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#2541
maym_001

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In response to post #20154780. #20233339, #20294439, #20298124 are all replies on the same post.

Yeah, that's what I thought. So they've been going to toolsetexport all this time but are still not showing up in-game.

I had thought that with your new update (awesome, by the way), I could just delete the "Armors, Weapons (Default)" and "Modified Item Properties" files to make it work, but no luck there either.

What if I delete the "Armors, Weapons (Custom)" file as well? Or is that needed for the item changes as a whole?

#2542
SpaceAlex

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In response to post #20154780. #20233339, #20294439, #20298124, #20301659 are all replies on the same post.

Only delete "Armors, Weapons (Custom)" if you're not using the 2.2. Characters module, otherwise you will encounter naked NPC's in game.

As for why your changes are not showing up, is there any folder below the "toolsetexport" folder (sort items by name in Explorer). If not, I don't know why the changes are not showing up in the game. Try what I suggested in my first replay. And did you try your changes without IA installed?

#2543
maym_001

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In response to post #20154780. #20233339, #20294439, #20298124, #20301659, #20303009 are all replies on the same post.

Not completely without IA, but the bare-bones version without any item changes, and yeah, they showed up then. The only thing under toolsetexport is zFCR. Below the folders there are a ton of individual files from DA Redesigned, but none of them are items, they're mostly .mor files. Putting everything from toolsetexport into 8. Custom also doesn't make them show up, either.

Is there any way I can open up IA's changes in the toolset to change the Item Variations there? Rest assured I don't intend to distribute any changes, it's just for my own use.

#2544
SpaceAlex

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In response to post #20154780. #20233339, #20294439, #20298124, #20301659, #20303009, #20304084 are all replies on the same post.

If you have everything set up properly and did everything the way you were supposed to, there's no way it wouldn't work, unless your game somehow acts differently from all of the rest. But if that were the case, my mod wouldn't work properly anyway. Can you send me the file (.uti) of the item you modified and whose changes are not showing up in the game, so I can check it out?

And, yes, you can modify the .uti files directly using "GffEditor.exe" (comes with the toolset) or tlkedit2, but you need to know item variation ID of the model you wish to use. You can find these ID's in the *basetype*_variation_*label*.gda that must be supplied with any mod that adds new models to the game.

#2545
SpaceAlex

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In response to post #20300914.

Thanks for the report! Those indeed appear to be omissions on my part.

For the blood mages, I made 4 different morphs (in vanilla, a single morph was used for all 4 mages), but forgot to include them in the package.

As for Merrill, I forgot to delete an old file, or rather, I placed the new file in the wrong folder. You can fix this very quickly yourself by deleting "bed200cr_merrill.utc" from "...Improved Atmosphere\3. PC Origins\Elf Dalish" folder.


#2546
maym_001

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In response to post #20154780. #20233339, #20294439, #20298124, #20301659, #20303009, #20304084, #20305224 are all replies on the same post.

Tell me about it. I don't know what could go wrong, all I'm trying to do is swap out the item variations. It's like it's working sometimes, I see the variations on some npc's but not others. Ah screw it, man, don't worry about it. I don't want to distract you with this when I'm almost certainly just being dumb and missing something obvious.

#2547
Kajana

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In response to post #20154780. #20233339, #20294439, #20298124, #20301659, #20303009, #20304084, #20305224, #20306929 are all replies on the same post.

Not sure if reading your comments right, but there really shouldn't be anything in toolsexport but the files you worked on. It is super override and if anything else is in there, then it is subject to the same loading hierarchy, which could account for the inconsistency. (and that is the override folder in your documents right?) Try taking everything out of toolsexport but the ones you changed. It also wouldn't hurt to do a simple search for those files to see if any duplicates in override.

And one last thing, the new models probably won't show up on items and/or characters you have already met in game, probably they won't take effect unless never been to that area that they are in. One more last thing, since you didn't know where the stuff was exporting to, you aren't doing all this in single player mode, right? because that can screw up a lot of stuff, even break an install. Bioware site has some good tutorials one the toolset and there are others around, do read all you can. Luck be to you.

#2548
SpaceAlex

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In response to post #20154780. #20233339, #20294439, #20298124, #20301659, #20303009, #20304084, #20305224, #20306929, #20322459 are all replies on the same post.

The optimal course of action is to create a new module and set Single Player as an extended module (if wishing to edit vanilla resources) and then, before actually trying to change the campaign resources, replace the module from single player to the current (working) module for each item you're wanting to edit. That's how the toolset was intended to be used anyway. But if your intent is editing vanilla resources only, the Single Player module can be edited directly if you wish to speed things up a little (also less chance to screw something up if you edit only the resources you're familiar with). The only real problems with this approach (that I have observed) is that you can't create builder to builder and builder to player exports (in short, you can't create an addin using this method) and that you need to delete the "SinglePlayer.cif" file from "...Documents\BioWare\ Dragon Age\modules\Single Player" folder before starting a new playthrough or before having the intention of playing the game seriously. If just testing item changes and such, it's safe to leave it in for the duration. It won't break your install or anything like that, unless you mess with stuff you were not supposed to (like editing resources you're not really sure what they're for). But even that can be easily rectified by cleaning your override and "Undo Checkout" resources in the toolset to restore vanilla state.

And, yes, while item variation, base item, and tint override changes should take effect immediately (once exported to UTI files) in the game, most other changes will only show up once you reload an earlier save or reacquire the item.

Files can be left in the "toolsetexport" folder for the duration of the testing, but should be moved elsewhere as soon as you're happy with the changes, since the files will get overwritten each time you export a resource you already exported in the past. And, yeah, do search your " Dragon Age" folder in "My Documents" for all the items you edited and whose changes are not showing up in the game. It's entirely possible that you have old files somewhere in there that prevent the newest ones from showing up in game.

Edited by SpaceAlex, 24 November 2014 - 08:48 PM.


#2549
ANikool

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Hihi,
thank you very much for this great mod,
i think there is a small bug... all fixed!
Thanks!

Edited by ANikool, 25 November 2014 - 06:55 PM.


#2550
maym_001

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In response to post #20154780. #20233339, #20294439, #20298124, #20301659, #20303009, #20304084, #20305224, #20306929, #20322459, #20329484 are all replies on the same post.

Dude, I appreciate the help. You've gone out of your way to explain these things to me. To be honest, though, I'm sort of at the stage where I just want to play the game now rather than dick around with the toolset. Especially since that last update, I wanna get to Awakening and see the tweaks you've made there.

I'm actually more of less satisfied that some of the changes are showing up at least. I think what's happening was, I was replacing a vanilla resource, fine and dandy, except your mod is changing their inventories so the model-swapped item is no longer on them.

Anyway, I can live with it. The changes you made to the game are far more comprehensive and sensible than anything I was trying to do. Again, especially since 2.0.

Thanks again for the help, guys. Keep on making Dragon Age even more awesome.




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