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#11
yupytup5

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Sorry if this is a bother, but I'm having problems with the Enhanced Shapeshifting not loading. It's not just a problem of the abilities not appearing on the spell tree, sine my character has the necessary amount of darkspawn kills and has yet to receive the form.

I've activated it in the gda file, and the only other ability/rules/chargen files are the ones from Combat Tweaks. I'm really at a loss at what to do.

Everything else works fine so far, and I really appreciate the work you're doing :). You're making Dragon Age re-playable.

#12
KuroNekosama

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I finally broke down and installed this. Got a couple of comments:

1) The installation instructions don't mention what do do with the contents of the JX_Core_Resources.rar file. It might seem obvious it needs to go into the override directory, but that might be assuming too much of newcomers to using mods.

2) The configuration instructions state there is one exception to 0 = off, 1= on; there are actually two (Elemental Effects and Partywide Weapon Enchants). You also might want to mention which they are at the top, rather then just stating that they exist.

3) The readme for the Advanced Tactics Compatibility file is alittle vague, you might want to specifically state it needs to override the copy found in the JX_Core_Resources.rar file.

4) This is just a suggestion, but considering the modular nature of this mod, you might want to knock together a simple gui to alter the config file rather then having the users directly edit the gda, at least for the jxmods_config.gda file. Something along the lines of what FtG uses for his mods.

And a question:

Would it be possible to alter the Improved Immersion part so it can be left running when playing modules other then the OC Campaign? I have a horrible memory and I'm definitely, at some point or another, going to forget to disable it.

Edit: Had another question I almost forgot about, which version of the Lycanthropy mod is the one included in here? The base version? Or the Single Player Addon version?

Edit2: I edited summon_abi.gda to give the wolf summoned with the ranger spec a couple more talents, but when I summoned it, it didn't have them, any ideas? Or does that only affect monsters summoned with the spells not the talents?

Edit3: I have the personal annoyance remover set to 1 in the config file, but it's not removing the auras. I've deactivated the talents, saved, reloaded and reactivated them, nothing. Any ideas?

Edit4: The description for the memory band is still showing 1%, should it say 10% when that's enabled? I'm starting to get the sneaking suspicion that this mod is not working for me at all, but I'm not sure how to check. None of the parts I have enabled, with the exception of the par, is readily obvious.

Edited by KuroNekosama, 19 December 2011 - 07:15 PM.


#13
Offkorn

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Version 1.02c
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- Core: Added missing talent_pet and talent_devour scripts
- Core: Spells_modal fixed

- ESL: Learned forms now appear correctly

- II Specs: Should now check for the Single Player Module as well as the Config File before removing Spec Points

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@yupytup5:

This would seem to be my fault for accidently leaving out what to do with the JX_Core_Resources.rar file. That archive has to be extracted to the following directory:

<Documents>\BioWare\Dragon Age\packages\core\override

Overwriting the Combat Tweaks' (and any other Mods') versions of those scripts.

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@KuroNekosama:

1) Hmm... you're right. I know I had that in there at one point, but it looks like I removed it (or possibly overwrote it) before the final release.

2) No, there's aren't two. Just one. Partywide Weapon Enchants is turned off with 0, and turned on with 1. Only Elemental effects works differently, with a 2 required to turn it off completely (though it you want to get technical 75% of the effects of 0 are default 'off' effects).

3) Fixing 1) should auto-fix this as well.

4) If I were an actual programmer that would be feasable. Unfortunately I'm not. I'm a gamer who knows the basics of modding for the sole purpose of enhancing my gaming (though I tend to end up installing/making/fiddling with Mods more than actually playing the games they modify).

5) In regards to II Specs... yes, actually. I should be able to have it check for the Single Player campaign similar to how I have the Relic Upgrade Module check for Awakening. That's a good idea.

6) Both Lycan versions. The Single Player .rar has the single-player version, while the Core Resources .rar has the core version.

7) Summon Extension: Seems I forgot to re-compile the talent_pet.ncs script (as well as the talent_devour.ncs script).

