play during an animation phase. So, for example, a value of 1.3 will play between 1 and 3 random animations from the animation pattern listed in ambient_ai.xls. A value of -1.0 plays all animations in the animation pattern in the order they are listed in ambient_ai.xls. Animation pattens that are highlighted in green on the worksheeet should always be played in order (i.e. AMBIENT_ANIM_FREQ is -1.0).}}&lt;br /&gt;
{{Variable table row| AMBIENT_COMMAND | int | 0 |If non-zero, this value forces the creature to perform a specific command (instead of moving and animating).&lt;br /&gt;
*  0: Use standard ambient ambient behaviour system to perform movement and animations. &lt;br /&gt;
*  1: Forces creature to attack the nearest object with tag ''&amp;lt;tag&amp;gt;_target''. There's an interval of 1-5 seconds between attack commands. &lt;br /&gt;
*  2: Forces creature to attack the nearest object with tag ''&amp;lt;tag&amp;gt;_target''. There's an interval of 0-0.5 seconds between attack commands.}}&lt;br /&gt;
{{Variable table row|AMBIENT_ANIM_PATTERN_OVERRIDE| int| 0| Overrides AMBIENT_ANIM_PATTERN if non-zero.}}&lt;br /&gt;
{{Variable table row|AMBIENT_ANIM_FREQ_OVERRIDE| int| 0| Overrides AMBIENT_ANIM_FREQ if non-zero.}}&lt;br /&gt;
{{Variable table row|AMBIENT_ANIM_STATE | int |0| Internal use by ambient behaviour system. Tracks number of animations left to play.}}&lt;br /&gt;
{{Variable table row|AMBIENT_MOVE_COUNT | int |-1| Internal use by ambient behaviour system. Tracks total number of destination points for a creature.}}&lt;br /&gt;
{{Variable table row|AMBIENT_MOVE_STATE | int |0| Internal use by ambient behaviour system. Tracks the last waypoint creature moved to and direction of travel.}}&lt;br /&gt;
{{Variable table row|AMBIENT_TICK_COUNT | int |0| Used internally, do not modify}}&lt;br /&gt;
{{Variable table row|AMBIENT_ANIM_OVERRIDE_COUNT|int|0|}}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
== ambient_ai.xls ==&lt;br /&gt;
The actions used in an animation phase are listed in the ambient_anim_patterns worksheet of [[ambient_ai.xls]]. Each row defines an animation pattern, consisting of up to thirteen actions. Each action is composed of an animation (left of the decimal) and the number of loops it is played (right of decimal). For example, 619.02 will play a sleeping loop animation twice and 619.99 will play an infinitely looping sleeping animation. Non-looping animations require no loop-count (i.e. decimal) component. The list of all available animations is located in [[ANIM_base.xls]]. &lt;br /&gt;
&lt;br /&gt;
== sys_ambient_h ==&lt;br /&gt;
&lt;br /&gt;
The script [[sys_ambient_h]] contains the implementation of the ambient behaviour system. The AMBIENT_* local variables should never be directly modified at run-time. Instead, use the following functions to customize a creature's ambient behaviour through script.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;	&lt;br /&gt;
// Normally this function is called automatically to begin or resume  ambient behaviour when a &lt;br /&gt;
// creature perceives the player. However, it can be called explicitly to force a creature to begin &lt;br /&gt;
// performing ambient behaviour or, if nAmbientEnable is 1, to enable ambient behaviour on a creature. &lt;br /&gt;
void Ambient_Start(object oCreature = OBJECT_SELF, int nAmbientEnable = 0, int nMovePattern = 0, string sMovePrefix = &amp;quot;&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
// Normally this function is called automatically to pause ambient behaviour after the party has &lt;br /&gt;
// been out of the creature's sight for a while. However, this function can be used to force a &lt;br /&gt;
// creature to temporarily cease ambient behaviour. Note that the creature will automatically  &lt;br /&gt;
// resume ambient behaviour when it perceives the player again. &lt;br /&gt;
void Ambient_Pause(object oCreature = OBJECT_SELF, int bCheckVisibility = TRUE);&lt;br /&gt;
&lt;br /&gt;
// Turns off ambient behaviour on a creature. The creature will resume ambient behaviour only &lt;br /&gt;
// after Ambient_Start() is called.&lt;br /&gt;
void Ambient_Stop(object oCreature = OBJECT_SELF);&lt;br /&gt;
&lt;br /&gt;
// Overrides the ambient animation pattern and animation frequency defined by the creature's template. &lt;br /&gt;
void Ambient_OverrideBehaviour(object oCreature, int nAnimPattern, float fAnimFreq);&lt;br /&gt;
&lt;br /&gt;
// Restores a creature's ambient animation behaviour to that defined in the creature's template.&lt;br /&gt;
void Ambient_RestoreBehaviour(object oCreature);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overriding Ambient Behaviour ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row|AMBIENT_ANIM_PATTERN_OVERRIDE | int | 0 | Index into [[ambient_ai.xls]]. Specifies the list of possible actions the creature can/will perform during an animation phase.&lt;br /&gt;
* 0: no animations.}}&lt;br /&gt;
{{Variable table row| AMBIENT_ANIM_FREQ_OVERRIDE | float | -1.0 | Animation frequency. The portion left of decimal specifies the minimum and the portion right of the decimal specifies the maximum number of animations to play during an animation phase. A value of -1.0 plays all animations in the animation pattern in the order listed in [[ambient_ai.xls]].}}&lt;br /&gt;
