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Keldorn

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Everything posted by Keldorn

  1. Yes. Now,let's take it a step further. If you have the standard version on your character, and uninstall the mod, then install the AW version and run a script to add the weapon to the game, you will now have an original version (due to the save game) AND an AW version. Also, I have discovered that the appearance of an item is changed if you alter the UTI. The item data saved in the Savegame file does not contain info about the item's appearance. So if you uninstall a mod with a custom appearance, the item will not have a working appearance in-game. If you alter the item's a[[earance by editing the UTI, all versions of the item are altered.
  2. Once an item is actually in the character's inventory , it's properties are saved in the savegame file and are no longer based on the item's original uti file. This is why mods like The Winter Forge work. In order to get the modified version of an item into the game, you need to write a script to add the item back into the game. Another trick that MIGHT work is to sell the item (with any runes removed first) , go to another region, return to the shop and buy the item back. This should reset the item to match any mods or uti files. It's worthwhile to note that there are a couple of exceptions to this. First, runestones that are in an item always have the properties of the uti file. This is true even if the runestone displays different attributes while outside of the weapon. Second, new copies of an existing item alway have the attributes assigned by the uti file. For example, a mod allows you to get the Summer Sword early in the game. Later, you alter the Summer Sword's uti to make it a Dragonbone weapon instead of Silverite. Your original Summer Sword that is in your inventory will stay Silverite. But the Summer Sword you can aquire during the Rescue the Queen/Landsmeet quest chain will be Dragonbone because it is spawned in game based on the new uti file.
  3. There is no built-in script to give you a specific item. To get the armor back will require a bit of modding, but it's fairly easy modding. 1. Open you toolset and find the resource names of the items you lost. 1 1/2. create a new module. The name of the module doesn't matter, it's just really a placeholder. (just name it something easy to remember). 2. Create a new script, and past this in it: void main() { CreateItemOnObject(R"blackhelm.uti", OBJECT_SELF, 1, "", TRUE); CreateItemOnObject(R"blackchest.uti", OBJECT_SELF, 1, "", TRUE); CreateItemOnObject(R"blackboot.uti", OBJECT_SELF, 1, "", TRUE); CreateItemOnObject(R"blackglove.uti", OBJECT_SELF, 1, "", TRUE); } 3. Change the words blackgloves, blackchest, blackboot, and blacglove to the resource names of the fade armor pieces. 4. Save the script, then export it (export without dependant resources). 5. In windows, go to the folder that you exported your script to (the toolset tells you where it exported the script). There should be 2 files there. One is a NSS file, the other a NCS file. Move the NCS file to your override folder (packages\core\override). 6. In game, use the console to run the script (runscript <your script name>). That should give you the items.
  4. Friendly Fire: This applies to the MONSTERS, not the players. On all difficulties, monsters can hurt each other, thus the Friendly Fire value is 1. If you set it to 0, you would make that level a little bit harder. Don't really have much idea for the others.
  5. Here's a fairly easy way to do this: Ok, let's say you want to make a new armor based off of the Legion of the Dead armor, and you want the property on it. Start off by starting a new module (or opening an already existing one. DO NOT modify the core game!) 1. Open up the toolset and select the Legion of the Dead armor from the items menu. Right-click on it and select "duplicate". Name the new item whatever you want. 2. Add whatever normal properties you want the armor to have, and then add 1 property that you will replace with the -fatigue. Make sure it is the last property on the list. 3. Export the armor. 4. Now select file->open file and select the armor you just exported. It will be a uti file, and the toolset will have told you where it saved the file. You will note that the opened uti file looks different than the item editor in the tool set. 5. Go down to propertylist and click the + beside it. now go down to the last property and click the + beside it. There should be 2 entries under it now: PropertyID and PropertyPower. Change the value of PropertyID to 90001 (or 90002, still don't know which is the right value), and the PropertyPower value to whatever -fatigue you want. Save the uti file. Now all you need to do is the get item into the game. There are TONS of tutorials on that, so I'm not going to repeat the info. Alternately, you can try to edit an item in your savegame using the toolset. Start by making a new save that you will be editing. That way, if you mess up, you won't ruin things. Next, run the toolset. 1. Open a save game. The saves are located in documents/bioware/dragonage/character/<your character name>. The file you are looking for is savegame.das. It will take a few seconds to load the savegame. 2. Look for the entry that reads SAVEGAME_PLAYERCHAR. Open that selection by clicking the + next to it. 3. Now open SAVEGAME_PLAYERCHAR_CHAR, and then SAVEGAME_EQUIPMENT_ITEMS. You will see a list running from 0 up to 12 or higher, depending on how much gear you have equipped. 4. Open each one until you find the item you want to edit. How do you tell which items are which? You should be able to figure it out from the fist line of each entry. 5. When you find the item you want to edit, open ITEM_PROPERTIES. Now the EASIEST way to add -fatigue is to replace an existing property with the -fatique. You do this by changing the value of one of the properties to 90001 or 90002. Then open ITEM_PROPERTY_POWERS and change the coresponding value to whatever you want the -fatigue to be. 6. You can add new properties instead, but I leave that for you to figure out. 7. The way to tell which properties do what is to open the itemprps.gda or itemprps.xml file. The property id's are listed there, with the property names. You will note that -fatigue is not in there. It is added in teh Blood Dragon Armor dlc, and is not listed in the core game resources.
  6. In order to add the property, you must have the Blood Dragon Armor DLC installed. It does not exist outside the BDA DLC. The property id# is either 90001 or 90002. Whichever is not - fatigue is + hp (5 hp per power level). Also, in order to add the property, you have to edit the item uti file or edit the item in the savegame inventory. How did I get this info? From the Black Templar Armor mod by Krayzie. He figured out the id numbers for his mod, all I did was open it up and look at them.
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