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aharttsx

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  1. I'm looking for someone who would be willing to make fangs for human races on both the upper and lower jaw, which could be helpful if people want make their character a vampire, beastren hybrid, etc. Ideally, it would be nice if the mod didn't affect all NPCs - maybe it could be done by creating it as some sort of equippable item?
  2. Still trying to figure this out, but think I found something that will hopefully get me on the right track here. I notice that after opening the Asset Preview and editing and saving the EBX wipes out the value for the Chunk ID so that its all 0's, even if i don't physically change anything with the EBX itself before saving. That value being wiped out appears to be why there is no streams in the preview after saving, but if i import an unedited copy of the ebx it works again. I don't see a way to change this value using the 'Edit EBX' button in the Asset Preview window, so I am wondering how I would go about changing this value. Have a feeling I might have to use hex editing or something. As always, any help is greatly appreciated.
  3. still looking for help with problem in the previous post. Adding to that post, if there is a way to make a particular stream silent, that would work as well, in theory.
  4. So, i found the sound files that i wanted to modify and see how i can extract them, but I am not really sure how go about replacing sounds. The sounds I want to change are typically one of multiple streams in the preview from asset window. So for example, there are streams #0~4 for the human_light_jump_up, and I want to replace the sound from stream#0 with one from stream#1. I tried to play with some of the numbers while editing EBX for that asset (namely setting the FirstSegmentIndex to the stream sound I wanted it to match, since that was the only thing that I could see that matched the stream numbers), but this resulted it in breaking the sound for that asset entirely - saving the changes and re-opening the asset's preview window resulted in it being blank, and loading it in game resulted in no sounds for it either. So how do you either a) import in a new sound to use for a particular stream, b) have a stream use the sound from a different stream, or c) get rid of an unwanted stream entirely?
  5. It seems reinstalling the Mod Maker fixed the issue with it thinking the patch folder was deleted. However, now it is saying "Cache does not exist or out of date" and proceeds to load 0 assets. Any way to fix this?
  6. Mini-tutorial re extracting audio files -> here Thanks for this! This should definitely help. Now I just have to get the Mod Maker to not think the patch folder is deleted..
  7. Greetings, I'm fairly new to modding DA:I and had an idea for a (hopefully simple) mod that I wanted to make but not quite sure how to do just that. I wanted to modify some of the audio files for one of the male voices - namely replacing undesired clips with desired ones pertaining to combat and such - nothing to do with dialogue or anything. I am not sure how to access the audio files, though I assume they are in packaged files? I attempted to learn and use the DAI Mod Maker but every time I try to open it, it says the official patch folder has been deleted and then it closes, when the folder hasn't been. I tried to remove the existing patch folder and repaired the game to make a new one, but the problem still persists. So long in the short of it, 1) assuming they are packaged, how do I extract the audio files? 2) once I make the changes I want, how do I turn those changes into a file readable by the Mod Manager? 3)If DAI Mod Maker is necessary for this, is there anything else I should try to fix the issue with it thinking the patch folder is deleted? 4)if DAI Mod Maker is necessary, are there any good tutorials someone could provide a link for? I have the GOTY edition if this helps at all - i heard many people have issues with alot of mods and the DLC.. so far i have the mods i wanted working, though haven't delved into the DLC bits yet other than briefly checking out the Black Emporium. Any help will be greatly appreciated.
  8. Hello, I am working on a mod that uses the Ice Wraith Race, and was wondering if there is a way to stop them from spawning the ice piles when they explode and die. I looked at both the Wraith Race and any actors that use that race, but could not find any scripts or anything that handles the piles spawning upon death. I suspect it might be something that is handled in the BehaviorGraph file - I hope this is not the case as last I knew there wasnt really a way to modify those files. If I can't stop the piles from spawning, is there a way they can be deleted or something? Edit: Nevermind, found something to fix the problem.
  9. Damn, that's a shame. Atleast there looks like a way to work around it, as it looks like spells can be triggered if they're attached to a specific attack in the actor window (like how they would transmit the diseases). Thanks for the reply.
  10. I've been working on a mod that will use a custom creature mesh with the sabrecat's skeleton and I want to give the creature some shout/power abilities, but the sabrecat does not have an animation for casting spells/shouting. One of the current sabrecat animations looks like it will work for what I'm trying to do and I'm wondering if there is a way get a duplicated (and renamed) animation to be recognized and used as a casting animation? Would this have something to do with the behavior graph file?
  11. Is there anyone who might be willing to convert a Blender mesh to a .nif file for me? I have tried to follow the blender nif import/export tutorial and it seems like no matter what I do, I just simply cannot get it to work. Half the time it gives me errors, but said errors don't show up or are explained in the python window and so I don't know how to fix them. So if there is anyone out there willing/is able to assist me with this, please let me know, either here or via private message. Any help would be extremely appreciated.
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