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Aria C

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Everything posted by Aria C

  1. Well just off the bat I see problems, your load order is no good. Being new you are going to want to get BOSS search for it here. Also I believe that you may possibly be using mods that require aditional mods to work properly. Be sure to read those read me files and get each abnd everything that you need, in the read me it will state the mods requirements and sometimes where the mod needs to placed in your load order. To use boss you just drop the files into your oblivion data folder and double click it it will set up a load order for you to use, it helps to have wyre bash but I believe that obmm may do as well. The load order that boss gives you may still have to be modified depending on exactly what the mods requirements are, for example boss places the deadly reflex mods I use in a spot in my load order that is no good so I have to manually move them. Your probably going to need to move a few too. anyway I have never used alot of the mods that you are using, so I cannot garuntee that will work but you may want to try out this load order. Oblivion.esm Toaster says sharev3.esm DLCShiveringIsles.esp Knights.esp Toaster says share faction recruitment.esp TSS Custom Companion Templete.esp Apachii Goddess Store.esp Dark Beast Clothes.esp Blackluster2Swordstyle.esp GlenvarCastle.esp DMC Stylish Special anims.esp IlluminationWithin.esp PJs Spells Cheap.esp PJs Spells No Requirements.esp MidasSpells.esp MidasMagicCompanion.esp Tiefing Races.esp Natural Weather HDR w/ darker nights.esp Natural Vegetation.esp Natural Habitat.esp Brighter Torches.esp TNR ALL RACES.esp TNR Shivering Isle.esp Crowded Roads Advance.esp Crowded Cities 15.esp You may need to move the knights esp to the bottom and or move the crowded esps up under the shiveringisles esp but other then that this is my best suggestion with what info I have
  2. Yup and then they all need to be done in all of the supported languages.
  3. try sending who ever posted the pics a pm asking for a link or the name of the mods author. Other then that you could try google, and if you still have no luck maybe gamesource.ru It could also be that the mod simply isnt ready to be released yet
  4. http://www.dragonagenexus.com/downloads/file.php?id=201
  5. Yeah I know wynne even comments on morrigans advice and calls you out but dosnt say anything apparently about us using blood magic. It all left me wondering if these comments were cut, I'm also under the impression that there was supposed to have been an option for becoming an abomination as well. I kinda felt that I was being forced to go against my characters nature to much, so I gave up on my blood mage. Maybe an expansion will fix this but I wont hold my breathe.
  6. Not at all Bioware being a very new aquisition to the EA empire and being very much aware of EA and it's practice of breaking up the devoloping houses they aquire, were under more presure not less. The budget they had for DA was no longer thiers to control, so if they go over budget they have to justify that to EA, along with the additional amount of developing time. EA wasnt going to wait DA had to be released to hit stores in time for christmass. Not to mention that Dragonage was first brought to light something like 6 years ago when a link popped up on the bioware forums stating coming 2006. That is a very long time for a game to be in the development process and even though EA was not a part of it then, they certainly are now. So for Bioware asking for additional funds and delaying publishing by saying hey we can add x, x, and x feature doesnt work. The reason being is that features can allways be added without ever posssibly running out of new things to add. The whole development process has to end at some point for the game to ship. Not to mention that after such a long development process DA was almost certainly well over its initail budget something that I again stress that EA greatly frowns upon. So when it comes to cutting features as the developer of a new IP thats likely over budget, who has a boss who's intentions you are unsure of but has a pretty bad reputation what features do you cut to keep costs down and speed up production? I think Bioware made the right choices, it was not that they did not want to include them or the idea of it slipped the mind of the project manager they just ran out of time, money and patience from EA If you read through the threads on Biowares forums you will learn that stone prisoner was intended to be a part of DA:O it was cut due to bugs and fixed after DA:O was shipped to the publisher. David Gaider has stated that It made it back as a DLC only because it was a mostly finished work and that it was allready fully voiced. Wardens keep was also completed before DA hit the stores and again fully voiced, in every reply that Biowares made regarding anything origin related, companion related and so forth Biowares stated things like "no" concerning new origins the reason being is that requires to much work and additional voice acting. The same was pretty much said for additional companion options, so I think that this is most likely a mod that will have to come from the community being that among the main objections to the other requests were based on additional voice acting Thats a possability, I never looked myself so I dont know but it stands to reason if some or all of the work is laid out that it could be done sooner, the camera isnt the issue, that I believe allready does exist. The lipsynch files are beyond my abilities though, I have never done them before and I suspect that its as difficult to do as it implies.