8) Which in particular are not being deactivated? Just tested on Rally and it worked fine.

9) I didn't edit the Memory Band item, so no, it will always say 1%. Due to the way blueprints work (once found they're permanently stored in your save file regardless of what you install/uninstall afterward) there's no easy way to alter its description in a modular fashion.

Edited by Offkorn, 20 December 2011 - 02:08 AM.


#14
KuroNekosama

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Thanks for the prompt response.

2) The thing with 'Partywide Weapon Enchants' depends on what you consider 'off'. Personally I consider the default behavior to be off and the changed effect to be 'on'. In that case, 1 turns it (the mod) off, and 0 turns it on.
Quote from description section:
***~~Partywide Weapon Enchants~~***

A setting of 0 makes the Weapon Enhancement spells only affect their target instead of the whole party, and Telekinetic Weapons has had its auto-targeting removed to allow it to be cast on party members.

Setting this to 1 restores their default behavior of affecting all party members.

4) Perhaps you could ask FtG to whip you up one. From what I remember of my programming classes in College, it should be very simple to do. I'd do it for you myself but I'm too rusty.

5) That's great to hear. I'm a big fan of 'install and forget' mods, since I use so many, and have such a poor memory.

6) Just so I'm understanding correctly, if I have both Single Player .rar and the Core Resources .rar installed then I will get the single player version correct?

8) The effects that PAR aren't disabling and should (this isn't a complete list, just the effects my current party is using) are: Momentum, Song of Valor and Threaten.

9) Regarding the memory band, sorry but your statement is definitely not correct. I had another mod giving the memory band 10% and it altered the description to match. I uninstalled that mod since I figured it's better to have one mod do it then two and the description changed to 1% despite my using the same save file. I then saved again (with the second mod disabled and yours enabled). I then disabled yours and reinstalled the second one and loaded that second save, the description was back to 10%. I don't know if the actual effect was changing as I disabled and enabled mods, but the description was definitely changing.

New question:

If I understand how the override directory works, things further down the list alphabetically overwrite files that may be higher up? I ask because while I know this needs to override combat tweaks, I'd rather not actually overwrite the files in case I want to uninstall this. Since combat tweaks is in the denl_combattweaks directory and this is in JX_Core_Resources directory, the files in JX_Core_Resources should override duplicate files from combat tweaks. Am I understanding that correctly?

Cheers.

Edit: For reference, the other memory band mod I was using is Better Memory Band by fireundubh, you can find it here on the nexus.

Edit2: Just installed the new update. Summoned wolf still doesn't have the extra talents I added into summon_abi.gda. Also, at least some of PAR is working cause the Shield Cover effect is removed. The others I listed above are still showing though.

Edited by KuroNekosama, 20 December 2011 - 12:42 AM.


#15
yupytup5

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Alright. Sorry to bother you again, but I'm still having problems. I completely uninstalled and then re-installed this mod, made sure there were no duplicate ncs files, and enhanced shapeshifting skills still aren't appearing. I've also noticed that the Squire job in the FFT mod gets stuck at 2 points while the chemist and the few branching jobs I used still work fine. Is this related to the same problem? Am I doing something wrong?

I followed the instructions down to the letter, it's kind of bumming me out now. Thanks for the quick response last time.

#16
Offkorn

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@KuroNekosama:

2) If I called it "Single Target Weapon Enchants", then that would make sense. But I didn't and so it doesn't. As for why I didn't call it that; because I feel Single-target should be the default.

4) On general principle I try to avoid including (regardless of permissions) other people's work wholesale in my files. If I were to make a Mod that uses someone else's models for instance, I would link to that Mod and require it as a separate download rather than include the models myself. This would be no different. If someone wants to make such a modification/addition, they are welcome to release it as a separate file.

6) While playing the Single Player campaign, yes.

8) It should be working for Threaten and Momentum (just tested and the persistent VFX are certainly off for me). SoV may not have been working due to how I messed up the spells_modal file (no, I don't know why it's handled in there instead of talent_modal). If they're still providing persistent effects for you, there may be a script confliction.