{{Variable table row| AMBIENT_ANIM_OVERRIDE_COUNT | int | | Used internally, do not modify}}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ambient behavior]]&lt;/div&gt;</summary>
		<author><name>Magic</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Manual_database_installation&amp;diff=8916</id>
		<title>Manual database installation</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Manual_database_installation&amp;diff=8916"/>
				<updated>2009-12-18T00:58:36Z</updated>
		
		<summary type="html">&lt;p&gt;Magic: /* Configuring the toolset to use this database */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The MSSQL Server Express 2005 installer packaged with the toolset is one of the more common sources of installation failure. If other troubleshooting techniques fail, you may wish to install it manually as a separate step from toolset installation. This could also allow you to substitute different versions of the SQL server (note that BioWare has only specifically tested the toolset with the 2005 Express version, but users have reported success with the 2008 version as well).&lt;br /&gt;
&lt;br /&gt;
== Installing SQL Express 2005 ==&lt;br /&gt;
&lt;br /&gt;
First, download the SQL Express 2005 installer. Here is the home page with information about SQL Server Express:&lt;br /&gt;
&lt;br /&gt;
http://www.microsoft.com/Sqlserver/2005/en/us/express.aspx&lt;br /&gt;
&lt;br /&gt;
Depending on your hardware, download either the 32 or 64 bit installer from this page:&lt;br /&gt;
&lt;br /&gt;
http://www.microsoft.com/Sqlserver/2005/en/us/express-down.aspx&lt;br /&gt;
&lt;br /&gt;
Run the installer and accept all of the default options that it presents to you throughout the install process. You may wish to give your SQL server a name other than default during this step (the toolset installer uses the name &amp;quot;BWDATOOLSET&amp;quot; by default).&lt;br /&gt;
&lt;br /&gt;
== Installing SQL Server Management Studio Express ==&lt;br /&gt;
&lt;br /&gt;
The bare install of SQL Express 2005 relies on the command line for most of its configuration and management. To provide a more powerful and user-friendly GUI, Microsoft has supplied the free application SQL Server Management Studio Express. Download it here:&lt;br /&gt;
&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?FamilyId=C243A5AE-4BD1-4E3D-94B8-5A0F62BF7796&lt;br /&gt;
&lt;br /&gt;
Install the management studio, again picking the default options presented through the install process.&lt;br /&gt;
&lt;br /&gt;
===SQL Server Management Studio Express installation issues===&lt;br /&gt;
====64 Bit Issues====&lt;br /&gt;
In Windows Vista and Windows 7 if you get an error 29506 the SSMSE cannot change the rights of the database because it is running form your user space. Try the following:&lt;br /&gt;
&lt;br /&gt;
* Save the '''SQLServer2005_SSMSEE.msi''' on '''C:\'''&lt;br /&gt;
* Run the command line as an administrator by going to '''Start -&amp;gt; Programs -&amp;gt; Accesories'''&lt;br /&gt;
* Right click on '''Command Prompt''' and select '''Run as Administrator'''&lt;br /&gt;
* Go to C:\ by typing '''cd \''' (enter) your prompt look like this '''C:\&amp;gt;'''&lt;br /&gt;
* Type '''SQLServer2005_SSMSEE.msi''' (Enter) and the installer should now work without errors.&lt;br /&gt;
&lt;br /&gt;
====Cannot connect to &amp;lt;computername&amp;gt;\BWDATOOLSET error when starting SQL Server Management Studio Express====&lt;br /&gt;
Error Text:&lt;br /&gt;
{{Dashedborder|Cannot connect to &amp;lt;ComputerName&amp;gt;\BWDATOOLSET.&lt;br /&gt;
&lt;br /&gt;
A network-related or instance-specific error occurred while establishing a connection to SQL Server. The server was not found or was not accessible. Verify that the instance name is correct and that SQL Server is configured to allow remote connections. (provider: SQL Network Interfaces, error: 26 - Error Locating Server/Instance Specified) (Microsoft SQL Server, Error: -1)}}&lt;br /&gt;
&lt;br /&gt;
[[File:management studio cant connect.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
This may be an artifact of failed installations, or incompletely removed installations.  Close the error window and go back to the &amp;quot;Server Name&amp;quot; drop down. See if there are any other entries in there, or select the &amp;quot;Browse for more&amp;quot; option.  If you have done a manual installation of SQL Server, there is probably an Server named SQLEXPRESS that you can connect to.&lt;br /&gt;
&lt;br /&gt;
If that does not work, check out http://go.microsoft.com/fwlink?ProdName=Microsoft+SQL+Server&amp;amp;EvtSrc=MSSQLServer&amp;amp;EvtID=-1&amp;amp;LinkId=20476 for more potential solutions.&lt;br /&gt;
&lt;br /&gt;
== Creating bw_dragonage_content ==&lt;br /&gt;
&lt;br /&gt;
Once you've got Management Studio installed, create a new database instance named bw_dragonage_content.&lt;br /&gt;
&lt;br /&gt;
[[File:Management studio new database.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Next you'll need to restore the .bak file that comes with your toolset in order to load the data from it into your database. This file can be found here:&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Dragon Age\tools\dbbak\bw_dragonage_content.bak&lt;br /&gt;