  7. Most real mods are not created over night, in days or even weeks they take months and sometimes years depending on the project. A mod like this would take several months at the least. The voices could be recorded rather quickly and implemented but its the bug testing and fine tuning of the sound quality, the quality of the voiced dialogs ect that will take a great deal of time. Anyone can shout "charge!" but making it believable and not so loud as to blow your ear drums off is something else altogether. There is plenty of freeware and lowcost recording software out there that is up to the task, the recording quality on one program that I use called FreeSoundRecorder is very much capable of the task, there are also other software programs both free and lowcost that remove background noise ect. So this is very much a project that could be taking on. The only hangups I see at the moment is adding the PC's voiced dialog to DLC like wardens keep, stone prisoner and the coming return to ostagar, its kind of bleh to go and voice the main campaign and be forced to skip over those due to not being able to edit DLC in the toolset. I do not blame Bioware at all for not doing this, you need to remember that work on Dragonage started not long after the release of Hordes of the Underdark, That it is a brand new IP and that it was huge gamble for them being an indy developer at the time. Alot of money time and rescources were put into the development of the games engine alone, once you add everything else up its easy to see why costs would need to be cut particulary after EA purchased Bioware. No doubt in my mind that Bioware was on pins and neadles untill DA became a success. I do however expect more out of DA 2, there would be no excuse for not putting a bit extra into a proved title.
  8. EDIT: because jim beat me also its a good idea to place any override files into another folder labeled after the mod example "CC Extra Tints & Tones" so that should you want to use something else all you need to do is remove that single folder rather then track down each file that could be located inside a mess of other files.
  9. They kind of are, Bioware is developing it. The bad part is that it's a mmo money pit. http://www.swtor.com/ Anyway this should be way better then soe's SWG, I wont even go into trying to describe that mess.
  10. NewByPower is currently working on a blender plugin, which hopefully have this feature. There is another way to import/export but for what ever reason it dosnt work for me. links below for the tutorial maybe someone else will have better luck, if so please tell me the results I would love to know what I am doing wrong. http://social.bioware.com/forum/1/topic/72/index/320619
  11. Seeing as how bioware can view the percentage of players who play each origin and the accomplishments unlocked I would think its possible that a sequel will simply pick up where DA:O left off for those who have it and start off with a canon start for those who are new. Each of characters would then have a past further building on the story. There are specific reason's I have for thinking this to be the most likely outcome but posting them would include to many spoilers.
  12. Well without giving spoilers all I can really say is that none of the origans start you off over powered and that each provides its own unique background that adds to the whole of the story, so IMO to see the full scope of the events unfolding you really need to experience each of the origans. But this also comes down to your own preferances when roleplaying, I myself just cannot get into the dwarven story I tried but its not for me. I did however enjoy both of the Elven origans and the human noble origan as well. As for game play your best forgetting all you know about tes, DA plays alot like Baldurs gate and NWN. Modding the game is going to depend alot on your own abilities as a modder, Currently most of the tools are still in development but they look promising. Your best bet there is to look over the wiki, the socailsites project list, Johns Blog, and of course right here. There are alot of great tutorials to be found to help get started. The toolset however is signifigantly different from what your going to be accustomed to from having modded tes. http://social.bioware.com/wiki/datoolset http://social.bioware.com/browse_bw_projects.php http://dragonagemodding.wordpress.com/author/jwvanderbeck/ http://www.damods.com/index3.php I have found myself at times more then a bit puzzled at some things but others I have found that once I grasped the concept it was even easier then modding tes. Importing custom models textures and so on is possible but tricky http://social.bioware.com/forum/1/topic/72/index/320619 I myself have not had any luck with this, but I know others who have so it has been verified to work. anyway hope the links help and have fun
  13. I made your weapons, a Longbow two daggers and arrows. If you read the read me file or the description on the download page included is instructions on how to give your character nearly an unlimited number of the arrows I included. Word of warning they will only be added to your inventory once, if you sell them you wont get them back unless you buy them back from the merchant you sold them to. If you destroy them they are lost to your character unless you go back to earlier save if one exists. you can find the mod here http://www.dragonagenexus.com/downloads/file.php?id=317 I recommend using DAModder for both installation and should you chose to later for un-installation as well DAModder can also be found here. http://www.dragonagenexus.com/downloads/file.php?id=286 If you need to download the toolset to use the arrow cheat i mentioned but have trouble with biowares link or site you can use the mirror link posted here by Alexspeed, ty Alex. http://www.filefront.com/15109317/DragonAgeToolset1.01.zip/
  14. Without seeing a screen it would be hard for anyone to even begin to search for it, you could allways simply post a link to view the screen off the forums and include a disclaimer incase of nudity ect that might offend some poeple.