9) I have no clue why your game behaves that way, but mine certainly doesn't nor do 'most' people's. I wouldn't have had to make the Tiered Uniques Mod if that weren't the case. Improved Atmosphere even makes specific mention of the issue, which has the side-effect of potentially bloating saved-game filesize.

In regards to summoning: Do you have Master Ranger? That's required for more than the first ability, just like default.

As for the override folder... that's how it should work, yes. However, there are quite a number of override folders for this game and precisely how they interact is sometimes nebulous. At base there's the <Program Folder> overrides and the <Documents> overrides. Under those two umbrellas there are the Addins overrides (split into module and core sub-overrides), the Module overrides, and the Core overrides.

Based on anecdotal evidence it seems the game first checks the Module overrides then the Addins Module overrides, then the Addins Core overrides, and then finally the Core overrides (all in <Program Files> first, then the same order in <Documents> after). Alphabetical order is definitely significant within a specific override folder, but I'm uncertain how it behaves cross-folder. Complicating things further is that sub-folders seem to override base folders regardless of alphabetizing.

All of which is most of the reason why I always advise never having more than one version of a file present in any particular override folder (or the entirety of its sub-folders).

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@yupytup5:

EDIT: Found the issue with Shapeshifter. For some reason, I made the Hidden base abilties Talents. Which prevented the entire lines from showing up.

As for the Squire... what do you mean exactly by 'stuck at two points'? Stuck at 2 JP?

Edited by Offkorn, 20 December 2011 - 09:16 AM.


#17
yupytup5

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I use the show JP skill and Squire just gets stuck at 2 JP, but it still shows the amount of JP I earned after a kill with Squire active. The points just get stuck- I can't buy any of skills from the job but can still switch over to chemist.

#18
Primed58

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After trying your mod out, I found the Spirit Eater does not function. When starting a new game as a spirit eater I begin in a room nude/clothed depending on beginning character, there are four chests for me to open that contain 4 Alistair's Mothers amulet and 4 test gifts along with codex info. The only choice from there is to leave the room whereupon you are shown the worldwide map allowing you to venture to Flemeth's Hut or Camp. No way to become a Gray Warden from here. I hope with the information provided you can tell me if I missed something. All other aspects work fine. Thank you for such a labor intensive work, as I can tell a great deal of thought and effort went into this.

#19
Offkorn

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@Primed58:

What campaign are you trying to play? OC? Awakening? Golems/WitchHunt/Leliana?

If you're playing the Original Campaign, make certain Awakening and all those other campaigns are disabled in the 'Downloaded/Installed Content' window.

If you're playing Awakening, make certain Golems/WitchHunt/Leliana are disabled.

If you're playing Leliana make sure Awakening/Golems/WitchHunt are disabled.

If you're playing Golems/WitchHunt, you'll likely have to remove this Mod's abi_base file from the core\packages\override folder until after you make a new character (importing a character shouldn't cause any issues). There's some weird confliction there, mentioned in the CSP Known Issues Readme, that I was never able to pin down due to the DLC's resources being encrypted.

If none of those apply, then it would seem you have additional versions of the Background GDAs or chargen_preload GDA somewhere in your override directories (likely in packages\core). You should have just one version of them in your <Documents> module\single player\override folder and one version in your <Program Files> addins\dao_prc_ep_1\core\override folder.

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@yupytup5:

Well, I know the addjp console command definitely works for Squire, so I'm not sure why the standard addjp function wouldn't be working. I'll take a look at it.

EDIT: Just tested and it works perfectly over here. If anything, it's probably a player_core.ncs or rules_core.ncs confliction.

Make certain there are only one of each of those in your packages\core\override folder, and that they are the versions included in the JX_Core_Resources.rar archive.

Edited by Offkorn, 20 December 2011 - 05:29 AM.


#20
yupytup5

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Alright, so i uninstalled and re-installed Dragon Age, ran CCleaner, and started on a clean slate. Only downloaded Combat Tweaks and this mod. Squire is still stuck at 2.

I'm just going to hope it magically fixes itself when I wake up in the morning, lol.





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