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Pheelon

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    Austria
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    Dragon Age: Origins

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  1. other than you and me (via trying to help you out) it seems not (or they are just shy :S) well, anyway i'll keep you posted - still haven't had time yet to look over your last build :S
  2. As for Stamina Potions - there aren't any ingame - there is a Mod to add them (http://www.dragonagenexus.com/downloads/file.php?id=144) but atm it "just" adds the recepies and the potions + adds ehm to the camp vendor. I am working on a way to add stuff to the treasure system - much like the way something can be added to my Bag atm - but i am still in the internal test stages (so far so good though) - not sure yet if i should add an option to make treasure reactive atm (all health/mana potion drops are)
  3. well, patching a Mod is possible - though the only way i know of would be to create a Module that extends your Mod and just contains the changed files.
  4. hmm, the Mod stores the IDs allready used in a Module-Var - that means its saved with your save-game. if you want to re-add something you just have to use a different ID in the M2DA.
  5. hehe, will do will do - really like your Back-Stoy for my Bag-Mod :) and if your looking to add somthing to a popular mod - there would be my Auo Loot one (fairly popular imo) - though no idea how to add a story or lore to that /o\
  6. afaik that is allready implemented - though only if the object is destroyable - at least thats what i remmber from skimming the core-code - i have no idea though how someone would actually do that atm... (without a mod)
  7. should be easily doable (the deactivate part) - not so sure about the check if wardens keep is installed though
  8. you could use my Mod to add the items: (no coding/module needed at all - just a M2DA-File) http://www.dragonagenexus.com/downloads/file.php?id=135 as for the not updating part: any item ingame has no connection to its ressource --> if you change any item that you allready have ingame it won't affect it as it's just a (serialized) copy of the original ressouce it was created from.
  9. Well as everything else concerning Abilitys and Items: a) Create new Entry in ABI_Base via a M2DA - copy any existing item ability to get you started, alter the script name to the one that you'll be using. b) Copy the GDA in your override directory and rstart the toolset. c) Now you should be able to select the Item-ability for your item. d) Now you have 2 choices in your script (the one you choose in the M2DA): 1) - Copy the original Effect and just change the Event-ID to your new ID as defined in the M2DA. 2) - Call the original event-script - you'd have to alter the event-id to the original-one for the spell though and maybe adjust the target etc... - bear in mind though that i didn't try this yet - it should however work that way.
  10. didn't look at your code but i want to add some remarks: 1) Be sure that your not directly overriding the core scripts but are creating a new script to handle your changed ability (just copy the core script and remove any event - switch that might be for another ability). a) You have to create a ABI_Base M2DA to do that. b) Cast Time is spezified in there as well.
  11. that would be what i wrote - buying for 50% and selling for 100% (from the merchants point of view is basicly the same as 75% and 125% - as far as margins go anyway) can look into that sometime tomorrow evening (its 23:30 for me over here atm) though better drop me a pm too - i tend to forget stuff /o\
  12. like a none pary follower? aka you can't controll him - but summon him when needed?
  13. hmm, what would be "fair" margins for your taste - and should those affect all all merchants (could be done with an any PCRCSR-Script) - like 25% and 25% - aka buys for 75% and sells for 125%?
  14. be advised though - that the current toolset can break your game if your not carefull - as some internal id's are just plain wrong
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