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sapphim

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Everything posted by sapphim

  1. Oh! I know this one because I had to find that file to get the inquisitor to stop "hmmm"-ing at every gossip circle they walked past. The entire eavesdropping minigame is handled by the hal_eavesdrop_generic_i conversation. At the moment, the conversation uses the random child conversation selection method to determine whether or not eavesdropping is successful. Changing that to normal selection would make the eavesdropping always successful until you've collected all the secrets.
  2. It's been a while since I've messed around with non-party followers, but try string sScript = "cli000cr_army_member";or if that doesn't work, try string sScript = ResourceToString(R"cli000cr_army_member.ncs");
  3. DXT5 is for textures with an alpha channel. DXT1 will do just fine for textures without.
  4. https://www.nexusmods.com/dragonageinquisition/mods/641
  5. You're pretty close to being on target, but what you're looking for is the BaseClass column in CLA base. Or, specifically, CLA_gxa, since you're modding Awakening. Since rogues and warriors both use stamina, nothing else needs to be tweaked. A few other notes that may help: When editing 2das you should always do an m2da override for compatibility with other mods. You do this by deleting all of the rows except the one(s) you edited, and then renaming the file from, say, CLA_base.gda to CLA_base_[something unique].gda. In the specific case of the base 2DAs like CLA or ABI you can leave out the "_base" but you usually need the full filename otherwise. CLA_gxa is itself an m2da override of CLA_base. If you want to make the specialization available for both classes, rather than just swapping the classes, when you're making your m2da override, edit also the ID column to a large, unique number. This will make the game see it as a new available specialization. I've done this myself to let my rogue spec as a spirit warrior. :d
  6. TlkEdit is written in java and will run on mac if you run the .jar executable instead of the .exe (I've done this). PyGFF is written in python and I assume should work on mac too if run from the source. If I recall, mac ships with java but you'd need to install xcode and python yourself. And you'll need wxpython too.
  7. Alternatively if you don't want to use the vibrant colors tints in the character creator, you can just delete that mod's chargenmophcfg.xml and not worry about conflicts.
  8. Bioware never released Awakening's source files so they can't be edited in the toolset the same way as Origin's base game files. However, Awakening's files aren't encrypted, so they can be extracted with the toolset or PyGff and edited with other programs. These files are in Dragon Age\addins\dao_prc_ep_1. Your game's install directory, not My Documents. So you can't use the toolset area editor to modify Awakening's areas (you could use TlkEdit for that), but you can follow the toolset wiki's instructions to use DLC layouts in the toolset and make your own custom areas. Some mods use PRCSCR scripts to modify things after the area loads without modding the area itself. This good to use if possible because it's compatible with other mods in the same area. As for modding dialogue without the toolset dialogue editor, it's complex but possible. Hopefully this helps! If you're still interested in modding Awakening and need more help, it would be best to be as specific as you can about what you're trying to do.
  9. You're probably in the right place but if you're getting infinite load that indicates a problem with the texture you're importing. A complexion should have been saved as DXT 5 with generated mip maps. Does that solve your problem?
  10. If you can't get ahold of a mod that only affects boss fights you can do this yourself: download GDApp, open whichever modded file is named something like autoscale_[xxx].gda, and delete any rows you don't want to be affected by the mod. So you might delete everything but the rows labeled Lieutenant, Boss, and Elite Boss. I notice looking at the files in Increased Difficulty theirs is just named autoscale.gda, so you would have to rename it something like autoscale_difficulty.gda (or autoscale_whatever.gda) for this method to work, but then it will use the vanilla data for any line it can't find in the modded file.
  11. I've never seen anyone else mention an issue with mods in that quest, but it was a major breaking point right after the game came out. Before it was fixed in the first patch I had to switch the game to the lowest graphics settings in the smallest window available to prevent the game from soft locking at the start of that cutscene every single time. If you're able to get through that cutscene successfully without mods installed it's possible your computer is just right on the edge of being able to handle the game with your current setup and it wasn't quite able to load everything properly with mods in the mix. You should be fine to continue to play with mods (though you might want to go vanilla again for the transition to Skyhold which is a common point to have issues though I can't say I've experienced that myself). You might want to have a look over your graphics settings though.
  12. Tarot cards can replaced with Frosty, but not with Mod Maker. Though you shouldn't be getting an infinite load if you tried to replace them with Mod Maker, just blank spaces where the cards used to be. Infinite load suggests there might be a problem with the texture format you imported as well.
