Jump to content

theskymoves

Premium Member
  • Posts

    1437
  • Joined

Everything posted by theskymoves

  1. How did you install qunari update? The instructions for installing the file that tmp7704 uploaded to Moddb are incorrect... they say to install it as a DAzip, but tmp instead uploaded a manual override version. The original DAzip version can be downloaded from this page.
  2. It's much better to figure out why the game can't be saved in an area, and resolve the issue, than to avoid saving.
  3. So there's actually nothing wrong with the UTC files... the NPCs are equipping the items? If that's the case, then yes, someone would have to create reduced poly LOD2/3 models, and 3D modeling is not in my wheelhouse. Fixing UTC files? That I could do...
  4. When you merged the chargenmorphcfg.xml file, did you allow the compiler to remove bad entries?
  5. That's em_har_idk05_0, correct? If so, the style uses a custom texture. You also need to add 'pn_har_saram.dds' and 'pn_har_saram.mao' (in the 'textures' folder) to your override. (The texture is probably used by a number of the More Hairstyles files, since you found that other styles have the same issue... I only opened up the one file to determine the specific texture you needed.)
  6. Hmmm... I guess I am officially baffled and out of suggestions. I've used backups of Docs/Bioware/Dragon Age numerous times over the years to restore and move my modded install, including this morning when I uninstalled/reinstalled to just make sure I wasn't crazy and/or stupid. (Always a very good chance of both those things...) Sorry to not be more helpful. :(
  7. I'm baffled as to why the transfer isn't working... as long as the file paths are correct, replacing the files in Documents/Bioware/Dragon Age should work. Open up File Manager, and under 'This PC', left click on 'Documents' and select 'Properties' from the menu. In the 'Documents Properties' window that opens, is the Location the same C:/Users path as shown in your DAO-MM config? No, you didn't miss anything. There's no option for configuring either of those folders.
  8. I would have done things in a slightly different order: installed DAO, run the game once to create folders, set up DAO ModManager and then copied/replaced files to \Documents\BioWare\Dragon Age. Try this: make a backup of the entire contents of your new Documents\BioWare\Dragon Age\Settings folder. Then copy/paste the addins.xml and DAModmanager_Override.xml files from your old PC into Settings, overwriting and replacing when asked. If your file paths are all correct, then the DAzip mods should now appear in both the mod manager and the in-game Downloaded content lists. If they still don't show up, your system may be using a different file location for the default Documents folder (i.e, old skool E:\Users[uSERNAME]\Documents\BioWare\Dragon Age\Settings).
  9. Download the 'Additional textures for DAR' optional file, from the Dragon Age Redesigned page. LeraG's request.erf is in the 'old files' folder.
  10. OMG, someone remembers Esme?! She'd be tickled! (Pretty much everything tickles her. Or can be used by her for tickling... :facepalm:) Re the More Hairstyles issue... do the styles show up in the CC if you replace the merged chargen XML with the XML for just the hairs? I want to get the hairs working, and then we can work toward getting the other mods working, too.
  11. Urgh. I meant to type 'if those are the only chargen mods you are using, you wouldn't need to merge the XMLs'. :ermm: Maybe try the older v125 compiler (in the 'old files' secton).... some people seem to be having issues with the updated version of the utility, from the recent comments.
  12. Did you try the pre-merged More Hairstyles-Pineappletree-CCTints compatibility chargenmorphcfg.xml file, under Optional Files? If those are the only chargen mods you are using, then you would need to merge XMLs. If you are using other cosmetic/chargen mods, what version of the compiler are you using?
  13. The amount of XP possible in The Harrowing quest is quite variable. If you kill the wisps during the fight with the rage demon, you get XP for them. If you kill the rage demon too quickly, without taking out the wisps first, you lose the XP from the wisps. There are also wisps that respawn in the very beginning of the Fade map that can be fought for even more XP. In fact, they respawn as more powerful wisps. that give more than 3X the XP of the original wisps. (edited for spelling)
  14. The greatest stumbling block to making significant additions or alterations to any DLC other than Awakening is that not only are the toolset source files for the content unavailable to modders, all DLC other than Awakening are encrypted... the files can't even be extracted from the game assets.
  15. The distortion is caused by a lack of LOD (Level of Detail) files. LOD2/LOD3 files would be generated at the time of model creation. Most modders don't bother with them when porting/creating meshes. Sorry for the link to the LOD texture explantion; the wiki doesn't seem to have an equivalent entry for the associated mesh/model aspect of LOD files... it's the same principle, though: a smaller, less detailed 'light weight' file for distance viewing when a lot of information about the item isn't required.
  16. Do you have the toolset installed? If so, download the Bioware MRH source files from the toolset wiki. You want to download 'Head Morphs' from the CDN link; the BSN links are dead. Open the 'bec100_soris.mrh' file into the toolset, export it as an MOP file.
