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Phaenan

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  1. Yup, TWF source is fully available. Except... Well. I had a freak incident during the development of TWF, and all my hard drives basically fried. Despite my available backups, several days work on TWF were lost. I rewrote most of the code lost at that time, however I never bothered rewriting the code behind the debug items, since I could recover the compiled scripts which was enough for my needs. Long story short: the code behind the scripted debug items included in TWF is the only thing not available in TWF builder source package. :ermm: However I'm sure recreating variations of that "Darkspawn lure" items would be easy for many, the piece of code involved was certainly basic. (I can't offer to help, both DA:O and the toolset are no longer on my computer)
  2. Hm. I can't remember creating a PDF related to TWF, and I wouldn't have included Grannywils' manual in a TWF release without asking her for permission first. Anyway, the last time I uploaded a new or updated file to the Nexus mod page was almost one year ago (same on the BSN). Maybe somebody else bundled TWF with Grannywils' manual or another PDF and uploaded it somewhere. http://www.chapitres-estel.org/forums/images/uploads/bab4_shrug2.gif
  3. Cheers for your hard work on this compilation, which I'm sure will prove quite useful for other players. :thumbsup:
  4. In the override mode, the max +dodge modifier with the lastest release (or with every v0.5+ if memory serves) should be 21% through 3% steps. With the optional cheat package the max value should be 60%~ish. The 12% limit you're hitting probably comes from the enchantment craftskill rather than from the override / "item editing" mode.
  5. That's because the stats (rather than properties) are defined by the item's basetype. Which changes when switching from a medium armor model to a heavy armor model, for instance. What you're looking for won't be possible at runtime. I'd say you'll have to dig into the ItemVariations 2DA to change the appearance of a model. That and maybe having to change the item resource itself, not sure about that one off the top of my head.
  6. Nah, we don't have access to the full sources but my money is on something different from a GDA issue anywhere. I'd guess the invisible wall thingy arises from the use of a library in its beta stage. I submitted a possible fix for the problem on the library feedback board : - autosave in combat & game_mode However, instead of the pastie found in that post, you'll want to use this one otherwise you'll run in problems since the older pastie is directly taken from TWF and have to be tweaked a bit. Like that, basically : - updated pastie It's prolly that easy to fix the Upgrade Wand for both Awakening and Origins. Just download the lastest Upgrade wand packages, use the NSS sources included in those end-player packages to recreate the scripts / modules in the toolset. Then import the library dadbdata and apply the changes described by that fix. Or anything else addressing the issue. In order to have the addon work well whenever companions mods are enabled at the same time, it would also be cautious to replace Talmud's GetObjectByTag(TAL_STORAGE_AREA_TAG) calls by a new function having a better chance to retrieve the right party picker. You can copy & paste this kind of function from TWF, for what matters : Pastie of the function 2DA sheet required for that function If the above changes are copy & pasted as they are, you'll also need to add two local variables to the module : UPWAND_PPICKER_TAG (string, no default value) UPWAND_SAVEDINGM (int, defaulting to 0) I can't offer to make those changes and update that mod myself, but it should be fairly straightforward with those notes.
  7. If memory serves, the old "crafting dialog" you're talking about was removed in the 0.5 release, so the best version you can get isn't the 0.2.2 but the 0.4.2. Mainly for : - A larger DB, the 0.2x was restricted to 50 custom items max, the 0.4x ain't restricted - Custom runes, rings, amulets, belts, mabari stuff, Shale's crystals - Additional item properties available - Official DLC support - Etc, cf. changelog for differences. Basically you'll have what you liked in the 0.2.2 but with some more flavour to it. And since the 0.4.2 configuration menu allows it, you can even easily disable the enchantment part completely so you don't have to bother with the extra store items, loots, camp placeables, etc. Meaning TWF 0.4.2 can behave exactly like the 0.2.2 would.
  8. Yep, odd, but actually normal. I'm not using the end-player package of TWF and unlike players I don't have one TWF addon for each campaign (Origin, Awakening, Leliana's, Golems, Witch Hunt) since everything is included in a single addon on my PC. Makes things easier as far as development is concerned. Anyhoo, when Add Any Items finds 10'000 TWF related items on a player's PC, what happens is that Add Any Items finds each item five times, once for each TWF addon. If you had the source code of Add Any Items, sure, that would be possible. Without it and/or without support from Sir A, that's not really an option and deleting the rows seems the easiest option. Plus, deleting 10k rows will certainly help avoiding the get/getx from being killed by the DA engine. (TMI, too many instructions = getting the axe) The procedure should be roughly the same in both Excel or OpenOffice. Left click the ID of the first row (164 in my picture, the column to the far left), scroll down until you reach the last TWF row, press SHIFT, keep SHIFT pressed, left click on that last row ID. Then right click on the selected bit to bring out the contextual menu. Something like that.
  9. I don't really. I just throw a "winter forge" query every now and then, and the search engine from the nexus forums does the rest. ;) The source for that mod doesn't seem to be available, so while that kind of blacklist/ignore list would be a nice way to deal with the issue (since it would allow players to ignore whatever they choose) that's not going to happen without Siramods help. I had a look at how the mod works, and players can manually the list of items known to the get/getx scripts. Even if it's not perfect because you'll have to modify that list everytime you run DAOItemScanner.exe, that's still possible. Simply locate itlst_user.gda. It should be somewhere in My Docs / Bioware / DA / Packages / Core / Override Open it via GDApp Export it to excel format http://img225.imageshack.us/img225/4879/gda1.th.png Open the new xls file with something Look for the first "phae_" row, select every "phae_" rows, and delete these http://img146.imageshack.us/img146/8804/gda2a.th.png http://img135.imageshack.us/img135/3402/gda2b.th.png Sort the indexes out to have them flow nicely. May not