&lt;br /&gt;
(If you want to generate your own blank database completely from scratch, see [[Database#Creating a blank database from scratch]]. You shouldn't normally need to do this however).&lt;br /&gt;
&lt;br /&gt;
To restore a database backup using Management Studio Express:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Management studio restore database command.png | Select &amp;quot;restore database&amp;quot;&lt;br /&gt;
File:Management studio restoring database backup.png | Choose the .bak file as the source for your database restoration&lt;br /&gt;
File:Management studio overwrite option.png | Check the &amp;quot;overwrite existing database&amp;quot; option under the options menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note''': Please check the results of this step! You should get the two files:&lt;br /&gt;
{{dashedborder|bw_dragonage_content.ldf&lt;br /&gt;
and&lt;br /&gt;
bw_dragonage_content.mdf}}&lt;br /&gt;
However, it seems that this database command is currently somewhat unreliable. If you cannot find these files, try using a file search first. They might be found somewhere else than you expect. You might have to repeat the restoration process in order to get the two files to the desired destination.&lt;br /&gt;
&lt;br /&gt;
== Configuring the toolset to use this database ==&lt;br /&gt;
&lt;br /&gt;
In the Dragon Age\tools\ folder is a program called ConfigureToolset.exe. Run this and click &amp;quot;next&amp;quot; until you get to the database connection screen:&lt;br /&gt;
&lt;br /&gt;
[[File:Configure toolset database selection window.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
This is where you'll select the database that the toolset uses.&lt;br /&gt;
&lt;br /&gt;
The ConfigureToolset application currently (as of 1.01) doesn't set a registry entry that the toolset also needs in order to find the database properly. You'll need to set this manually. The key you'll need to update is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\Dragon Age\Toolset\Environment&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change it to match the database line produced by the configuration tool in the previous step. For example, the value in a default installation of the toolset is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Provider=SQLOLEDB.1;Integrated Security=SSPI;Persist Security Info=False;Initial Catalog=bw_dragonage_content;Data Source=.\BWDATOOLSET&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Unable_to_connect_to_the_database&amp;diff=8915</id>
		<title>Unable to connect to the database</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Unable_to_connect_to_the_database&amp;diff=8915"/>
				<updated>2009-12-18T00:57:52Z</updated>
		
		<summary type="html">&lt;p&gt;Magic: /* Other Miscellaneous Solutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:unable to connect to database.png|right]]&lt;br /&gt;
When the toolset throws this error, it indicates that there was some kind of problem when attempting to connect to the SQL Server Express 2005 database. Unfortunately, this is common, but unpredictable. When the toolset starts up, it attempts to connect to the database.  If the database does not respond, it simply returns this error. The toolset has no ability to diagnose why   &lt;br /&gt;
&lt;br /&gt;
This error is kind of like the &amp;quot;Service Engine&amp;quot; light on your vehicle.  When the service engine light starts flashing, it means something is wrong, but it is a very general warning that does not give you much information on what is wrong, just that something is wrong.  The cause of it could be anything from a loose gas cap to a failed spark plug to some bad sensor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diagnosing the Problem==&lt;br /&gt;
When it comes to the cannot connect error, it can range from the long file path issue to interference from UAC, to permissions issues, to a conflict with an existing installation of SQL Server, to registry entries, to the location of the installation file on your computer. The list is long. Here is a troubleshooting guide to try and help you diagnose what particular problem is vexing you and how to repair it.  If the troubleshooting is getting you nowhere, the [[#Full Manual Install|full manual install]] is another method that may be more effective, as you take things into your own hands and have better visibility to errors.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| cellspacing = &amp;quot;5&amp;quot; cellpadding = &amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;toc&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;border:solid 1px&amp;quot; |  [[#Did the database get restored?|Did the database get restored?]]&lt;br /&gt;
| No&amp;lt;br/&amp;gt;&amp;amp;rarr;&lt;br /&gt;
| style=&amp;quot;border:solid 1px&amp;quot; | [[#Did SQL Server Install?|Did MSSQL Express install?]]&lt;br /&gt;
| No&amp;lt;br/&amp;gt;&amp;amp;rarr;&lt;br /&gt;
| style=&amp;quot;border:solid 1px&amp;quot; align=&amp;quot;left&amp;quot; | Possible solutions:&lt;br /&gt;
# Permissions issues: run installer as administrator&lt;br /&gt;
# Path length&lt;br /&gt;
# Compressed drive&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Yes&amp;lt;br/&amp;gt; &amp;amp;darr;&lt;br /&gt;
|&lt;br /&gt;