  17. Yep, as long as the ItemVariation IDs from the GDAs files show up in the toolset, you can create and export new items with those ItemVariations. I'm not sure why her GDAs aren't working, or rather, why just one item is working... the little I've done with her files, the GDAs look like any other item GDA. *scratches head and looks puzzled* I just downloaded the mod and looked at the clothing GDAs, and I see three outfits in clothing_variation_or.GDA labled 'Vivienne', with ItemVariation IDs 46, 57, and 39. There's also a separate GDA which repeats the ID 46 information (clothing_variation_bc.GDA), but the info is identical so there's no conflict. I don't see anything out of the ordinary with regard to the GDAs, so I'm officially out of suggestions. :confused:
  18. Try this: Close the toolset. Rename your override folder folder to 'override.bak'. Create a new override folder. Put the files for the mod (viva la orlais) in the newly created override. It should be the only mod in there. Now open the toolset. The item variations from the mod should show up, if there was previously a conflict with another mod. (LadyofPayne's mods have a LOT of conflicts with other mods.) If the item variations do show up now, then you'll need to resolve the conflicts (patch them out by replacing the conflicted ItemVariation IDs with IDs that aren't used in your game) before using any of the items in your game or mods. When you are done working with the mod items in the toolset, just rename the folders again, restoring 'override.bak' to the original 'override' nomenclature.
  19. I know one of the programs used is Blender, but as I've mentioned previously, I'm not a '3d modeling person', so my knowledge of the that subject WRT the Dragon Age games is minimal and anecdotal.
  20. You'd have to edit/remake the hair mesh to eliminate or reduce the parts that clip through the hood mesh.
  21. Take a look at werikk's Custom Items tutorial; that's a very good primer on granting items, with a script that can be easily adapted to hook to 'milestone' plot points for granting quest rewards. (Originally on old!BSN, the tutorial has been archived here.) I can't script to save my life, but I used the script below to add an item as a plot milestone reward: I used basically the same script for this mod, and this one... you can even see the commented out references to a 'ring' that became a shield when I reused the script. (Feel free to pull the mods apart to look at the scripting, etc... I'm pretty sure I packed the NSS - uncompiled script - files for that very purpose. Also, take a look at rak72's mods here on the Nexus; she has several mods that grant items at plot points, and IIRC, they all include the plain text NSS files allowing the perusal of the uncompiled script.)
  22. I had a feeling it was something like that. And yes, I did notice some ported item looked off, like Flemeth's DA2 robes almost look like they have a sheen, I'd love if I know how to 3D model to make it look more like it belongs in DAO. If I know more I'd love to do some leg work on interweaving resources but it might be above my pay grade. Maybe I'll see if I can find that converter if it still exists see if there is any chance I can do small things. Mostly I was hoping for MOR files, though there is limited editing of MOR files I have been having fun adding Awakening MOR files to DAO to add to it like Easter Eggs (see if I can't get a Easter Egg Hunt Mod up of MORs on NPCs for Easter for fun). Each of the three DA games use a different character creation system, so there's no way to 'port' from one game to the other. You'd have to remake the character using the DAO CC or tooset. (Did some of that myself, back in the day, as a lark... ended up using it in my 'Improved Shartan' mods.) For DA2-to-DAO normal map conversion, there's DarthParametric's DA Normal Map Conversion Photoshop Actions. I preferred to use a standalone utility called 'DA Normal Map and Height Map Converter (DAO & DA2)' by Skuid. That seems to have gone down the memory hole, though, as it was hosted on the old Bioware Social Network site. That was what I used for this set of textures converted from a DA2 mod.
  23. Are you trying to directly import DA2 assets into DAO? If so, you generally can't do that. (Likewise, DAI assets, since you also mentioned those.) Some textures can be brought into DAO, but the Normal maps will be off... they should be converted to the correct DAO format first. (There used to be a converter utility to 'automate' that process... not sure if that is still available or not.) The speculars will usually need to be tweaked as well. (A lot of DA2 textures have a strange 'plastic-y' appearance when brought into DAO, IMO.) DA2 meshes also need to be ported/converted before they can be used in DAO. I'm not a 3D modeling person, so I can't be more specific than that... I just know that the model assets from the games are not interchangeable or comparable. Some DA2 models only exist in one gender or race in that game, and porting them to another game would require quite a bit more work than just porting the one model. That's why you'll often see ported items without the full range of gender/race. And modders sometimes only port what they are interested in, so even if an item does exist in both male and female versions, the modder will ignore the other gender's version.
×
×
  • Create New...