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About Shanamah
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Discord is closer to old chat rooms. But, I forgot, I did upload a text list of DLC item props already, here: https://www.nexusmods.com/dragonage/mods/5564?tab=files
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I would suggest to check out the DAO Modding Discord. https://discord.gg/bU3Svxa
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How do Import sound files into the toolset?
Shanamah replied to ruffas6mcak's topic in Dragon Age: Origins's Discussion
Make sure they're named correctly, [stringID]_m.wav, and put them in \Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport, or in the module's toolsetexport folder if you're working in a new module. Then click on the Root node of your soundset, and under Tools, do 'Generate VO Local'. The .wavs have to be 24000Hz, Signed 16-bit PCM, otherwise it'll throw an error. If that toolsetexport folder doesn't work, try a different one. The workings of the toolset are sometimes unfathomable. -
Armor Transparency
Shanamah replied to ChaoticNeuThrall's topic in Dragon Age: Origins's Builder Troubleshooting
In the .mao, do you have the semantic set to AlphaArmourSkinTint? -
Isabela variation file makes bodiless Isbela
Shanamah replied to dcl5's topic in Dragon Age: Origins's Mod Troubleshooting
Isabela Variation uses clothing_variation #186, which is also used in Improved Atmosphere and Kirkwall Exports. You'll need to either remove the conflicting mod, or fix it yourself. TSM has a nice guide here: https://kinlochhold.tumblr.com/post/137349892157/how-to-eliminate-item-variation-conflicts -
Has anyone made this mod yet?
Shanamah replied to Aquaswan's topic in Dragon Age: Origins's Mod Ideas
Here you go: https://www.nexusmods.com/dragonage/mods/5564?tab=files Enjoy! -
Has anyone made this mod yet?
Shanamah replied to Aquaswan's topic in Dragon Age: Origins's Mod Ideas
That's pretty simple. :) Do you want it as an additional hairstyle, or replacing the original? -
Quick Question about the Mage Adapt Robe
Shanamah replied to LadyDeadlock's topic in Dragon Age: Origins's Discussion
That looks like the Elven Adapt Robe from Loincloth Fashion (https://www.nexusmods.com/dragonage/mods/3914). The runscript is "get_daad". -
Mod request - Change/Swap spell projectile
Shanamah replied to GoldGary's topic in Dragon Age: Origins's Mod Ideas
Both abi_base.gda & prj_base.gda are found in 2da.erf, which will be in your installation folder (for me, it's C:\Program Files (x86)\Dragon Age\packages\core\data). You can extract them with either the toolset or pyGFF (https://www.nexusmods.com/dragonage/mods/4512). -
Mod request - Change/Swap spell projectile
Shanamah replied to GoldGary's topic in Dragon Age: Origins's Mod Ideas
The easiest way would be to create an gda override with GDApp (https://www.nexusmods.com/dragonage/mods/214). All abilities (spells, skills, traps, etc) are outlined in abi_base.gda. Delete all rows except the first row (0 | INVALID TALENT) and the spells you want to alter (fireball is down at 10003 | FIREBALL). Scroll to the right 'til you find the column labelled 'projectile'. This column determines what projectiles go with all the spells in the game, and references values found in the first column in prj_base.gda. Look though prj_base to find an alternative, go back to your altered abi_base, and replace the 2 for "fireball" with the number for whatever you'd like to try instead, or set it to 0 for no projectile. (surprise explosion!) Save your new abi_base as abi_base_myspells.gda (or whatever, but it must start with "abi_base_" ), and toss in the override folder. :wink: This sort of mod can be installed/uninstalled at any time without messing up your game, so you can test lots of different alternatives. If you have any other abi_base_***.gda files that also change fireball, though, one will override the other and you'll have to combine the changes into one abi_base_****.gda. If you want to add a new sort of projectile with custom visual effects, then a good place to start is here: http://www.datoolset.net/wiki/VFX_Tutorial