Jump to content
⚠ Known Issue: Media on User Profiles ×

Sylriel

Members
  • Posts

    13
  • Joined

  • Last visited

Nexus Mods Profile

About Sylriel

Profile Fields

  • Country
    United States

Sylriel's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Well, as an update, something did happen. After doing another clean install of the game and Mod Maker, it seems something finally worked. I have no idea what happened differently. I did nothing different from the previous clean install of the game. I uninstalled from Origin, and then downloaded and installed from inside Origin. Here is the final result. Finally 217k assets. The missing assets from before including the ones mentioned at the original posts are all there. Thank you for your help, tirnoney.
  2. Yes, you're right. The other contents are separate downloads. I meant to say that I make sure I get them too and I do have my client auto syncing with Origin. I'll check it out the Discord link. I have some time to wait anyway. Origin is still downloading the game for a new fresh install. Thanks again.
  3. Yeah, I am scratching my head trying to figure out what is going on. I have all the DLC. I made sure I got all available content when I bought the game, Game of the Year Edition which is supposed to have all of it. The stranger part is that they all show up in Frosty. So it is not like they are not there. From what I can tell, Mod Maker is just not parsing them correctly. That's why I decided to spend a few hours tonight repairing several times, reinstalling Mod Maker several times (from new download each time) and even finally uninstalling the game and re-installing it. I wanted to see if just going through the process multiple times will somehow kickstart something. I'll keep trying. I am doing a new clean re-install as I write this. Hopefully, something happens. Thank you for your help.. I truly appreciate being able to see things from another person's perspective.
  4. Hi, tirnoney. Thanks again for your help. May I ask you a few more questions? I loaded Frosty Editor before I started all the re-installs and repairs just to see if the missing assets were truly missing or just not showing in Mod Maker. Frosty Editor does show them as there even though Mod Maker does not see them. I have no idea what Mod Maker is doing. I repaired 3 times, and did a full re-install and upgrade through Origin. I also removed and re-installed Mod Maker. On the last try, I get these last few lines. The asset count is below 200,000. However, all the assets that were missing before are now showing. And I do not know which assets are now missing. How does Mod Maker build it's cache? Is there a way to help it see everything? Is there a way to get a "complete" cache from someone else that their version of Mod Maker was able to see and mine did not?
  5. I will try repairing. Or uninstall and reinstall the game if that doesn't work. Thank you.
  6. Hi, tirnoney. Thank you for replying, and I apologize for the delay in responding. I was away over the weekend. Yes, I made sure my game is up to date. It is patch 11 and version 12 inside package.mft. When I launch mod maker, I see the following (copied and pasted). I don't know if it means anything, but the total number of assets show is different from yours. I do have all the dlc's and have played through the game and dlc's several times.
  7. Hi, I am hoping someone can shed some lights on a problem. I would post this on the DAI Tools forums but I am unable to create an account there. I have the latest version of DAI Mod Maker. When I run it, it doesn't load every assets. There are many that are missing. Examples of this are: da3/actors/isabela/DA3/Equipment/Appearances/Armors/Multiplayer/MP2/item_app_armor_mp_bard_xxDA3/Equipment/Appearances/Armors/Multiplayer/MP2/item_app_armor_mp_isabela_xxDA3/Equipment/Appearances/Armors/Multiplayer/MP2/item_app_armor_mp_skywatcher_xxI have tried using a clean install of the game, reset config, and reset cache, and everything suggested at the DAI Tools forums. I have even tried an earlier version of the Mod Maker. I would appreciate any help. Thanks.
  8. Thanks again, XTR3M368. I am sorry. I am away on a trip and could not respond in a timely manner to you. What I want is to add my model to the item variations list. I want my model to be selectable either for creating new items or for changing the model used for an item. I have created the msh files along with the mmh files. And I have created the GDA listings for my models. I don't want to replace any vanilla models. I am not changing the vanilla models. I want to add a new model to the list of available models to choose when creating or when changing the model used by an item. So if I want to create a new pair of boots, I should be able to create one and choose my model from the variations list. If I want to change the model being used by the Bard's Dancing Shoes from the vanilla to mine, I want to be able to do that. I don't know what I am not doing correctly.
