Denuvo only applies to executable (eg. the mutliplayer aspect). It will not stop modding and BioWare has allowed modding for ME 3 single player. So any accusations of banning due to sp modding is baseless. Again, if you want mod tools please go to DICE and ask them nicely. If you want to talk about other aspects of DA:I or BioWare policy please take it to their fourms.
DA3 information thread
#631
Posted 22 November 2014 - 08:46 AM
#632
Posted 22 November 2014 - 07:32 PM
The only people I've seen complaining about the Denuvo anti-tamper mechanism (who actually understand what it does and how it works) are the pirates who are trying to figure out how to circumvent it so they can play the game without paying for it. So far I haven't heard any legitimate users present an actual case of a problem with that aspect of the game.
Other problems with downloading and the initial activation, yes. Mostly bad ISP connections or multiple/missing credentials for their EA-Origin/PSN/XBox accounts. But that's not Denuvo!
#633
Posted 22 November 2014 - 08:36 PM
I agree with Thandal. Also, there is a silly conspiracy theory saying that denuovo will ruin your SSD by puting 10000 times more strain on it, which is beyond ridiculous.
#634
Posted Today, 06:43 AM
I don't know if this already has been posted:
Posted 19 November 2014 - 08:09 AM by OriginOfWavesmin this Thread:
Modding and Data Structure
http://forum.bioware...data-structure/
"I have no idea where to put this thread so it might as well go here, unless moderators know a better place for it.
So i just downloaded the game and what's the first thing i do? Play it you say. No you silly goose. Dig into the files and check the file structure. And i noticed some promising things.
What we seam to be dealing with here is a file structure similar to Skyrim.
So in Dragon Age Inqusition\Data\ we have the .cas files, those are the big files, containing what most of us modders will be interested in (meshes, textures, audio, vfx etc.). Think of them as Skyrim's .bsa files.
Further in Dragon Age Inqusition\Data\Win32\ there are .toc and .sb files. These are small files and seam to serve the purpose of .xml and .ini files. Mainly, telling the game which assets to use and where to use them. You read them with any text editor (wordpad, notepad etc.). So unless i'm missing something they appear highly editable (might need recompiling like .xml and .ini files do).
Going even further in Dragon Age Inqusition\Data\Win32\da3\ is where the loose files are (or should be at least). Think of it as Skyrim's Data folder. And as with unmoded Skyrim, this folder is pretty bare and empty save for a few configuration files. But all of the .toc and .sb files reference assets in this folder.
Example:
bundles AWin32/da3/actors/party/blueprintbundles/hawke_male_chargenbundle DWin32/da3/actors/party/blueprintbundles/qunari_female_chargenbundle AWin32/da3/actors/party/blueprintbundles/dwarf_male_chargenbundle CWin32/da3/actors/party/blueprintbundles/hawke_female_chargenbundle CWin32/da3/actors/party/blueprintbundles/dwarf_female_chargenbundle Win32/da3/actors/party/blueprintbundles/elf_male_chargenbundle BWin32/da3/actors/party/blueprintbundles/qunari_male_chargenbundle AWin32/da3/actors/party/blueprintbundles/human_male_chargenbundle CWin32/da3/actors/party/blueprintbundles/human_female_chargenbundle
AWin32/da3/actors/party/blueprintbundles/elf_female_chargenbundle ;Win32/da3/actors/party/blueprintbundles/chargen_rootbumdle
Win32/chargen alwaysEmitSuperbundle
This all leads me to believe that if someone more savvier than me at coding could come up with a .cas exctractor/exporter we might be able to at least have direct access to DA:I assets. And by altering the extracted files and placing them in the correct file structure, mod the game. This is of course if loose files have priority over packaged files like in Skyrim.
And yeah a lot of this is still just conjecture and hypothetical ramblings but i think it can point us (the modding community) in the right direction. And who knows maybe BW will come meet us half way and provide us with an exporter or a compiler. A modder can dream."
#635
Posted Today, 02:32 PM
read your linked topic till the end and be amazed ![]()



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