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wizzyrm

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  1. Hi y'all, I would certainly love if someone would port the Initiate and Revered Mother headpieces from DAI: https://64.media.tumblr.com/33fe9339876c9afcbd3167752058c418/fdc478910d08caf1-36/s500x750/a7f58ad3eecd7c63924ed89e0f94f5a181893cb9.png Those are the only two currently missing from DA:O and I'd love to update my Chantry Redux mod to include them :)
  2. Well it wasn't pretty but I did find a solution. I used xoreos-tool's ncs deassembly tool to convert the ncs to assembly and then used a hex editor on the ncs to replace the constant 50 with my new value in hexadecimal at the same byte offset. Fun stuff
  3. Hi all, I'm working on a mod that integrates and rebalances all DLC items throughout the campaign, including the Feastday gifts. What I'm having trouble figuring out how to accomplish is how I would tweak the +/-50 approval bonus these items give. My attempts: I poked around the gift's .uti's and found that the bonus is defined by the APP_ITEM_MOTIVATION node on the VarTable. I couldn't find any documentation about what this is but I tried playing around with changing this value. When I changed it the gifts would no longer reward the bonus items, so I'm assuming this functionality is hardcoded somewhere tied to this value. I suspect the code I need to change is in val_module.ncs and vala_module.ncs. If these weren't DLC items I'm sure I could find the code references with the toolset but I'm struggling to figure out how to access the .nss scripts with just the .ncs files. I tried using xoreos-tools ncs decompiler but the results stripped the variable names making it near unreadable and formatted the code in a way that I wasn't able to recompile it. Edit: I spoke with one of the developers of xereos-tools apparently ncs decompiler is a little buggy anyways so this isn't a good solution to accessing the scripts. If anyone can point me in the right direction I'd really appreciate it! I've been bashing my head at this problem but I think I'm stumped.
  4. Sorry for the confusion but that makes sense, thanks! I'm going to try moving the row to the armor_medium_variation_xx.gda table and updating the itemvariation code and see if that'll fix it... Eventually. Just need to stop falling down different rabbit holes while modding out my game first (theskymoves is partially to blame for that I think I must have downloaded half of their mods by now haha)
  5. So I'm actually trying to keep its appearance but change its stats, including changing it from light to medium. If I can't change the existing item like I want then I'm going to try following theskymove's advice and figure out how to make a new armor set from scratch.
  6. Hi, I'm new to modding DA:O and have been creating my first couple mods to add continuity as per my taste. I've set Alistair's .utc file to start out with a modded armor, which is a light armor which came with some overpowered stats. My goal is to make this armor identical to the tier 2 medium splint armor Alistair starts with. After some online research I figured out how to alter the armor's .uti file to replicate the splint armor using the toolset by: removing all the properties using the toolset and deleting entries under PropertiesListchanging cost (sell price)Changed InvSubgroup from 331000 to 332000 (which I read online dictates armor type but this didn't seem to have an effect)Changed Material and MaterialProgress to match (I'm not exactly sure what this does or if it's necessary, but I assumed it affects base stats are calculated)Testing this in game, the armor now was just plain, tier 2 light armor. Next, I tried updating the BaseItem field to match, changing the original item from 9 to 10. This seems to have done the trick to change the armor to medium and resulted in identical stats to the splint armor but now the model is invisible. Does anybody have any advice on what to do next? It seems like changing BaseItem broke a reference somewhere else but I'm not sure where to look. Thanks!
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