  13. It looks to me like all three of the conflicts are caused by Viva La Orlais.
  14. http://www.datoolset.net/wiki/ABI_2da Organizing abilities in the GUI is very limited. But if all you're looking to do is swap the position of some abilities with each other, they're ordered by prereqability.
  15. I believe Kossith Add-On is the mod you want for that.
  16. The files you need for the mod are the compiled .ncs scripts, not the .nss script source. You don't get these by exporting without dependencies, you get them by compiling the script. And you didn't get them when you tried to compile the script because there was an error during compilation. That error is not going to tell you what or where the actual problem is, because they are thoroughly uselessly awful. But the vanilla files should compile fine so the error is most likely somewhere in your edits. Also, pro-tip for the future, stop checking in files after you edit them. Normally if you want to revert a file back to its vanilla state quickly you can select the "undo checkout" option but you can't do that after you've checked in edited files.
  17. If you've been using 1.1.0.19 then you should try using 1.1.0.16 or 17 to save texture mods (downloads are here). Texture mods saved with later versions tend to cause issues.
  18. The wayback machine is your friend: http://web.archive.org/web/20170528102646/https://dracoangelz.tumblr.com/post/155180848794/hair-mods-trespasser-compatibility
  19. After following Thandal's steps make sure you tick "force rescan of patch" (and don't tick "choose custom merge destination") the first time you reinstall the mods in Mod Manager, too.
  20. Several of those mods in particular, no, but if you're at the epilogue there's not much game left it can screw up. Removing mods to troubleshoot problems is standard operating procedure anyway.
  21. You can manually edit values in a .mor by opening it in the toolset (or pygff). For the facial hair weights, you're going to want to navigate through Morph_Nodes -> FaceM1 -> Morph_Vector4fParam -> g_vFacialHairWeights -> Vector4f_List. The second vector4 contains the weights for the goatee, soul patch, mustache, and pork chops in that order, so the pork chops, if you want to get rid of them, are the last value on the list.
  22. If the mod changing Blackwall's appearance works at Skyhold but not Haven (I haven't installed it myself, I've just been going off what the description says) despite that outfit being present in Haven, as far as I'm aware that's because loading is handled for separate chunks within a larger area, so the entire area doesn't have to be loaded all at once. Party members have bundled hashes for their formal outfits when they are wearing them as equipment within the active party. But when they are just ambient NPCs standing around the winter palace they load them as models from their formal spawn templates. Edited to add: all the files putting areas together are in layouts, so for example, (most of) the (most relevant) files for the chunk where Blackwall hangs out at Skyhold are in da3/Layouts/InquisitorBase2/MainBase/DSG_Courtyard_Lower_Main/ where you'll find the mesh variation database and a few world part data files. Now that I've finally got Frosty loading Inquisition again (had to restart my poor computer) I'm taking another brief stab at editing entries in the mesh variation database, but so far all that's occurred is a CTD when the game tries to load the chunk.
  23. This mod to put Blackwall in an NPC model only works at Skyhold (as stated in the description) because party members at hub areas (Skyhold, Haven, Halamshiral) are treated the same as every other NPC. This mod to change the appearance of Blackwall's equippable model only works outside of hub areas (as stated in the description) because it's a model that is also equippable by the Inquisitor, and most likely uses the same process as all those mods that let the Inquisitor equip companions' models. The main issue with swapping models around is that Frostbite has to be told in a very specific way which models to load or it won't do it, and the big hurdle is that equippable models (the Inquisitor and active party members) and normal NPCs (pretty much everybody else) use entirely separate systems that don't interact at all. Equippable models by necessity will always load regardless of area, though we have no way of adding new models to the delay load bundles that are responsible for telling Frostbite to load them. Especially since they're not directly referenced but use hashes, so figuring out which model is which is very abstract. NPC models are currently limited to models that are loaded in the current chunk. This is why most of the time when you try to swap one model for another, as OP has noted, you end up with an invisible body. You'd need to add new models to the mesh variation database before the model will show, and nobody's had success with that. The truism, for example, that you can't get rid of party members' nutcracker outfits at Halamshiral isn't entirely true. I've messed around with it. But in practice, being able to choose only from loaded models that will be loaded in every area and cutscene that NPC appears in using that template is extremely limiting. It's possible that when Frosty implements automatic bundle editing that a lot of these restrictions will be lifted, but while that's on the to-do list it's probably a long way off.
  24. Nobody here can help you if you don't tell us if you have any mods installed that may be causing the problem. That said, are you sure she's actually having problems with specializations, or are they just not unlocked because she hasn't bought any of the manuals from merchants on that account yet?
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