be required depending on how the addon is coded, but since we don't know being on the safe side doesn't hurt. http://img30.imageshack.us/img30/6919/gha3.th.pnghttp://img811.imageshack.us/img811/2647/gda4.th.png Recompile the excel file into a GDA sheet (how to) Make sure the new GDA file replaces the previous one. Meaning you'll prlly have to delete the old one and rename the new one to itlst_user.gda Go in-game, have a go at runscript getx, and tchak, no more stealing thunder: http://img24.imageshack.us/img24/4905/tchak.th.jpg Alternatively, you can simply move the TWF folders away from My Docs / Bioware / DA / Addins whenever you're using the DAOItemScanner.exe program to build the content list for the ingame scripts. The folders you'd have to move away are: phae_mainmodule, phae_twflgt_goa, phae_twflgt_lel, phae_twflgt_twh, phae_twforgedaa. Once the scanning is done, you can simply put the folders back in My Docs / Bioware / DA / Addins, and everything should be fine. The first method described is a tad more complex if you never edited a GDA before, but it's easy enough and through it one can freely decide what will be shown by the Add Any Items scripts. May be especially useful when third-party campaigns or quests-driven addons are installed.
  10. Problem is, that's not really an incompatibility. For instance, TWF doesn't use anything modified by Add Any Item, or anything like that. It's just that TWF comes bundled with a lot of (usually hidden) items required for two reasons: - Insure retrocompatibility between TWF releases, - Hold the crafting system together. Aside from slightly tweaking the Add Any Item mod, there is no easy fix for this issue from the players' end or mine. I already made a suggestion to the author about that, especially since fixing the issue by adding a built-in filter to Add Any Item would only take a few seconds, but I'm not sure whether (s)he still active. You can nonetheless try to contact the author directly. That's actually your best shot. Not interested I'm afraid. But the source code for TWF is fully available so somebody else can easily do it, provided credits are given yada yada. In the meantime, you can just use the addon configuration to disable enchantment. The resources (essences, scrolls, etc) certainly won't be removed from the addon package, but they'll stop showing in your games. It's actually because players can freely configure TWF that there is only one TWF flavour coming with everything else. Well, that and bad design on my end: I should have kept the enchanting & forge/cheating parts in two separate addons. But TWF was my first ever mod, so by the time I got a clue about that design flaw, it was already a bit late to fix it. ('cause, once again, retrocompatibility is a pain. :sweat:) Anyway. There is a database used to store and restore stuff that is not directly saved by the Dragon Age engine (e.g. modified item names) but the reason behind the disappearance of custom items upon TWF uninstallation lies in item resources. TWF uses a handful of custom UTI resources, basically one for each model save community-made models, and uninstalling TWF removes those resources. As a result, the items created from those resources won't remain in-game without TWF. That doesn't happen for items which are neither created nor "remodelled" through TWF. For instance if you only change an item properties, material or add a VFX, then it won't become TWF dependent.
  11. Indeed, I use a 1.03 API function in one script, and more importantly my UI mod isn't compatible with the pre-Awakening game. Which is basically why I did use that specific API function, since I was bound to inforce the 1.03 patch requirement anyway. For what it's worth, you can edit the manifest to remove the patch requirement ; as long as you also remove the Scaleform.erf files (the modded UI) found in AddIns/phae_*/yada and set the configuration to use the pre-UI enchantment routines (or don't use Enchantment at all, obviously) everything else should work fine on 1.02, albeit untested. The BSN project page is usually a good place to start, yep, since I'm checking it more often than I do Nexus. Although, PM'ing me over here does work quite well. You can do all that. For the runes, you have a quick guide on the website manual. The steps described in that guide - and the inscriptions guide it refers to - involve the Enchantment craftskill coming with TWF; if you wish to make the modifications (e.g. +20 Fire Damage) without bothering with that craft skill, you can use the Override Mode to change items properties in a more direct way, including runes' properties. (cf. the website manual, again, to see how to enable that mode)
  12. Enchantment works on ammunition as well, although not all inscriptions are allowed on ammo. Usually only the +x damage kind is allowed on ammo, something players can check in the description of inscriptions. There is however at least one scroll having a misleading description ("inscriptions of the Qun") that is currently not working on ammo because of a bug. That one is due to be fixed in the next update, but if you have an enchantment you believe should work on ammo yet doesn't, well, please report it and I'll have it fixed if need be. As for property transfer, it does work as well. But players can't transfer the properties of one ammo to another stack; for balance sake that tool only works on stack of 30 or more ammo. Which already allows the transfer of properties from a stack of 30 to a new, free, stack of 99 so maybe I shouldn't imply it's rea~ally balanced. :whistling: Anyhoo. While I'm on it, the same rule applies to the override mode.
  13. While that's still true for the enchantment bit, the forge abilities are now available everywhere straight off the bat, so one can create items (etc) immediately after the intro cutscene. Well, because how the cutscenes are handled players have to quicksave / quickload once to jumpstart TWF's initialization, but once that's done you're free to go. The forge abilities will then be available via the tools quickitem, while item creation and TWF configuration will be in the skill book : http://img227.imageshack.us/img227/7479/twfz.jpgArrow pointing at the Item Creation skill That's pretty much how I use it myself anyway. :sweat:
  14. I noticed you came by my profile and I thought, why not say hello :D

    So, happy new year to you :)

    PS: thanks for "the winter forge", I truly enjoyed that mod :D

  15. Not really your doing actually, I had a few reports about third party mods manager (e.g. DAModder) sometimes having issues with the way TWF is packaged, whereas DAUpdater works just fine. It's written somewhere on the TWF website but after reading about your issues I reckon I should make it clearer. Maybe some kind of warning in the files description.
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