  9. Thank you for responding to my post, XTR3M368. I apologize for not responding sooner. I was on a flight to Houston. My model is not intended to replace any of the vanilla items. It has its own GDA listing and is intended to be another choice when selecting what model variant to use for an item. In my case, I create a new item, set its properties and I can choose my model from the Item Variation drop down list. Everything works as planned until I actually try to use it in game. If I keep the chunk name the same as the vanilla model, it replaces items that are supposed to have vanilla items even though it was not intended. For example, the human female model I have has a chunk name of HF_BOO_LGT_ArmorM1 and a file name of hf_boo_hhs_0.msh. The vanilla model also has the same chunk name and has a file name of hf_boo_lgt_0.msh. My boots end up replacing anything that uses hf_boo_lgt_0.msh in game. If I try to change the chunk name from HF_BOO_LGT_ArmorM1 to HF_BOO_HHS_ArmorM1, two things can happen and I do not yet know what causes which. One, my model becomes invisible and all the other vanilla items that has the original HF_BOO_LGT_ArmorM1 as their chunk names (every light armor boots in game) also become invisible. Or, my model becomes invisible and all the other vanilla items that still has HF_BOO_LGT_ArmorM1 for their chunk names remain visible but using my model hf_boo_hhs_0.msh instead of hf_boo_lgt_0.msh. This doesn't make sense to me. Why is the game still confusing my model with the original model AFTER I have already changed the chunk name? Even if I keep the original chunk name, why should it overwrite the original items? Doesn't the game use the filenames to determine which to use? Thanks for your help
  10. Hi, everyone. I could use some help with an issue I am having with meshes. I took a custom human female boots mesh and modified it. It had HF_BOO_LGT_ArmorM1 for its chunks name which is the same chunks name for the vanilla light boots. The original modder created this mesh from the vanilla set. Here is the problem: If I install my newly modded mesh while retaining the original chunks name, HF_BOO_LGT_ArmorM1, my mesh overrides other instances of boots with the same chunk name. In other words, people who normally wears vanilla light leather boots would end up wearing my boots. This can be seen in the game's transition from pre Landsmeet to Landsmeet start. Sophie's guard's boots will change to mine even though she wore vanilla boots before. Alfstanna will be created wearing my boots. This is the same in the toolset. If I open any light boots and go through the various models, every model looks like mine. Now if I change the chunks name using NewByPower tools for Blender to something else like HF_BOO_EXA_ArmorM1 and change the mmh file to reflect the change, my model itself disappears both in the toolset and in game. The other other models that has HF_BOO_LGT_Armor1 will still show but will show my boots. I can only assume that my model is still retaining the original chunk name. But I don't know how or why. I can't find it. If anyone can shed any light on what I am doing wrong and point me in the right direction, I would be most grateful. Thanks! PS I only have Blender with NewByPower's tools available to me for modelling.
  11. Interesting that nwn2gff.exe stopped working. I have never had that happen. But then I have not used it in a while either. How about gffeditor.exe? Did that one work for you? That's the one I've been using. I don't think the toolset has anything built in. I think it uses gffeditor.exe to edit utc files but it is poorly implemented. Gffeditor.exe seems to work on its own. I think whoever wrote the code for the toolset f'ed up. That's my guess anyway.
  12. Don't bother wracking your brains with the toolset editing utc files. The toolset always crashes when I try to use it to edit utc and uti files. Once you have the utc files extracted, use gffeditor.exe which you can find in [Program Files]\Dragon Age\tools. That worked for me. EDIT: I forgot to add that you can also use nwn2gff.exe. It is older but, it has worked for me as well. You can find a link to it here.
×
×
  • Create New...