| Yes&amp;lt;br/&amp;gt; &amp;amp;darr;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;border:solid 1px&amp;quot; | [[#Is the Database Service Running|Is the database service running?]]&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;border:solid 1px&amp;quot; | [[Database backup and restore|Restore database and re-run toolset]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| cellspacing = &amp;quot;5&amp;quot; cellpadding = &amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:transparent&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Yes&amp;lt;br/&amp;gt;&amp;amp;darr;&lt;br /&gt;
| No&amp;lt;br/&amp;gt;&amp;amp;darr;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;border:solid 1px&amp;quot; | [[#Is the Toolset correctly pointing to database?|Is the Toolset correctly pointing to database?]]&lt;br /&gt;
| style=&amp;quot;border:solid 1px&amp;quot; | Start service and re-run toolset&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Is the Database Service Running===&lt;br /&gt;
&lt;br /&gt;
If the service is running, it is an indication that SQL Server has installed correctly and the database is available for use by the toolset.&lt;br /&gt;
&lt;br /&gt;
You can check to see if the Database Service is running by navigating to your the Services application.  Depending on your operating system, the path may be a bit different, but it should be along the lines of &amp;lt;code&amp;gt;Start&amp;gt;&amp;gt;Control Panel&amp;gt;&amp;gt;Administrative Tools&amp;gt;&amp;gt;Services&amp;lt;\code&amp;gt;(alternately type &amp;quot;services.msc&amp;quot; (excluding quotes) into a run window)&lt;br /&gt;
&lt;br /&gt;
Scroll down through the list and look for a service named &amp;quot;SQL Server (BWDATOOLSET)&amp;quot;.  Check the Status of the service.  If the status is anything other than &amp;quot;Started&amp;quot; right click on it and select &amp;quot;Start&amp;quot;.  If it then starts successfully the status will change to &amp;quot;Started&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If the Service refuses to Start or does not exist, more troubleshooting is needed some kind of installation issue with SQL Server.  We need to look at the properties on the service and figure out where to go from here.  One thing I have seen is that it is left over from some manual file deletions,  the .mdf and .ldf files no longer exist, but the service is still there.  Path to executable field may hold some clues. here.&lt;br /&gt;
&lt;br /&gt;
* Ensure SQL Server (BWDATOOLSET): Open the '''SQL Server Configuration Manager''' (by default &amp;lt;code&amp;gt;Start | Microsoft SQL Server 2005 | Configuration Tools | SQL Server Configuration Manager&amp;lt;/code&amp;gt;) and in the object tree in the left hand panel click on the '''SQL Server 2005 Services''' entry. Ensure entry for '''SQL Server (BWDATOOLSET)''' appearing in the right hand panel has a '''State''' of '''Running'''.  If not select it and start it (either using the button on the toolbar or the option in the context menu).&lt;br /&gt;
&lt;br /&gt;
[[#top|&amp;amp;uarr; Return to top]]&lt;br /&gt;
&lt;br /&gt;
===Did SQL Server Install?===&lt;br /&gt;
Check your Start menu and see if it installed at all.  Go to Start&amp;gt;&amp;gt;Program Files&amp;gt;&amp;gt;Microsoft SQL Server 2005.  If nothing exists here then there are two basic explanations:&lt;br /&gt;
# When you ran the installer, you may have unchecked the option to Install MSSQL Express 2005 SP3.  If this is the case.  Try running the toolset installer a second time, make sure that you leave that option checked so that the installer will attempt to install SQL Server 2005.&lt;br /&gt;
# Something went wrong with the SQL Server installation and it failed to install at all.  You can try installing the toolset again.  If this is unsuccessful, you can try downloading and installing it [[Manual database installation|manually]].&lt;br /&gt;
&lt;br /&gt;
[[#top|&amp;amp;uarr; Return to top]]&lt;br /&gt;
&lt;br /&gt;
===Did the database get restored?===&lt;br /&gt;
Check the toolset installation directory for the restored database files.  Depending on where you installed the Game and Toolset, they will be in a location similar to&lt;br /&gt;
{{dashedborder|C:\Program Files\Dragon Age\tools\toolssql\Data\ &amp;lt;--- version 1.00 installed under the Tools folder&lt;br /&gt;
or&lt;br /&gt;
C:\Program Files\DAODB\ &amp;lt;--- version 1.01 of the toolset goes here, avoiding long path issue}}&lt;br /&gt;
Browse to this location and look for the existence of the following two files:&lt;br /&gt;
{{dashedborder|bw_dragonage_content.ldf&lt;br /&gt;
and&lt;br /&gt;
bw_dragonage_content.mdf}}&lt;br /&gt;
&lt;br /&gt;
If these files exist, it indicates that the SQL Server was installed, and that the actual Dragon Age toolset database was restored.  If they are not present, the restore function failed for some reason.  If the files exist, continue on to the next step of the troubleshooter.&lt;br /&gt;
&lt;br /&gt;
If the files do not exist, you can attempt to restore them in a number of ways:&lt;br /&gt;
&lt;br /&gt;
