Jump to content

Chimoru

Members
  • Posts

    3
  • Joined

  • Last visited

Nexus Mods Profile

About Chimoru

Profile Fields

  • Country
    United States

Chimoru's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. I'm not quite sure what Vet was getting at when he said "check them". What am I checking for? I can't open them in toolset or view them. As for how I'm running toolset. I'm running it in Win XP pro as the "current user" I right clicked "run as" but I didn't see how to change it to Admin. Al it gave me the option to do was run as User still, or select to run as a different one, which I don't have any. LOL I want to beat this!
  2. Ok, so as for the name editing. It's pretty much the same for when you edit the names of your dog. Meaning, that when you are in the recruiting zone, you can't help it, they're going to look screwed up and have the original names and visual effects like the head flames and leaf aura. So right after I recruited the ones I wanted, I saved. Then I opened the save up with the toolset and then under this branch:(FOR EXAMPLE) SAVEGAME_PARTYLIST ==> SAVEGAME_PARTYPOOL_MEMBERS ===> 10 (or whatever the companion's number is) ===> SAVEGAME_OBJECT_NAME It will say something like -1=Rikku or 63091:Dog (This mod uses the number code of -1 for all the companions, the dog's official number code is 63091) You just need to change the name AFTER the number and the colon to change the name. Leave the number alone. -1=Malcolm or 63091:Koji That will change the name display over their heads next time you resume that particular save. If you load one before that, it will still have the previous save's names. To remove things like Andrastalla's head flames of the Lady of the Forest's Leaves Aura. You have to wait unil you recruit them too. and then don't touch them and just save. It makes finding the pieces you need to delete in the save file easier. Yes I know it will look weird until then....but it's all I can do for now. Then while you have the toolset open to change the names, you can go to THIS part of the branch to edit the FX. SAVEGAME_PARTYLIST ==> SAVEGAME_PARTYPOOL_MEMBERS ===> 10 (or whatever the companion's number is) ===> SAVEGAME_EFFECT_LIST. I think for Andrastalla there were 3 and for LOTF there was 1 effect applied. If you want to try it with a backup first, be my guest. I just know if you start to level them up, other FX like Rally or whatever get mixed in with these file names and it's hard to spot them after that, so I just deleted them when the character was brand new and "bare" with only whatever it came with. If you've already done that though, You can make spotting the effect much easier by removing ALL equipment from your character and then re-saving. If the FX is EQUIPPED to the character and not a temporary one, then script number will be a 4. Here's the key. (1 = Temporary, 2 = Permanent, 3 = Instant, 4 = Equipped) Any 4's I saw, I just UNEQUIPPED them by making them into 0's. Boom. No more annoying and inappropriate head and body auras. Again, I could do this until AFTER the recruitment. Ok, as for just copying over SS_Velanna to the utc and reimporting it into the mod. Won't work. My replacement templates of Troga and Rikku work, but I think only because I used Origins voices. Hell, at one point I had made one of the templates into an elf mage and threw Cammen's voice over him and he still worked fine, mainly because it was an Origins soundset. I even had extracted the FEVand FSB files for the Awakening characters and tried putting them in places as the: Origins soundset VO folder Origins OVERRIDE folder The actual Party Recruiting mod (Imported and saved) Also as a side note. I have the Ser Gilmore NPC mod. (the beta because I's rather he didn't talk in cutscenes because I'm not a fan of the voice actor.) and he wouldn't talk in battle either. So as a fix, I just threw the ss_sergilmore (official FSB) over the mod's ss_gilmore FSB, and presto, he talks and animates in battle and on the party select, but not in cutscenes (Which is odd, but actually what I was going for) So yeah, everything I know is from trial and error, but I think I have a pretty good grip on the soundset assuming I stay within my "Origins boundaries" What I don't understand is that my Warden can be used in both Awakenings and Origins and maintain his voice since it was Origins constructed. So it makes me think that the soundest are not too different, and with a bit more work, I can find a way to make Awakening voices work in Origins. Maybe it's foolish, but it gives me hope. My next experiment will be to see if I can take the Awakening soundsets I've extracted and place them into an equivalent Origins one and save it. Maybe that will do something. If it does, I'll let you guys know. Edit: I tried to take the files from the DAOA designerdialogs and place them in the DAO one, but when I go to save it says "unable to create backup file or copy temporary output" Anything I can do? Thanks for your help.
  3. Ok, so I've been messing around with the mod called "Party Recruiting 1.0" so you might need to be familiar with that to know what exactly I'm talking about. Anyway, I've managed to swap a few characters out like these: Rikku = Malcolm, the warden from the Sacred Ashes Trailer. Troga the Darkspawn = Some qunari mage I made I've put voices over those 2 by editing their utc files (changing gender and race, etc.) and using the PC_dwarf.fsb and the Human_Male_violent ones. Well, they work fine. The problem is when I put in Awakening Characters. I know you can't gust swap the original UTC files with the ones for this mod and have them work, so I just edited the existing ones to LOOK like the Awakening companions by changing the fields in the toolset. Arl Eamon = Velanna Anora = Sigrun Flemeth = Anders Lady of the Forest = Nathaniel Andrastalla = Justice The Lady and Andrastalla had the extras on them like the head flames and leaves, but I edited my Savegame and was able to give everyone their proper names and remove the effects, however, I can't get over this last hurdle of getting the voices from the Awakening characters to work. In the character selcet screen, the Awakening characters do not animate or speak when you click them in and out of the party. I don't think they speak when in battle either. I know if I were to switch the official voices out for generic ones, they WOULD work, but I would rather just have the actual voices assigned to the proper companions. Edit: I don't need them to have dialogues or anything, just use their normal voices in the party select and on the field. Anyone know why this is? Is there a work-around I can do? My guess is that since there were some small changes in the builds of the Awakening characters, the voices also reflect change, and that they are no longer downwards compatible to Origins... Any help would be greatly appreciated. Chimoru. :D
×
×
  • Create New...