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nezroy

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Everything posted by nezroy

  1. The method from the most recent post (and associated tutorial) is the best and most compatible way to add items to store inventories, so you are on the right track. There are some problems in step 3. The PRCSCR override you are creating should be PRCSCR_whatever.gda, not .2da. Just FYI, 2DA is a general type for the file, not a specific format. Just like an "image file" can be .jpg or .gif or some other format, a "2DA" is usually found in either spreadsheet format (.xls) for easy editing or in a compiled binary format (.gda) that the game can actually read. Step 3 also does not tell you to set the AreaListName of the custom PRCSCR 2DA you are creating. The entry for your script in your PRCSCR 2DA must have an AreaListName that matches the area list with the container you are trying to modify. In this case, "cam100ar_camp_plains"; other common containers and their corresponding AreaListName's are shown on the wiki page you linked. If it's still not working after those changes, start debugging by commenting out the plot flag stuff (WR_GetPlotFlag/WR_SetPlotFlag). If it works, the problem is in your plot setup. If it doesn't, the problem is likely in your PRCSCR/arealist setup. That will help narrow down where you need to keep looking. For educational purposes, the PRCSCR stuff is how the game knows to run your script. It will run it any time the player enters an area in that AreaList. The plot flag stuff is to prevent your script from doing the same thing over and over; otherwise it would add inventory to the store every single time the script ran (which would be every single time the player entered an area in that AreaList).
  2. This only does light, but the sources are available too so it should be simple to reference that to modify medium as well: http://dragonagenexus.com/downloads/file.php?id=346
  3. Plot and flag names are case sensitive and must match exactly. Pretty sure the plot ID is always uppercase: PLT_GREEKARMOR_PLOT. Generally you should be able to find the actual script file exported by the plot in your toolsetexport folder (it'll be something like plt_greekarmor_plot.nss) so you can double-check the constants defined in there to make sure you have the names correct.
  4. I don't know how much you've looked into existing mods so you might have already found mine, but Armor of the Black Fox works for both males and females and looks good on both (of course, it's my mod so I'm going to be biased :-). It does not use a custom mesh, however, it's just a reskin of the existing light armor mesh...
  5. I used a mod called Personal Annoyance Remover to do this; removes most of those effects for the whole game, though, not just during cutscenes. Been a while since I've played, though, no clue if it's up to date and still works for this purpose.
  6. Are you trying to preserve something from your previous toolset installation? (i.e. did you already have mods, etc. that you had created?) If not you can just do a completely clean wipe of the toolset (including uninstalling the MSSQL database) and reinstall. If you still have problems with that, you can try the manual DB install process I explain here: http://www.thenexusforums.com/index.php?showtopic=177587&st=0&p=1616852entry1616852
  7. This line is wrong: if (wr_getplotflag)(plt_bark_plot, my_item_check_flag) = true It should be: if (wr_getplotflat(plt_bark_plot, my_item_check_flag)) == true)
  8. http://dragonagenexus.com/downloads/file.php?id=1822
  9. BTW, the Warden Tower Shield looks like any other heavy kite shield and doesn't really match the Warden Commander armor set look very well. If you want something that does, check out the mod in my signature line...
  10. Because this is not a valid if condition. You probably meant something like "if (WR_GetPlotFlag(PLT_LATE_BREAKFAST, RETURN_TO_VILLAGE) == TRUE)", which checks the return value of the WR_GetPlotFlag function call.
  11. http://social.bioware.com/wiki/datoolset/index.php/Follower_tutorial
  12. Read about the PRCSCR system here: http://social.bioware.com/wiki/datoolset/index.php/PRCSCR There are also some example scripts for placing items, etc.
  13. I can tell you what's missing, but not how to fix it. The native models all have a "shell" object to which the blood and magic effects are applied. I don't remember if it's actually a part of the model mesh or something defined in the PHY files. That's what you're probably missing for your converted items. However, having never worked with custom meshes for DA, I can't actually tell you what you need to do to get that shell into your models or give you more details than that.
  14. After poking around in this, I suspect either a) the behavior for this is hard-coded based on base item type or b) somewhere there's a lookup/additional fields based on base item type that I can't find, but it's not in code or in the model or in any of the 2das I looked at. In particular, setting the armor type to "Armor - Massive - no boots" will cause a regular massive armor to force the boots not to display. This suggests that whatever is setting the boots to not display is NOT in the mmh/mao/phy files for the model, but is truly being driven, somehow, by the "Armor - Massive - no boots" (and "Clothing") base item types. Since this setting does not seem to be in the bitm_base.xls nor in the specific item variations' XLS, it suggest either a hard-coded flag for the base item type # by the engine or some other setting/variable/2da that I haven't found yet. I looked through the script files and didn't find anything there that would be triggering this as a script behavior based on these base item types. The bitm_base.xls also has a "bodyoverlay" being applied to both massive armor types (boots and no boots), but I can't find anywhere that would reference or use this in any way, and the clothing base item doesn't have an equivalent overlay anyway so I doubt this is being controlled by that. On a side note, something odd is that BioWare did NOT use the "Armor - Massive - no boots" armor type for the NPC templar armor. They instead use the regular "Armor - Massive" type which displays boots, and then equip those NPCs with special NPC templar boots that have no model. This is why trying to use the NPC templar armor UTI with regular boots causes the boots to show through. Weird that they would have added the "Armor - Massive - no boots" type for exactly this purpose, and then not use it...
