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Rezer3n

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  1. I don't think I could have asked for a more helpful explanation, truly thank you. Taking a screenshot for future reference.
  2. That puts my mind at ease somewhat, cheers. I hope you don't mind one more question: can DAO ModManager uninstall dazips that were installed with DAOUpdater that came with the installation of the game? I have using the latter exclusively but I don't think the program can UNinstall a mod like DAO ModManager can. edit to ask about extracting dazip files... do you simply open them with an app like 7zip or WinRaR and stick the files you want into the override folder?
  3. I didn't expect to get any replies, so thanks! Reading people's posts on the mod page leaves me a bit uneasy, especially the latest comment saying how it ruined his/her pc, apparently. How long have you had the mod installed for? I want to be sure I don't download anything that could brick my game with how much of a pain it is to have it run smoothly on a modern hardware
  4. Hello hello. Quite a self-explanatory mod request I should think! I adore the design of Meredith's two-handed sword and would very much like to see it ported over to DA:O. Any takers?
  5. Thank you, I'll try that! And whilst I have you here, do you know of a way I can give male characters makeup? Soon as I start the game the lips have reverted back to their normal colour. Dark lips work well to give my Warden a more menacing look I find
  6. Cheers, but the custom tattoo won't show up in the in-game tattoo section, either. I have no idea what to do lol, is there maybe a way make said tattoo available for the in-game CC while also keeping the casteless brand? It would break immersion a fair bit if not I even un- and reinstalled the whole thing, all for nothing -_-
  7. Hi. I'm encountering a strange issue after having created a custom preset in the Toolset, where my noble dwarf looks exactly the way I made him in the Toolset (without the darker lips, for some reason it won't show up in-game), but my commoner only has the casteless brand without the tattoo I gave him (https://imgur.com/a/n3MCAv3) It must have something to do with the GFF error I would wager: "GFF file contains references. Shared references will no longer be shared." but I'm not savvy with this stuff. Can someone please help me?
  8. Hi all. I want to use Roggar's combat barks/voice set for my player character, but some of his lines - for example (off the top of my head) "Kill the Warden!" - or other such shouts wouldn't make sense for my character to yell during combat. Could I open his character file (orz200_roggar.dlg) in the Toolset, then highlight the unwanted text and under 'plots and scripting' turn said line's condition from 'is true' to false? With how fidgety the Toolset is I would rather first hear more experienced and knowledgeable modders' insights before I conduct any business in the Toolset and brick my installation...it was enough of a hassle getting DA:O to run properly on Windows 11 as is. Cheers and enjoy the rest of your Sunday wherever you may be! Editing to let people know it's been solved, the user Shanamah has kindly helped me and it couldn't be easier! Here are the steps for anyone who wants to do the same thing: "Unfortunately, soundset dialogs don't work like other dialog files, but it's still pretty easy to do what you want. Open up a local copy of Roggar's soundset, and simply delete the lines you don't want. If you want to remove all lines under a branch, delete the blue 'continue' line. Then export the soundset by clicking Tools -> Export -> Export without dependent resources. Two files should appear in your Documents\**\override\toolsetexport folder named 'sst_ss_roggar.gda' and 'sse_ss_roggar.gda'. You can then edit your savegame to use Roggar's soundset by opening up the .das, expanding savegame_playerchar -> savegame_playerchar_char and changing both instances of the vanilla soundset with 'ss_roggar'. Have fun! "
  9. Ayup, hope everyone is well. There's an NPC--'Roggar'--whose voice I'd like to use for my Warden. I know how to do that much, but the problem lies with some of the lines he exclaims during combat because they break immersion a fair bit: "Jarvia will reward me for this!", "You should've known better than to cross the Carta"... among others. This is what I have open in the DA Toolset: https://imgur.com/a/gQwBJZz Where do I go from here? Is it simply a matter of ticking 'No VO In Game' for each line I want do disable? Please help an idiot out. I've asked on two different subreddits but didn't get any replies lol, I also contacted another user on here, Malcroix, who made a mod that removed an annoying line from one of the PC's soundset (the mod was called No Ladder Comments and is still available on the Nexus should you want to take a look)
  10. That's hugely valuable to know, thanks :). Need to check out those guides you linked
  11. Hey, thanks for the response; I honestly didn't think I would get any replies, haha. How would I do that? The drop down list where it's set on "is true" under the condition field is greyed out Would checking the box "No VO In Game" for each unwanted line achieve the same result?
  12. Hi all. There is a voice set I would like to use for my Dwarf Commoner, but there are a few certain lines that don't fit with his background and are immersion-breaking. The NPC whose voice I'd like to use for my PC is Roggar, a minor character who works for Jarvia, encountered during a side quest in the 'A Paragon of her Kind' questline. The lines I would like to remove are: "Jarvia will reward me for this!", "You should've known better than to cross the carta!", "Trust me, you don't to give the carta any reason to dislike you." I have Roggar's .dlg file opened in the Toolset, but simply pressing 'delete' on the undesired line sounds almost too simple :D. So, what do I do to safely get rid of these, and then how would I convert the .dlg into an .fsb to be used in-game?
  13. Tried the script as well, but again no such luck. It's ok, though, the information on how to do it is there, I'll just have to use my head xd
  14. Thank you for the tutorial, I'll make sure to bookmark it. But I already knew about editing a save game, unfortunately that didn't work. I read a guide on Fextralife by the author of the mod that removes the "ladder" comment from one of the male voice sets that details how to add a custom voice set, but I don't understand most of the technical verbiage lol. I can link it if you want: https://fextralife.com/forums/p1918079/status-pc-soundset-implementation/. Since the voice I want to use (Ronus Dace) already exists in-game, the process is probably less lengthy but it's still above my novice level knowledge of modding I guess I wanted to know if there was an easier way of creating a "custom" sound set than the method explained in the Fextralife topic lol. It would be too easy to screw up a step and have my game stop working :ohmy:
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