# Use SQL Management Studio to create the database and restore the content database.  This is covered in the [[Manual database installation|manual database installation]] article.  Since the SQL Server is installed, you should be able to skip the first step, and start from the heading &amp;quot;Installing SQL Server Management Studio Express&amp;quot;&lt;br /&gt;
# Running the restore operation through a command line.You can enter the following command to try restoring the database manually (Change the paths to &amp;lt;code&amp;gt;bw_dragonage_content.bak&amp;lt;/code&amp;gt; and your Dragon Age folder as appropriate): &amp;lt;code&amp;gt;&amp;quot;C:\Program Files\Microsoft SQL Server\90\Tools\Binn\&amp;quot;sqlcmd -S .\BWDATOOLSET -E -Q &amp;quot;RESTORE DATABASE bw_dragonage_content FROM DISK = 'C:\Program Files\Dragon Age\tools\dbbak\bw_dragonage_content.bak' WITH MOVE 'bw_dragonage_content' TO 'C:\Program Files\Dragon Age\tools\toolssql\Data\bw_dragonage_content.mdf', MOVE 'bw_dragonage_content_Log' TO 'C:\Program Files\Dragon Age\tools\toolssql\Data\bw_dragonage_content.ldf'&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
#Use the [[Database backup and restore|database restore]] batch file to attempt to restore the database.  These batch files are generally functional, but not as robust as using Management Studio.&lt;br /&gt;
&lt;br /&gt;
[[#top|&amp;amp;uarr; Return to top]]&lt;br /&gt;
&lt;br /&gt;
===Is the Toolset correctly pointing to database?=== &lt;br /&gt;
Run [[Configure Toolset]] to send the toolset in the right direction and test the database connection.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*It has been observed that for some builds that the Toolset is not looking at the correct registry keys perhaps due to permission restrictions.  &lt;br /&gt;
*#First use the ConfigureToolset to set the correct string.&lt;br /&gt;
*#:If you don't use the default settings you can copy the string from from the ConfigureToolset tool otherwise use one of the following command line queries to get the connection string.&lt;br /&gt;
*#:''Win32:'' &amp;lt;code&amp;gt;reg query &amp;quot;HKLM\SOFTWARE\BioWare\Dragon Age\Toolset\Environment&amp;quot; /v DefaultDatabaseConnection&amp;lt;/code&amp;gt;&lt;br /&gt;
*#:''Win64:'' &amp;lt;code&amp;gt;reg query &amp;quot;HKLM\SOFTWARE\Wow6432Node\BioWare\Dragon Age\Toolset\Environment&amp;quot; /v DefaultDatabaseConnection&amp;lt;/code&amp;gt;&lt;br /&gt;
*#Now run the following command line (substituting your connection string for the final value)&lt;br /&gt;
*#:&amp;lt;code&amp;gt;reg add &amp;quot;HKCU\Software\BioWare\Dragon Age\Toolset\Environment&amp;quot; /v DefaultDatabaseConnection /t REG_SZ /d &amp;quot;Provider=SQLOLEDB.1;Integrated Security=SSPI;Persist Security Info=False;Initial Catalog=bw_dragonage_content;Data Source=.\BWDATOOLSET&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Double check your entry, a single incorrect character will cause the same &amp;quot;Unable to Connect&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
[[#top|&amp;amp;uarr; Return to top]]&lt;br /&gt;
&lt;br /&gt;
==Full Manual Install==&lt;br /&gt;
Manual database installation works almost every time.  If it does not, it should at least should give you clues as to why it is failing, which you do not generally get when using the toolset installer.  If this &amp;quot;cannot connect to the database&amp;quot; error is frustrating you and you want to just make it work, and don't want to keep troubleshooting, this is probably your best bet:&lt;br /&gt;
&lt;br /&gt;
# '''Install the toolset without any of the database options checked'''.[[Image:Toolset setup screen.png|right]]&lt;br /&gt;
#:Uncheck the following both of the database settings options as shown here.  This will just install the toolset files and do nothing at all with the database itself.  Of course, since SQL Server is not installed, you would still get the &amp;quot;Unable to to connect to the database&amp;quot; error at this point.&lt;br /&gt;
# '''Manually install SQL Server and restore the database'''&lt;br /&gt;
#:It is not as hard as it may sound, and is documented [[manual database installation|here]].  Basically, when you do this, you are taking control of the two steps that you told the installer not to do, and doing them on your own.  This is effective as this way you can babysit the installation process.  Running the SQL installer this way will throw more explicit errors at you when it is having problems, making it easier to diagnose the problems and find solutions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Why does this work?'''&lt;br /&gt;
&lt;br /&gt;
The toolset needs a database engine to run.  The installer has a copy of SQL Server 2005 embedded in it.  The idea behind this is that we could hide all the SQL Server installation, setup and administration voodoo, and do it all in the background so that you wouldn't have to figure out how to do it on your own.  When it works - it is great, when it doesn't - you land on this page...&lt;br /&gt;
&lt;br /&gt;
