Module
Module topics |
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Modules are the campaigns that players can embark on. They contain the resources needed for the adventure they encompass (though you can also have modules inherit the resources of other modules).
Contents
Overview
A Module is a single collection of Resources, that can be the building block for another Module (Addin) or function on its own (Standalone). A set of Properties tell the game how to integrate the Resources it inherits. A Resource tells the game how it finally behaves.
The Single Player Campaign and Core Game Resources are each one of such modules. Modules can be setup hierarchical, for example the Singleplayer Module is connected to the Core Game Resources and thus can use its resources. Custom Modules can be connected to any other Module.
Core Game Resources is however special in a way, that it is the foundation of any other Module, and any Module can use its Resources.
Working with a Module
What are the possible options you have when creating the basis for your Content? Generally one can say a Module can either be standalone, or addon to the existing Campaign. Standalone is a Module which from hitting "custom campaign" in the main menu starts completely fresh into a custom campaign (like the Demo module for example). A Module is an addon, if content is added or perhaps changed to the existing campaign so that it influences the existing campaign but doesnt remove it (like Shale for example).
- Standalone is pretty straightforward, in that you need at least a starting Area and a Waypoint in which the Player spawns. You can use any Core Game Resource while making this Module, basically the premade Houses, the Monsters, mostly anything. But the Area still has to be created ,NPCs placed, Dialogues written etc..
- Addon is something initially tricky to do and perhaps unknown to most, even when doing something simple. You need at least one entry point that hooks into the main campaign, and from there it can be a simple added weapon, or unfold into big things. And that entry point is called "PRCSCR". See below.
A slightly dirty method is changing a Resource of the Main Campaign. This is plainly achieved by editing a Designer Resource from the Toolset and export it under the same name, which is then a override Mod, and undesired effects can potentially reflect back at the Main campaign and other Modules. This should be left for when you know really well what the consequences are.
PRCSCR - Post Release Content Script
(Also known as "Adding content into an existing Area")
Bioware with their Addin Modules uses a functionality called PRCSCR, which enables them to insert any content u heard about into the Main Campaign. This as well is the prefered Method for Modders to add Content. PRCSCR stands for "Post Release Content Script", but isnt all that complicated as "Script" may sound.
- See Main Article: PRCSCR
Modular File structure
Modules are organized in the Filestructure as such the Game can read the correct files, and to allow a modular environment. The Singleplayer Campaign and Core Game Resources use a fixed set of Filefolders.
The Singleplayer Module and the Game Core Resources respecivtly (this is the actual installed content) are located in:
*DragonAgeInstallDir*\modules\single player\ *DragonAgeInstallDir*\packages\core\
These base Folders accompany all Resourcetypes specific to that Module. However this is a fixed set, and should be of value to modders only when extracting Resources.
Modularity is made in your users folder, where the Toolset exporter distributes Resources into the respective Modules override Folder, as well as creates or stores "builder to player" packages from those Folders. A 3rd Moduletype called Addin is created there which similarily has a "module" Folder for any Resources for that Module alone, and a "core" Folder for any Resource to be accessible by other modules. It looks like this:
*My Documents*\BioWare\Dragon Age\AddIns\*Modulename*\module\ *My Documents*\BioWare\Dragon Age\AddIns\*Modulename*\core\ alongside a double of *My Documents*\BioWare\Dragon Age\modules\Single Player\ *My Documents*\BioWare\Dragon Age\packages\core\
The Toolset exports any Resource into each of these Folders, or specifically the override Folder beneath it, depending on which Module the Resource belongs to. When packing the Resources into an installable DAZIP file, you have to specify any of those folders to include. Thus it is to great part important where Resources are located, and especially where files shouldnt be located.
When you have not worked with the Toolset before you may not have adhered to that structure before, as Resources will get read from any Override anyway. However, this is to a great part organizational for the Toolset.