  15. DLC ERFs are encrypted and can't be opened. You shouldn't have any problems opening Awakening stuff though. I just opened up several from core_ep1 in the toolset to check again and had no issues.
  16. Or pay for a DANexus membership and use your favorite DLM to alleviate the pain...
  17. Read about the PRCSCR system and look at this PRCSCR script template. This would also apply to the OP; you would do what you want using a PRCSCR script. The above linked template will also work for you, but you'll need to figure out the area list name and the chest tag name yourself to plug into the template (and updating the wiki with the info you find would also be ubercool) :)
  18. When implemented properly, the eventmanager.ncs and m2da_eventmanager.gda files will be identical across all mods that use it, so duplicates of those two files are fine and to be expected. That said, the eventmanager.ncs in Combat Tweaks doesn't match the d/l'd version of eventmanager.ncs from the project's site, nor does it seem to contain all of the necessary files for it to use event manager properly. Though without actually installing it, I'm just basing it off of browsing through the mod ERFs, etc.
  19. The tint map alpha channel should be completely black for any areas that aren't skin. Looks like your tint map has some not-quite transparent alpha going on for the whole map, so skin tint is being applied everywhere to some degree.
  20. Might start reading on this page for more details: http://social.bioware.com/wiki/datoolset/index.php/Textureformats But the gist is, the diffuse map is the color of the item, the normal map allows for "fake" geometry, and the specular map controls the appearance of lighting highlights. For a given diffuse map (something_0d) there will be a matching normal map (something_0n) and specular map (something_0s). There should also be a related MAO file (usually something.mao or something_0.mao: http://social.bioware.com/wiki/datoolset/index.php/MAO. The MAO file is what actually defines which DDS files are used for each map. Lastly, items that have LOD will also have _2* and _3* maps/MAOs that are lower resolution. So if you want to modify something existing, you'd start by extracting ALL of the relevant maps -- 0d, 0n, 0s, 2d, 2n, 2s, 3d, 3n, 3s -- and then modify all of them as needed. Though typically the 2 and 3 LOD ones you just create by scaling down your modified 0* maps. The specular map is easy enough; the color (RGB) channels are just the color of the lighting highlight and the alpha channel controls how intense the highlights are. So it's fairly easy to just copy over your diffuse map and then typically desaturate the color a bit for RGB and put a grayscale copy of the RGB data into the alpha channel and maybe bump the brightness of any metal bits to get some shininess. If you are just recoloring or something, you can typically leave the normal map alone, but if your changes to the diffuse map make the apparent geometry change (which seems to be the case in your example... replacing lots of detail with completely different detail/skin), then you'll have to tweak the normal map. The simplest is to just flatten out the normal map to start (50% gray at 50% alpha), or at least the area you are changing. You can also "fake" a decent enough normal map by just messing around with the emboss tool and a copy of your diffuse map, which is what I do. Or you can literally hand-edit the normal map to create fake geometry for all of your new details to get the absolute best results, but that is a ton of work. Also, not even mentioning tint maps, which add another layer of complexity to both the final color output and correct skin appearance.
  21. No, core override is the only one that "works" with Awakening; which is to say, only those items are applied to the game when Awakening is loaded instead of the Origins campaign. Single player overrides are not. Whether or not any particular item in core override *actually* works with Awakening is entirely dependent on the specific mod.
  22. No it won't if the ITEM_RUNE_ENABLED item variable is not set. This is a bit of a hack workaround, but one thing you can try is to open the exported item UTI directly in the toolset (using File -> Open File and pointing to the actual UTI on disk). This will let you edit the UTI at a low-level with the GFF editor. Expand "VarTable" and item 12, and you should be looking at the ITEM_RUNE_ENABLED variable for that item. Set the Value to 1 and save the UTI. The downside to this approach is that you would need to do this every time you export this item from your toolset, since the change is not being recorded in the source database files this way.
  23. Definitely not the model since the same mesh is used for encb which has completely different geometry there. So yeah guessing the OP missed the alpha channel of the normal map. EDIT: On closer inspection, it looks like the encb mesh DOES have some lumps there, they just try make it hard to see with their textures the same way the OP is trying to do. Worthy of a lol... anyhow, to the OP, you might try looking at the encb normal map to compare... EDIT2: Also, don't forget the specular map. The buckles are probably made to be shiny there which will also highlight them further on your texture.
  24. Have you actually edited the normal (n) and specular (s) maps? You can't just edit the diffuse (d) map and copy over someone's n and s maps or else it'll look something like what you're seeing. The n and s maps have important data that affects the final appearance. Also you have to make sure the relevant MAO is pointing at the correct maps too for your variant (if you have a custom variant) or similar. If you aren't using a custom variant and are just doing straight texture replacement then you need to make sure your maps aren't being overridden by other custom maps of the same name from other mods/overrides.
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