When the toolset has finished doing its business (essentially unpacking some files and setting up some permissions and registry entries) it then runs the SQL Server 2005 installer in &amp;quot;silent&amp;quot; mode, where it just tries to install with its default settings.  The toolset installer is &amp;quot;blind&amp;quot; to what goes on during the SQL install, it just gets a message when the SQL installer says &amp;quot;''I'm done''&amp;quot;, regardless of what kind of &amp;quot;''done''&amp;quot; that is.  It could be &amp;quot;''I just failed horribly, but I'm done failing now''&amp;quot; or it could be &amp;quot;''Whew, everything went as planned, I'm done''&amp;quot;.  Once the toolset installer gets that message, it says &amp;quot;''SQL is done, so I can now restore the database''&amp;quot;.  It then runs a command line to restore the database.  Again this process does not give proper feedback either, it just spits back another &amp;quot;''I'm done''&amp;quot; message, at which the toolset installer comes back and tells you it is finished.  Anything that goes wrong in this process will cause the dreaded error when you start the toolset.  Unfortunately there is no easy way for the installer to catch these problems and alert you.  Taking this process out of the installer's hands and running it manually allows you to see what is going wrong and react to it.  A quick internet search for any error that you get will often help you figure out what SQL Server is choking on in your particular case.&lt;br /&gt;
&lt;br /&gt;
[[#top|&amp;amp;uarr; Return to top]]&lt;br /&gt;
==Additional ideas==&lt;br /&gt;
&lt;br /&gt;
=== MSSQL Server cannot install to compressed or encrypted folders ===&lt;br /&gt;
SQL Server Setup cannot install files.&lt;br /&gt;
&lt;br /&gt;
Product: Microsoft SQL Server 2005 -- Error 28062. SQL Server Setup cannot install files to the compressed or encrypted folder: X:\. To continue, make sure that your installation directories are not compressed or encrypted, or specify a different directory, and then run SQL Server Setup again.&lt;br /&gt;
&lt;br /&gt;
Cause.&lt;br /&gt;
SQL Server 2005 program files and data files cannot be installed on a file system that uses compression.&lt;br /&gt;
&lt;br /&gt;
Solution.&lt;br /&gt;
You need to uncompressed the drives or folders where the SQL Server 2005 program files and data files will be placed. Please follow the steps below:&lt;br /&gt;
# From your Windows Explorer, navigate to the path where the SQL Server program files and data files will be placed&lt;br /&gt;
# Make a right click on the drive or folder and select Properties&lt;br /&gt;
# If you are seeing the properties of a folder click the Advanced button&lt;br /&gt;
# Click to clear the &amp;quot;Compress drive to save disk space&amp;quot; or &amp;quot;Compress contents to save disk space&amp;quot; check box&lt;br /&gt;
# Return to setup and continue installation.&lt;br /&gt;
&lt;br /&gt;
[[#top|&amp;amp;uarr; Return to top]]&lt;br /&gt;
&lt;br /&gt;
=== Permissions issues ===&lt;br /&gt;
&lt;br /&gt;
* Sometimes disabling UAC (User Account Control) and reinstalling the toolset will allow the database to install properly.&lt;br /&gt;
&lt;br /&gt;
* SQL Server needs permission to read from the directory that the you have put the installation files, if it does not have permissions, it may be unable to import resources into the database. To correct this change the administrative privileges for the directory you're installing the toolset from.&lt;br /&gt;
&lt;br /&gt;
*On Vista systems the toolset may need administrator privileges to read the database where it's installed but fail to prompt you for them. Try right-clicking the toolset's shortcut and selecting &amp;quot;Run as Administrator&amp;quot; from the dropdown menu.&lt;br /&gt;
&lt;br /&gt;
[[#top|&amp;amp;uarr; Return to top]]&lt;br /&gt;
&lt;br /&gt;
==Other Miscellaneous Solutions==&lt;br /&gt;
* You can use SQL Server Express 2008 instead of 2005.  It is better suited to some of the permissions issues that occur in Vista and Windows 7.  Many users have installed SQL Server Express 2008 and are using it instead of 2005.  You could download it and follow the instructions [[Manual database installation|here]] substituting 2008 for 2005.&lt;br /&gt;
* You can try setting up your database separately from the toolset installer. See [[Manual database installation]] for the steps needed to install MSSQL Express 2005 and configure it for use with the toolset manually.  Users have been successful by setting up the toolset this way.&lt;br /&gt;
&lt;br /&gt;
* One User has reported that this sequence of events works:&lt;br /&gt;
::*Uninstall SQL server and the Toolset from PC.&lt;br /&gt;
::*Delete C:\Program Files\Microsoft SQL Server&lt;br /&gt;
::*In Regedit, delete the following:&lt;br /&gt;
:::HKEY_LOCAL_MACHINE\System\CurrentControlSet\Services\MSSQLServer&lt;br /&gt;
:::HKEY_LOCAL_MACHINE\Software\Microsoft\Microsoft SQL Server&lt;br /&gt;
::*Reboot&lt;br /&gt;
::*Install Toolset with the SQL.&lt;br /&gt;
&lt;br /&gt;
