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Shanamah

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  1. 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
  2. I would suggest to check out the DAO Modding Discord. https://discord.gg/bU3Svxa
  3. 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.
  4. sys_rewards_h is an "include" file, meaning it can't be compiled on its own, it must be included in another file via the #include header. The toolset wiki linked by TSM is an excellent place to start; there's also a DAO modding Discord that's fairly active: https://discord.gg/bU3Svxa
  5. Bioware default hair tints all start with "t3_har_". There will also be a matching "t3_stb_" (stubble). You can see examples on the Toolset Wiki: http://www.datoolset.net/wiki/Morph
  6. It's not a separate UTC; there's a scripted equipment change if Leliana has been hardened. The new equipment is set by "epi_constants_h.nss".
  7. I suspect you could if the cutscene area was part of the same area list. The game loads all resources on a given area list together.
  8. The game is very particular about what is a "safe" position for spawning objects, and will automatically move things to the nearest safe position. SetPosition can be used to move things back to "unsafe" positions. http://www.datoolset.net/wiki/SetPosition
  9. In the .mao, do you have the semantic set to AlphaArmourSkinTint?
  10. 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
  11. Here you go: https://www.nexusmods.com/dragonage/mods/5564?tab=files Enjoy!
  12. That's pretty simple. :) Do you want it as an additional hairstyle, or replacing the original?
  13. That looks like the Elven Adapt Robe from Loincloth Fashion (https://www.nexusmods.com/dragonage/mods/3914). The runscript is "get_daad".
  14. 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).
  15. 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
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