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DLC Creation Coalesced/Startup

Dedicated area for content modders to help each other with technical aspects of modding the Mass Effect Trilogy.

Re: DLC Creation Coalesced/Startup

Postby FemShep » 28 Nov 2015, 23:23

Does your DLC actually need a startup file? AFAIK not all DLC need a startup (IIRC some of the MP ones don't have a startup)
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Re: DLC Creation Coalesced/Startup

Postby nephthysmoon » 29 Nov 2015, 01:47

The startup is where the game references the plot bools, codex entries, etc - at least if I understand it correctly. Since I do have ST that occur outside of the vanilla game, I do have to have it. It 'tells' the game where to find those transitions, etc.
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Re: DLC Creation Coalesced/Startup

Postby nephthysmoon » 29 Nov 2015, 01:51

@giftfish - I hadn't actually started on the hex for that (you're going to send me digging through the thread for where those edits need to be, now!). I'm nowhere near done with the overall edits, but I wanted to test the edits I'd made, and since I changed the DW options in that scene, I needed the edited TLK I was using in order to make sure the options actually worked. Sadly, the only way I know to make that happen is to actually have built the whole DLC - the TLK, Startup, etc. But if there's hex editing in the Startup, then it's very possible that's where my errors are, because I've not done that. I'll go off and hunt those down.
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Re: DLC Creation Coalesced/Startup

Postby Deager » 30 Nov 2015, 23:09

FYI, fixed everyone. While there was a little work in the tlk file to do, the one thing I completely missed was PCCookedConsole was being used as a folder name instead of CookedPCConsole. So, on that one I'm calling myself an idiot for missing it. The good news is, nephthysmoon, you are good to go.
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Re: DLC Creation Coalesced/Startup

Postby nephthysmoon » 01 Dec 2015, 13:02

Thanks SO much Deager! I was actually coming in here to update that it had been resolved. You're seriously the best.
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