*If you already have MSSQLServer Express installed as part of a different program, the toolset may not get the correct configuration to use it. Run the toolset configuration program (configuretoolset.exe, in the same directory as the toolset itself) and then click &amp;quot;next&amp;quot; through the configuration wizard until you get to the &amp;quot;Content Database&amp;quot; field. It should read: &amp;quot;&amp;lt;code&amp;gt;Provider=SQLOLEDB.1;Integrated Security=SSPI;Persist Security Info=False;Initial Catalog=bw_dragonage_content;Data Source=.\BWDATOOLSET&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Some users report that the installer fails to create the SQL database (e.g. your &amp;lt;code&amp;gt;Dragon Age\toolssql\data&amp;lt;/code&amp;gt; folder is empty). You can enter the following command to try restoring the database manually (Change the paths to &amp;lt;code&amp;gt;bw_dragonage_content.bak&amp;lt;/code&amp;gt; and your Dragon Age folder as appropriate): &amp;lt;code&amp;gt;&amp;quot;C:\Program Files\Microsoft SQL Server\90\Tools\Binn\&amp;quot;sqlcmd -S .\BWDATOOLSET -E -Q &amp;quot;RESTORE DATABASE bw_dragonage_content FROM DISK = 'C:\Program Files\Dragon Age\tools\dbbak\bw_dragonage_content.bak' WITH MOVE 'bw_dragonage_content' TO 'C:\Program Files\Dragon Age\tools\toolssql\Data\bw_dragonage_content.mdf', MOVE 'bw_dragonage_content_Log' TO 'C:\Program Files\Dragon Age\tools\toolssql\Data\bw_dragonage_content.ldf'&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to allow Users to Modify the DATA folder, before you can execute this command.&lt;br /&gt;
&lt;br /&gt;
*Some users have been successful simply installing from a more direct path (eg place the installer in C:\DAInstall and then run the exe file from that location rather than from My Documents or a similar long path).&lt;br /&gt;
&lt;br /&gt;
[[#top|&amp;amp;uarr; Return to top]]&lt;/div&gt;</summary>
		<author><name>Magic</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Manual_database_installation&amp;diff=8914</id>
		<title>Manual database installation</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Manual_database_installation&amp;diff=8914"/>
				<updated>2009-12-18T00:53:11Z</updated>
		
		<summary type="html">&lt;p&gt;Magic: /* Creating bw_dragonage_content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The MSSQL Server Express 2005 installer packaged with the toolset is one of the more common sources of installation failure. If other troubleshooting techniques fail, you may wish to install it manually as a separate step from toolset installation. This could also allow you to substitute different versions of the SQL server (note that BioWare has only specifically tested the toolset with the 2005 Express version, but users have reported success with the 2008 version as well).&lt;br /&gt;
&lt;br /&gt;
== Installing SQL Express 2005 ==&lt;br /&gt;
&lt;br /&gt;
First, download the SQL Express 2005 installer. Here is the home page with information about SQL Server Express:&lt;br /&gt;
&lt;br /&gt;
http://www.microsoft.com/Sqlserver/2005/en/us/express.aspx&lt;br /&gt;
&lt;br /&gt;
Depending on your hardware, download either the 32 or 64 bit installer from this page:&lt;br /&gt;
&lt;br /&gt;
http://www.microsoft.com/Sqlserver/2005/en/us/express-down.aspx&lt;br /&gt;
&lt;br /&gt;
Run the installer and accept all of the default options that it presents to you throughout the install process. You may wish to give your SQL server a name other than default during this step (the toolset installer uses the name &amp;quot;BWDATOOLSET&amp;quot; by default).&lt;br /&gt;
&lt;br /&gt;
== Installing SQL Server Management Studio Express ==&lt;br /&gt;
&lt;br /&gt;
The bare install of SQL Express 2005 relies on the command line for most of its configuration and management. To provide a more powerful and user-friendly GUI, Microsoft has supplied the free application SQL Server Management Studio Express. Download it here:&lt;br /&gt;
&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?FamilyId=C243A5AE-4BD1-4E3D-94B8-5A0F62BF7796&lt;br /&gt;
&lt;br /&gt;
Install the management studio, again picking the default options presented through the install process.&lt;br /&gt;
&lt;br /&gt;
===SQL Server Management Studio Express installation issues===&lt;br /&gt;
====64 Bit Issues====&lt;br /&gt;
In Windows Vista and Windows 7 if you get an error 29506 the SSMSE cannot change the rights of the database because it is running form your user space. Try the following:&lt;br /&gt;
&lt;br /&gt;
* Save the '''SQLServer2005_SSMSEE.msi''' on '''C:\'''&lt;br /&gt;
* Run the command line as an administrator by going to '''Start -&amp;gt; Programs -&amp;gt; Accesories'''&lt;br /&gt;
* Right click on '''Command Prompt''' and select '''Run as Administrator'''&lt;br /&gt;
* Go to C:\ by typing '''cd \''' (enter) your prompt look like this '''C:\&amp;gt;'''&lt;br /&gt;
* Type '''SQLServer2005_SSMSEE.msi''' (Enter) and the installer should now work without errors.&lt;br /&gt;
&lt;br /&gt;
====Cannot connect to &amp;lt;computername&amp;gt;\BWDATOOLSET error when starting SQL Server Management Studio Express====&lt;br /&gt;
Error Text:&lt;br /&gt;
{{Dashedborder|Cannot connect to &amp;lt;ComputerName&amp;gt;\BWDATOOLSET.&lt;br /&gt;
&lt;br /&gt;
A network-related or instance-specific error occurred while establishing a connection to SQL Server. The server was not found or was not accessible. Verify that the instance name is correct and that SQL Server is configured to allow remote connections. (provider: SQL Network Interfaces, error: 26 - Error Locating Server/Instance Specified) (Microsoft SQL Server, Error: -1)}}&lt;br /&gt;
&lt;br /&gt;
[[File:management studio cant connect.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
