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vovec

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  1. The problem is with LOD (level of details) ... which wasnt properly (if ever) set. Cannot tell you more as this isnt exactly my piece of cake ... but try to search around now that you know whats your problem :D
  2. Just try the bottom script in this tutorial. http://dragonagemodding.wordpress.com/2009...efore-spawning/ To add multiple items at once just repeat this part (example follows) object oItem1 = GetObjectByTag("test_item_1"); if (!IsObjectValid(oItem1)) UT_AddItemToInventory(R"test_item_1.uti",1); object oItem2 = GetObjectByTag("test_item_2"); if (!IsObjectValid(oItem2)) UT_AddItemToInventory(R"test_item_2.uti",1); Put the rest of script from the tutorial mentioned above ... and dont forget to set this script in module properties as the main script. Hope it helps.
  3. Well I dont know of any "dedicated" icon tutorial but inside this one you can find a way to put an icon into a mod - not actually describing way to create one (use photoshop or gimp with .dds plugin, or use .tga instead of .dds, they work fine for icons). Items icons are 58x58 px, mod desc. icon is 128x128 ... not sure about skills etc ... but u can always look inside the "C:\Program Files\Dragon Age\packages\core\data_tools\guitools.erf" and check the current icons dimensions (also u can extract and modify some existing icons from there). http://dragonagemodding.wordpress.com/2009...od-for-release/ Hope this helps.
  4. Well as topic title says I'm a bit confused about how to make multilingual mod. As example lets try a simple mod adding a custom item to the game. I made the mod working in all ways I wanted, created nice custom set, recolored existing skins etc... but now comes the problem ... I wanted to make it localised ... there actually is button in toolset "export foreign talktable" but all it does is exporting en-us talktable ... but even this one isnt actually working as after editing it ... leaving it in the override folder where it was first exported ... the game loads the strings that are stored in the .UTI files ... (same for the mod description strings etc ...) I dont really see a way to make the game load the exported talktables (.tlk) same way as it does at official mods. Anyone tried/succeeded in making any localisation at all? Thx for any help provided.
  5. Here is a nice tutorial that taught me do it ... just be sure to read it properly :-) http://social.bioware.com/wiki/datoolset/i..._existing_items
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