  15. yes its possible, open up the toolset the click on file from there click on open file go to my documents\bioware\dragonage\characters\saves\find the last slot folder\and open the .das file from there go to SAVEGAME_PARTYLIST open that go to SAVEGAME_PARTYPOOLMEMBERS open that each number you see listed from there will be for a different character open up a number and go to SAVEGAME_CREATURE_STATS from there go down to SAVEGAME_STATLIST 0-6 are the stats you can edit as they appear on your character screen 0= str 1=dex ect. what you want to edit is the first line under each number SAVEGAME_STATPROPERTY_BASE. when you finish doing this for each character you want go back to file and click save, then go to file again and click close. be sure to click close since I found out the hard way that shutting the down the toolset without doing that can sometimes screw things up.
  16. I dont think its dead just slowed down for the holidays, not to mention alot of people have finals or are trying out Dragonage which has a growing community at DANexus. bethsoft's forums are still plentty active though
  17. I just saw this otherwise I would have answered sooner, I'm thinking that you may have worked this out by now but just in case I'll try anyway. If you dont need the answer any more yourself maybe someone else can benefit. By folder I am taking a guess that your intended meaning is the mod folders for the items you have created. That being the case they should allready being inside a folder that you created yourself, if they are not then right click on the item and click on properties from the properties list you can change the folder. You will probably need to hand type the folder name, if the folder does not exist typing it in will create the folder after you click on apply. You can use this method to move items from mod to mod, or from global to mod and so on. If for some reason you created all of your items under the global folder system then you did something very wrong but that can still be fixed. just fallow this tutorial to create your own mod http://social.bioware.com/5339/blog/576/ and then use the method I mentioned above to move your items into your own mod. You can also create subfolders inside your own mods folders this comes in handy for keeping your mod organized and allowing the quick addition of other items later on. heres an example screenshot http://img38.imageshack.us/img38/4638/startersetpropertiesfol.th.png
  18. You need a plugin for the program that your going to use, I believe there is one for 3ds I am not sure about maya. There is also a Beta plugin for Blender which is a freeware program similair to those. You can find them on DaNexus, Biowares socialsite and possibly damods. Your probably going to want to check out a few tutorials on these programs as well, you may be able to find some here on DaNexus if not I know that TesNexus has a few. You can also use google. Which should turn up plenty of results. Dont limmit yourself to just modding forums, renderosity hosts some good tutorials as well. For blender look for the "noob to pro" tutorial (I dont think thats the exact name but it will be along those lines.) Some of the tutorials may be written for use with modding other games, you should take a peek at them since they do hold information that will come in use.
  19. They shouldnt, what ever you put into your override folder is what the game should use.
  20. All mods have thier place, it all depends on what your looking for personaly, in many cases however realism mods may sound desirable and look good on paper but do not translate to fun during actuall game play. That is not allways the case however where other realism mods fail there are a few that manage to get it right and those help to make a truly unique and immersive game experience. I will never forget the first time using a bloody mess in oblivion. Spoiler coming........... I had just reach the point in the sewers where uriel septims assination takes place. After finishing off Uriel the Mythic Dan assasin turns on my character knocks her down and runs her through. GAME OVER. it was a one in a million wtf moment and I laughed hystericaly as I reloaded the game.
  21. daobuild seems to not work for me, it worked once on a .fbx export from blender that i forgot to texture after that it hasnt worked since, also the tutorial itself is not the easiest thing to fallow. it assumes the person reading it knows far to much. While I myself had very little trouble with understanding it I did have to spend a very long time in vent walking a friend through the processes that were left out. IMO the author should walk users through from start to finish starting with blender and if at all possible include screenshots. cliking Print Screen then paste in paint isnt hard to do and makes all tutorials better for end users. maybe I'll post my suggestion there and see if I can find a work around for my current daobuild problem too.
  22. I recommend contacting the author of the Mod, and asking the author to update the file to stop it from constantly giving you the items each time the mod starts. All it takes is for the author to add a plot check along with the item check its nothing more then a few lines of code and a newly created plot its less then two minuits time in the toolset. If that fails you can read this extremely easy to fallow tutorial and add your own items, this tutorial comes along with screenshots to help keep you on the correct path. http://social.bioware.com/5339/blog/576/
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