Properties
⊟ | General | |
Client Script | Client scripts simulate user input | |
Include In Resource Build | This was used internally in the development of Dragon Age to determine whether a module in the designer database was automatically included in builds. | |
Name | The name of the module, used internally in the toolset title bar and as a fallback in the game if a description string ID has not been set. | |
Script | Event script assigned to the resource | |
Starting Area | The area that the player starts in when the campaign begins. | |
Starting Waypoint | The waypoint within the starting area that the player appears at when the campaign begins. This property is not used if the module is an add-on to an existing module. | |
StringID Begin | [Undocumented] | |
StringID End | [Undocumented] | |
StringID Last Used | [Undocumented] | |
Type | Only the "Addin" type is supported by the end user toolset. The name "Addin" can be misleading, it's possible to create a stand-alone addin that appears as a new campaign. | |
UID | "Unique ID", this is not seen by the player. It is used in various configuration files and as the name of the directory that the module is stored in when exported. | |
⊟ | Info | |
Content Module | If this module is a PRC "offer" module, this indicates the module that it is offering for download. This is not likely to be used outside of BioWare. | |
Description | This property can't be set directly, it displays the contents of the description string ID set below. | |
DescriptionStringID | A string ID pointing to a short description of your module | |
DisplayName | This property can't be set directly, it displays the contents of the display name string ID set below. | |
DisplayNameStringID | A string ID pointing to the name of your module. | |
Extended Module | If the module is an add-on to an existing module (such as Single Player), select it from the drop-down list here. When this is set the module will be added to addins.xml when it is exported. | |
Game Version | ||
Image | An icon that's displayed in the installed content page | |
Presentation | If the module is an offer this bitmask indicates the various ways that the "hook" for the addin will be presented to the player in-game. 1: Chanter's board, 2: journal entry, 4: merchant, 8: world map, 16: NPC, 32: loot. You can logically OR multiple types together. | |
Price | The price of the module in points. This is only meaningful for modules offered by BioWare. | |
Priority | ||
ProductID | ||
Publisher | This property can't be set directly, it displays the contents of the publisher string ID set below. | |
PublisherStringID | ||
Rating | This property can't be set directly, it displays the contents of the rating string ID set below. | |
Rating Description | This property can't be set directly, it displays the contents of the rating description string ID set below. | |
RatingDescriptionStringID | ||
RatingStringID | ||
Release Date | The date the module was released in its current form | |
URL | ||
URLStringID | ||
Version | The version number you've assigned to the module's current state. | |
⊟ | Localization and VO Production | |
Requires Localization | [Undocumented] | |
Requires VO (Voice-Over) | [Undocumented] | |
⊟ | Modification History | |
Created By | User who created this module. | |
Created On | The date it was created on. | |
Last Modified By | The user who last modified the module. | |
Last Modified On | The date it was last modified on. | |
⊟ | Variables | |
Variable 2da | 2da file containing a variable table. Only the values in the table can be set and retrieved by scripting. | |
Variables | Opens the variable table for editing, allows the initial values of the variables to be defined. |
Variables
The module_var variables 2da contains a number of variables that are only used by the original main campaign for Dragon Age. Most of these can be ignored when creating other modules. In fact, the vast majority of the variables in this table are only referred to by core scripts; most modders will likely not need to worry about these.
Variable name | Type | Default | Description |
---|---|---|---|
ABILITY_ALLY_NUMBER | int | 4 | |
AI_DISABLE_TABLES | int | 0 | |
AI_PARTY_CLEAR_TO_ATTACK | int | 0 | 0 - non controlled followers should not attack yet. (can still run other non-offensive AI actions).
