<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for Dade's Blog</title>
	<atom:link href="http://blog.deadbadger.org/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.deadbadger.org</link>
	<description>the eternal ramblings of a deranged mind</description>
	<lastBuildDate>Tue, 02 Mar 2010 11:12:53 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by dade-</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-5064</link>
		<dc:creator>dade-</dc:creator>
		<pubDate>Tue, 02 Mar 2010 11:12:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-5064</guid>
		<description>I&#039;m glad you were able to get it sorted out in the end. :) Happy that this little tutorial was able to help in some way.</description>
		<content:encoded><![CDATA[<p>I&#8217;m glad you were able to get it sorted out in the end. :) Happy that this little tutorial was able to help in some way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by Oliver Rogers</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-5022</link>
		<dc:creator>Oliver Rogers</dc:creator>
		<pubDate>Sun, 28 Feb 2010 09:40:47 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-5022</guid>
		<description>Update: I didn&#039;t realise that I had to export the changes for it to apply.</description>
		<content:encoded><![CDATA[<p>Update: I didn&#8217;t realise that I had to export the changes for it to apply.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by Oliver Rogers</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-5021</link>
		<dc:creator>Oliver Rogers</dc:creator>
		<pubDate>Sun, 28 Feb 2010 09:03:36 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-5021</guid>
		<description>Ah right, thank you. What I meant was that they don&#039;t appear in the game, in the toolset they appear as I have placed them, just to clarify.</description>
		<content:encoded><![CDATA[<p>Ah right, thank you. What I meant was that they don&#8217;t appear in the game, in the toolset they appear as I have placed them, just to clarify.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by dade-</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-5006</link>
		<dc:creator>dade-</dc:creator>
		<pubDate>Sat, 27 Feb 2010 21:36:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-5006</guid>
		<description>@Oliver: For your first question, I shall take a look at this shortly and get back to you with a reply on that. Admittedly some work issues and other projects have taken over so I&#039;ve had very little time to play around with games and such.

As for placing waypoints, you right-click somewhere on the terrain and select Add Waypoint. They you can go about editing its tags and relationship with the map from there.

edit: I&#039;ve had a quick look at placing chests and such, and it seems to be simply a case of dropping them in just like you would a character or a waypoint. Hope this helps.</description>
		<content:encoded><![CDATA[<p>@Oliver: For your first question, I shall take a look at this shortly and get back to you with a reply on that. Admittedly some work issues and other projects have taken over so I&#8217;ve had very little time to play around with games and such.</p>
<p>As for placing waypoints, you right-click somewhere on the terrain and select Add Waypoint. They you can go about editing its tags and relationship with the map from there.</p>
<p>edit: I&#8217;ve had a quick look at placing chests and such, and it seems to be simply a case of dropping them in just like you would a character or a waypoint. Hope this helps.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by Oliver Rogers</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-4992</link>
		<dc:creator>Oliver Rogers</dc:creator>
		<pubDate>Sat, 27 Feb 2010 09:33:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-4992</guid>
		<description>Hi, I was looking for some way of making my items appear (I made a chest containing some items and plonked it in the prelude area) I&#039;m not sure how to make them appear. I check them in and such but I find it impossible to make them appear.

Here&#039;s what I did:
Made items and container containing the items
Checked in the area I wished to insert the container containing the items
Checked them out
Loaded my save
Searched for container which contains the items I made.
Couldn&#039;t find.

And I&#039;m now following your tutorial, though I am confused on where to get the waypoints from (the blue flag with a triangle base). I must be doing something wrong.</description>
		<content:encoded><![CDATA[<p>Hi, I was looking for some way of making my items appear (I made a chest containing some items and plonked it in the prelude area) I&#8217;m not sure how to make them appear. I check them in and such but I find it impossible to make them appear.</p>
<p>Here&#8217;s what I did:<br />
Made items and container containing the items<br />
Checked in the area I wished to insert the container containing the items<br />
Checked them out<br />
Loaded my save<br />
Searched for container which contains the items I made.<br />
Couldn&#8217;t find.</p>
<p>And I&#8217;m now following your tutorial, though I am confused on where to get the waypoints from (the blue flag with a triangle base). I must be doing something wrong.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on PHP &#8211; Why!? by Polly</title>
		<link>http://blog.deadbadger.org/2010/01/23/php-why/comment-page-1/#comment-4549</link>
		<dc:creator>Polly</dc:creator>
		<pubDate>Mon, 08 Feb 2010 15:14:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=201#comment-4549</guid>
		<description>I&#039;ll help you for some e-peen enhancement products.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll help you for some e-peen enhancement products.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by Belhoriann</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-3805</link>
		<dc:creator>Belhoriann</dc:creator>
		<pubDate>Sun, 13 Dec 2009 22:50:47 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-3805</guid>
		<description>I did try to put the waypoint a little bit higher than the actual ground. The result is still the same. I will keep try to figure it out, maybe it&#039;s just a little mistake somewhere, like a wrong module configuration.
I will ask on the Bioware social forum hoping that a dev will find the answer to this mistery.
Thanks for your reply anyway :)</description>
		<content:encoded><![CDATA[<p>I did try to put the waypoint a little bit higher than the actual ground. The result is still the same. I will keep try to figure it out, maybe it&#8217;s just a little mistake somewhere, like a wrong module configuration.<br />
I will ask on the Bioware social forum hoping that a dev will find the answer to this mistery.<br />
Thanks for your reply anyway :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by dade-</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-3804</link>
		<dc:creator>dade-</dc:creator>
		<pubDate>Sun, 13 Dec 2009 22:03:55 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-3804</guid>
		<description>I&#039;ve not come across many spawn point problems personally. The only times that it happened that I was spawning outside the map (or more accurately, at 0 position) is when the waypoint my character was trying to spawn at was obstructed in some way, whether a small part of it was under the ground or on an area of the map that was otherwise unreachable.