This may be an artifact of failed installations, or incompletely removed installations.  Close the error window and go back to the &amp;quot;Server Name&amp;quot; drop down. See if there are any other entries in there, or select the &amp;quot;Browse for more&amp;quot; option.  If you have done a manual installation of SQL Server, there is probably an Server named SQLEXPRESS that you can connect to.&lt;br /&gt;
&lt;br /&gt;
If that does not work, check out http://go.microsoft.com/fwlink?ProdName=Microsoft+SQL+Server&amp;amp;EvtSrc=MSSQLServer&amp;amp;EvtID=-1&amp;amp;LinkId=20476 for more potential solutions.&lt;br /&gt;
&lt;br /&gt;
== Creating bw_dragonage_content ==&lt;br /&gt;
&lt;br /&gt;
Once you've got Management Studio installed, create a new database instance named bw_dragonage_content.&lt;br /&gt;
&lt;br /&gt;
[[File:Management studio new database.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
Next you'll need to restore the .bak file that comes with your toolset in order to load the data from it into your database. This file can be found here:&lt;br /&gt;
&lt;br /&gt;
C:\Program Files\Dragon Age\tools\dbbak\bw_dragonage_content.bak&lt;br /&gt;
&lt;br /&gt;
(If you want to generate your own blank database completely from scratch, see [[Database#Creating a blank database from scratch]]. You shouldn't normally need to do this however).&lt;br /&gt;
&lt;br /&gt;
To restore a database backup using Management Studio Express:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Management studio restore database command.png | Select &amp;quot;restore database&amp;quot;&lt;br /&gt;
File:Management studio restoring database backup.png | Choose the .bak file as the source for your database restoration&lt;br /&gt;
File:Management studio overwrite option.png | Check the &amp;quot;overwrite existing database&amp;quot; option under the options menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note''': Please check the results of this step! You should get the two files:&lt;br /&gt;
{{dashedborder|bw_dragonage_content.ldf&lt;br /&gt;
and&lt;br /&gt;
bw_dragonage_content.mdf}}&lt;br /&gt;
However, it seems that this database command is currently somewhat unreliable. If you cannot find these files, try using a file search first. They might be found somewhere else than you expect. You might have to repeat the restoration process in order to get the two files to the desired destination.&lt;br /&gt;
&lt;br /&gt;
== Configuring the toolset to use this database ==&lt;br /&gt;
&lt;br /&gt;
In the Dragon Age\tools\ folder is a program called ConfigureToolset.exe. Run this and click &amp;quot;next&amp;quot; until you get to the database connection screen:&lt;br /&gt;
&lt;br /&gt;
[[File:Configure toolset database selection window.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
This is where you'll select the database that the toolset uses.&lt;br /&gt;
&lt;br /&gt;
The ConfigureToolset application currently (as of 1.01) doesn't set a registry entry that the toolset also needs in order to find the database properly. You'll need to set this manually. The key you'll need to update is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\Dragon Age\Toolset\Environment&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Change it to match the database line produced by the configuration tool in the previous step. For example, the value in a default installation of the toolset is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Provider=SQLOLEDB.1;Integrated Security=SSPI;Persist Security Info=False;Initial Catalog=bw_dragonage_content;Data Source=.\\BWDATOOLSET&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=How-tos&amp;diff=8810</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=How-tos&amp;diff=8810"/>
				<updated>2009-12-14T12:09:18Z</updated>
		
		<summary type="html">&lt;p&gt;Magic: /* Add a follower to the player's party */&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;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsPlayer(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&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;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=GetName&amp;diff=8800</id>
		<title>GetName</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=GetName&amp;diff=8800"/>
				<updated>2009-12-13T23:01:22Z</updated>
		
		<summary type="html">&lt;p&gt;Magic: /*  Remarks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Generated with errors}}&lt;br /&gt;
{{dafunction&lt;br /&gt;
|name=GetName&lt;br /&gt;
|brief=Gets an object's name.&lt;br /&gt;
|param1type=object&lt;br /&gt;
|param1name=oidObject&lt;br /&gt;
|param1desc=&lt;br /&gt;
|returntype=string&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;
Gets an object's name. The non-localized name is returned if it is set, otherwise&lt;br /&gt;
the localized name will be returned.&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;
In Toolset v1.0.982.0 GetName() returns nothing for waypoints.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Examples == --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section contains examples transcluded from the snippet library. --&amp;gt;&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: Appearance functions]]&lt;/div&gt;</summary>
		<author><name>Magic</name></author>	</entry>

	</feed>