1 - non controlled followers are allowed to attack. |
AI_USE_GUI_TABLES_FOR_FOLLOWERS | int | 1 | |
ALISTAIR_FRIEND_TRACK | int | 0 | A variable related to one of the main party followers in Dragon Age: Origins. |
AMB_SYSTEM_DIALOG | int | 0 | |
APP_APPROVAL_GIFT_COUNT_* | int | 0 | A set of variables, one named for each of the possible main party followers in Dragon Age: Origins, for tracking how many gifts they've each been given. |
APP_APPROVAL_RATE_* | int | 0 | A set of variables, one named for each of the possible main party followers in Dragon Age: Origins, for tracking their approval score. |
APP_RANGE_VALUE_* | int | 0 | A set of threshold values for dividing party member approval scores up into "friendly", "warm", "neutral", "hostile" and "crisis". |
AREA_LOAD_HINT | int | 0 | Related to the text shown on the load screen between areas |
CHARGEN_MODE | int | 0 | |
CIR_FADE_FOLLOWER_* | int | -1 | A set of three variables related to a specific plot within the original campaign of Dragon Age: Origins |
CLIMAX_ARMY_CURRENT_AREA_BUFFER_SIZE | int | 0 | A variable related to a specific plot within the original campaign of Dragon Age: Origins. The current number of living army members in the current area of army deployment. |
CLI_ALISTAIR_AGREE_LEVEL | int | 0 | |
COUNTER_MAIN_PLOTS_DONE | int | 0 | |
CUTSCENE_SET_PLOT | string | NONE | Cutscene function will store a plot flag to be set after the cutscene plays. |
CUTSCENE_SET_PLOT_FLAG | int | -1 | Cutscene function will store a plot flag to be set after the cutscene plays. |
CUTSCENE_TALK_SPEAKER | string | Cutscene function will store a talk speaker who will speak after the cutscene plays. | |
DEATH_HINT | int | 0 | related to the text shown on the screen after the player's death |
DEBUG_ENABLE_PARTY_ITEM_SCALING | int | 0 | |
DEBUG_SKILL_CHECK_OVERRIDE | int | 0 | |
DEMO_ACTIVE | int | 0 | |
DISABLE_APPEARANCE_LEVEL_LIMITS | int | 0 | |
DISABLE_FOLLOWER_DIALOG | int | 0 | Make followers trigger soundsets instead of dialog when the leader is not the hero and clicked on (for example: climax defense) |
DISABLE_WORLD_MAP_ENCOUNTER | int | 0 | |
DOG_WARLIKE_COUNTER | int | 0 | |
HANDLE_EVENT_RETURN | int | 0 | |
LOG_ACTIVE | int | 0 | |
LOG_AI_CURRENT_LEVEL | int | 0 | |
LOG_PLOT_CURRENT_LEVEL | int | 0 | |
LOG_RULES_CURRENT_LEVEL | int | 0 | |
LOG_SYSTEMS_CURRENT_LEVEL | int | 0 | |
MODULE_COUNTER_* | int | 0 | Three generic "counter" variables |
MODULE_WORLD_MAP_ENABLED | int | 0 | |
NRD_BANDIT_BELT_COUNT | int | 0 | |
NRD_DIVINE_COIN_COUNT | int | 0 | |
NTB_* | int | 0 | Variables related to a specific plot within Dragon Age: Origins |
ORZ_* | int | 0 | Variables related to a specific plot within Dragon Age: Origins |
PARTY_BANTER_DIALOG_FILE | resource | NONE | |
PARTY_BANTER_ROTATION_COUNTER | int | 0 | |
PARTY_LEADER_STORE | object | 0 | stores the object ID of the leader that was chosen for being a leader, before it is switched (used in the climax) |
PARTY_OVERRIDE_DIALOG | resource | NONE | |
PARTY_OVERRIDE_DIALOG_ACTIVE | int | NONE | |
PARTY_PICKER_GUI_ALLOWED_TO_POP_UP | int | 0 | |
PARTY_TRIGGER_DIALOG_FILE | resource | NONE | |
PARTY_TRIGGER_PLOT | string | ||
PROVING_FIGHT_ID | int | 0 | Variable related to a specific plot in Dragon Age: Origins |
RAND_*_SET | int | 0 | |
RUNSCRIPT_VAR | string | When the console command "runscript" is used, this variable will contain a string with any parameters that the script was given. The script will need to retrieve and parse these itself. | |
STEALING_*_COUNTER | int | 0 | |
TRACKING_GAME_ID | int | 0 | |
TRACKING_SEQ_NO | int | 0 | |
TUTORIAL_ENABLED | int | 0 | |
TUTORIAL_HAVE_SEEN_LEVEL_UP | int | 0 | |
WM_STORED_AREA | string | last used area - will be triggered when returning from a random encounter | |
WM_STORED_WP | string | last used transition wp - will be used when returning from a random encounter | |
WORLD_MAP_STORED_PRE_CAMP_AREA | string | The WIDE OPEN WORLD area that was visited last. Used when leaving the camp so we can know if the player returns to it from the camp and then just directly transition there instead of travel. | |
WORLD_MAPS_TRIP_COUNT | int | 0 | counting the number of trips the player did in the world map, on any map in the game. Used to determine when to trigger random encounters. |
WRD_* | int | 0 |