You say you&#039;ve tried to move the waypoint so that it was clear of the ground?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve not come across many spawn point problems personally. The only times that it happened that I was spawning outside the map (or more accurately, at 0 position) is when the waypoint my character was trying to spawn at was obstructed in some way, whether a small part of it was under the ground or on an area of the map that was otherwise unreachable.</p>
<p>You say you&#8217;ve tried to move the waypoint so that it was clear of the ground?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by Belhoriann</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-3802</link>
		<dc:creator>Belhoriann</dc:creator>
		<pubDate>Sun, 13 Dec 2009 20:09:47 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-3802</guid>
		<description>Hi Dade,
I&#039;m curently working on a mod that allow the PC to enter the mill in Lothering. The tag of Lothering is lot100ar_lothering. So I made a custom indoor area for the mill with a door and a waypoint ( door variables PLC_AT_DEST_AREA_TAG = lot100ar_lothering
PLC_AT_DEST_TAG = ext_mill_lot ), and I added a waypoint (ext_mill_lot) and a door outside the mill ( door variables PLC_AT_DEST_AREA_TAG = mill_interior
PLC_AT_DEST_TAG = int_mill ). Thanks to the Lothering&#039;s layout I could put the appropriate locations in the script for the mill&#039;s door to spawn in the main game. 

That being said, I can actually enter my custom area but when I go out, I&#039;m in the middle of nowhere in Lothering. In fact with a little debugging script, I manage to see that I&#039;m in the center of the map : (0,0,0) ...
I tried everything, check everything a thousand time, the little tips you gave at the end of your tutorial didn&#039;t help.

Do you have any idea ? The main difference between my mod and your tutorial is that I&#039;m addind an area to the main game, maybe things to do are different.
I need help please :)</description>
		<content:encoded><![CDATA[<p>Hi Dade,<br />
I&#8217;m curently working on a mod that allow the PC to enter the mill in Lothering. The tag of Lothering is lot100ar_lothering. So I made a custom indoor area for the mill with a door and a waypoint ( door variables PLC_AT_DEST_AREA_TAG = lot100ar_lothering<br />
PLC_AT_DEST_TAG = ext_mill_lot ), and I added a waypoint (ext_mill_lot) and a door outside the mill ( door variables PLC_AT_DEST_AREA_TAG = mill_interior<br />
PLC_AT_DEST_TAG = int_mill ). Thanks to the Lothering&#8217;s layout I could put the appropriate locations in the script for the mill&#8217;s door to spawn in the main game. </p>
<p>That being said, I can actually enter my custom area but when I go out, I&#8217;m in the middle of nowhere in Lothering. In fact with a little debugging script, I manage to see that I&#8217;m in the center of the map : (0,0,0) &#8230;<br />
I tried everything, check everything a thousand time, the little tips you gave at the end of your tutorial didn&#8217;t help.</p>
<p>Do you have any idea ? The main difference between my mod and your tutorial is that I&#8217;m addind an area to the main game, maybe things to do are different.<br />
I need help please :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Dragon Age Modding &#8211; Area Tutorial by dade-</title>
		<link>http://blog.deadbadger.org/2009/12/05/dragon-age-modding-area-tutorial/comment-page-1/#comment-3727</link>
		<dc:creator>dade-</dc:creator>
		<pubDate>Sun, 06 Dec 2009 14:32:08 +0000</pubDate>
		<guid isPermaLink="false">http://blog.deadbadger.org/?p=164#comment-3727</guid>
		<description>Oh dear, that sounds awful! Perhaps you should communicate with your neighbours via Morse code. That might work</description>
		<content:encoded><![CDATA[<p>Oh dear, that sounds awful! Perhaps you should communicate with your neighbours via Morse code. That might work</p>
]]></content:encoded>
	</item>
</channel>
</rss>
