Ok so I am fallowing the steps to install this and I get it all done except for once I get to extracting the single_player.rar file the place I am suppose to extract it to doesn't exsist. It says I am suppose to extract it to Documents/Bioware/Dragon Age/modules/single player/override but when I go into Documents/Bioware/Dragon Age the "Modules" folder isn't even there. It is the same thing with the Awakening.rar except that it is the "doa_prc_ep_1" file missing from the "addins" file. is this because I have DA: Ultimate Edition? how do I solve this?
JX - Dragon Age Extended
Started by
Site Bot
, Dec 15 2011 01:25 PM
652 replies to this topic
#81
Posted 03 February 2012 - 05:35 PM
#82
Posted 04 February 2012 - 02:09 AM
In the former case, you have to create the folder.
In the latter case, it's the <Program Files> version of the Addins directory.
In the latter case, it's the <Program Files> version of the Addins directory.
#83
Posted 04 February 2012 - 12:20 PM
I have a problem with most of the spellcrafting abilities of the ritualist class. I can activate the sustained abilities, but when I cast one of the 4 crafting spells, none of the effects happen. The only ones that seem to work are the damage effects from the primal tree and healing from the creation tree.
I made a clean install to see if it was another mod causing the problem, so the only mods I had installed were:
Combat Tweaks v32
CT SP Module Fixes
CT Update v323
Dragon Age Extended
Ability_Core Fix
I also tried the ritualist class in the original Class and Specialization Pack and there everything seemed to work fine.
I made a clean install to see if it was another mod causing the problem, so the only mods I had installed were:
Combat Tweaks v32
CT SP Module Fixes
CT Update v323
Dragon Age Extended
Ability_Core Fix
I also tried the ritualist class in the original Class and Specialization Pack and there everything seemed to work fine.
#84
Posted 04 February 2012 - 04:17 PM
I fiddled with it while fixing the items not decreasing issue. Apparently I broke it. Give me a second.
EDIT: Try the updated "Ability_Core Fix" file.
EDIT: Try the updated "Ability_Core Fix" file.
Edited by Offkorn, 04 February 2012 - 04:25 PM.
#85
Posted 04 February 2012 - 05:48 PM
I tried with the updated fix, but that didn't help. And from your post I understand that you fiddled with it in the Ability_Core fix, so I also tried without, but that also didn't help.
#86
Posted 04 February 2012 - 06:28 PM
So, I've edited the GDA, and activated all the mods, and I'm having trouble getting some of the functions to work in my game. Specifically the FFT (which is what I really want to use
) I'm sure the issue is compatibility. I've so many mods installed, it's insane. So I'm currently going through bit by bit, searching each file, and deleting anything that is duplicated somewhere else. I've done this with all the core files, and the sys_chargen.ncs, but still nothing. Is there an easier way than doing a search for every file involved? Or is there a way to easily delete all my mods, and start from scratch? As I said, I have an obscene amount of mods, and they're all installed in various game folders, most of which did not use the DA updater or Mod Manager. And I'd like to avoid going through the hassle of uninstalling the game, and reinstalling it. Thanks in advance.
#87
Posted 04 February 2012 - 08:34 PM
@darkdesigns:
So long as the zz_JX Resources folder is the last folder listed alphabetically in the "Documents\BioWare\Dragon Age\packages\core\override" directory, the files within should override all other files that have been installed. As that's the last location the game checks. The only things that could possibly conflict if it is indeed the last listed are Mods that use EventManager.
What function, specifically, is not working?
After re-reading you earlier post, it seems I completely misunderstood you. For some reason I had though you were talking about the Charge abilities.
I'll see if I can figure out what I broke when I first overhauled them.
So long as the zz_JX Resources folder is the last folder listed alphabetically in the "Documents\BioWare\Dragon Age\packages\core\override" directory, the files within should override all other files that have been installed. As that's the last location the game checks. The only things that could possibly conflict if it is indeed the last listed are Mods that use EventManager.
What function, specifically, is not working?
I tried with the updated fix, but that didn't help. And from your post I understand that you fiddled with it in the Ability_Core fix, so I also tried without, but that also didn't help.
After re-reading you earlier post, it seems I completely misunderstood you. For some reason I had though you were talking about the Charge abilities.
I'll see if I can figure out what I broke when I first overhauled them.
#88
Posted 04 February 2012 - 09:06 PM
The zz_JX Resources folder actually wasn't the last one alphabetically, there were about 4 other folders starting with zz, so I just added a third "z" to put it at the end. Although that doesn't seem to have changed anything.
When leveling up, I don't get anything related to the FFT job system. I get the Sword, Axe, Mace specialization abilities, which I'm assuming come with this mod, since I don't remember ever seeing the Axe and Mace specs before. I also get a number of ability and skill sets from other mods I've downloaded, but I don't see anything related to the job system.
When leveling up, I don't get anything related to the FFT job system. I get the Sword, Axe, Mace specialization abilities, which I'm assuming come with this mod, since I don't remember ever seeing the Axe and Mace specs before. I also get a number of ability and skill sets from other mods I've downloaded, but I don't see anything related to the job system.
#89
Posted 05 February 2012 - 01:12 AM
Sorry about the double post. I just started a new character, to see if that'd help with the FFT Jobs appearing at level up, no such luck. I figured I might as well play through, though, without the jobs and see what happens. However, I was surrounded by a bunch of knights in the HN origin, and when I went to use a health poultice, I got the error message saying I needed to be a chemist to do that. So the game is acknowledging that it's installed, I suppose. I just can't activate any of the jobs...
EDIT: Okay, problem appears to be solved. I had another mod that had a properties.gda file that I didn't know about. I deleted it, and now have the Squire and Chemist Jobs showing up for selection.
EDIT: Okay, problem appears to be solved. I had another mod that had a properties.gda file that I didn't know about. I deleted it, and now have the Squire and Chemist Jobs showing up for selection.
Edited by darkdesigns, 05 February 2012 - 02:02 AM.
#90
Posted 05 February 2012 - 12:54 PM
Version 1.06c
----------------------------------
- Dragon Flight Ability added
- Fixed Ritualist Spellshaper Abilities
- Fiddled around with the various Chain Lightning-type spells
- Updated some FFT icons (Knight and Thief mostly)
- Earlier uploaded Ability_Core fix included
Yes. I finally got around to giving the High Dragon movement (though the ability may work extremely oddly in enclosed or small areas). Enjoy.
----------------------------------
- Dragon Flight Ability added
- Fixed Ritualist Spellshaper Abilities
- Fiddled around with the various Chain Lightning-type spells
- Updated some FFT icons (Knight and Thief mostly)
- Earlier uploaded Ability_Core fix included
Yes. I finally got around to giving the High Dragon movement (though the ability may work extremely oddly in enclosed or small areas). Enjoy.
Edited by Offkorn, 05 February 2012 - 01:33 PM.



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