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YaraC

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Everything posted by YaraC

  1. It's an issue of reciprocity. She will develop genuine feelings if the warden (as friend and/ or lover) develops genuine feelings. It will touch her deeply when she experiences the first time genuine friendship. She will reveal that in the end. The development of the romance is more complicated. She'll pull up a protective wall if the warden talks too much about his feelings. Sten? She teases Sten. It´s not meant serious. Here is one branch of the banter: Morrigan: You seem so deep in thought, my dear Sten. Thinking of me, perhaps? The two of us, together at last? [Comment for VO: playful but also taunting him as he is not the sort to be flirted with normally] Sten: Yes. Morrigan: I... what did you say? [Comment for VO: taken aback]
  2. That is only possible with the permission of the author. BTW, it seems you have not checked your mails.
  3. Thanks for the response. Yes, it is mentioned in the project´s comments section that 5.48 works with 3DS Max 2013. (which I cited in my entry post.) It is confirmed for the import/ export of models. I was actually looking for confirmation that 3DS Max 2013 and script version 5.48 would also work for animations without error messages.
  4. Unfortunately, it is not included in the BiowareContinuityNetwork (BCN) files. I don' t know any other location of publication to which I could link.
  5. I suppose chances to get an answer are probably better here on the forum than on the (abandoned) project site. @starrarte posted a valuable comment 2015 on the project site: "The Nexus version will not work with 3ds max 2013, but the one on BSN will. Unfortunately the utility was never updated for 3ds max >=2014 so export is broken there,.." The Nexus version is 5.42, but I have the BSN latest version 5.48 available. (and some versions between) Does anyone know which 3DS Max version (2012 or 2013) and which script version will still work reliable together for the import/ export of ani and gad files? 3DS Max 2013 and script version 5.48 - is this a valid combination for animation im- and export as well? Any experience? Any hints are appreciated.
  6. Both mod authors point out in the relevant compatibility sections that any files with identical names have the same content with some intentional crossover between the mods. Furthermore, TerraEx, the creator of MRP wrote that MRP would contain some additional script fixes and both mods would work perfectly side by side. He even concludes there would be no need to mess around deleting files and whatnot. Thandal is right. A priority of ZDF over MRP is probable because of the alphanumeric order (A-Z). But there could be variations depending on the exact location of the identical files (see source directory priorities) The priority depends on folder location and level as well. If in doubt, I would keep the relevant MRP file(s). (Last update MRP 2015, last update ZDF 2013.) I have no answer to your question on DAO modmanager. Information on compatibility and tutorials can be found on the toolset wiki.
  7. @Thandal, there was one with 12 HF hair styles. @TinyDreamer, you might have got a pm.
  8. Mods can not be uploaded without the author's permission. Some mod authors have re-uploaded their projects on Nexus or other platforms. If you specify what you are looking for someone on Nexus or Fextralife might redirect you to the host where a mod creator has re-uploaded a mod. Additionally, BCN (BiowareContinuityNetwork) has uploaded about 80 mods with authorization by the creator or in compliance with an open use policy of the author.
  9. Without more information I can give you only a general response. (GAD) animations usually get messed up if they are combined with certain types of animations. Some animations can not be combined successfully. Heavy manipulation of a gad animation (blending with another animation, split, weight, speed or a combination of these adjustments) can lead to unpredictable behaviour as well. It can all work perfectly during the same session until an update of the data is triggered (by you or the toolset). In case it is all much simpler and you could exclude these reasons: Are the mandatory key frames still where you have set them when you reopen the cutscene? (best to check after a toolset restart) I recommend to check if there are any additional key frames in the cutscene which may interfere. (could have been set by the toolset after a failed automatic adjustment or could be overlooked leftovers of your work.)
  10. Obviously no mesh tool is active. 'Standard Selection' (arrow) is activated. Switch to 'Texture Paint' (brush).
  11. A new installation is always a possibilty. It seems you are running out of other options.
  12. That reminds me that I couldn´t see the timeline of the cs editor after my very first toolset installation. It was covered by a window which was not obvious. If there is a window covering your tab section as well try to move it by clicking on the bottom line.
  13. Okay, I can suggest 2 different approaches to retrieve dialogue text. Either you can retrieve conversation lines from the SQL database by query. (MS SQL Management Studio Express installation required) More info here on the toolset wiki Or you can extract data with this tool from Nexus https://www.nexusmods.com/dragonage/mods/271/? Search for a tlk file in your preferred language on your local disk, e.g. singleplayer_en-en.tlk. Open it with the TLK-Editor and export as text file. Be prepared for some clean-up work. The export will contain codex entries, empty lines for facial animation and interaction with placeables. Both approaches are valid and should you get started.
  14. I suppose that you have a problem with the physx driver. (You remember the last time you have experienced problems after an update of the graphics driver?) "AGEIA Technologies" (former physx developer) is an indication. I suggest to check which physx version you have currently installed. The required physx driver is version 9.09.0408: http://www.nvidia.com/object/physx_9.09.0408_whql.html
  15. Once a specialization is unlocked, it will remain unlocked for ever (even if you reload a previous save to choose different options.)
  16. If you restore the module from a database backup the module properties will be restored as well. If you have no database backup you have to use the b2b import option as described here: http://social.bioware.com/wiki/datoolset/index.php/Builder_to_builder#Copying_a_Module
  17. You can look up or set the ID range in the module´s properties. Manage modules - properties.
  18. Yep. That´s why I mentioned the character resource. As you are now working in your own module it is the way to go. You are aware that you have to change 3 more UTC files beside gen00fl_wynne for Wynne? (epi200cr_wynne, pre100cr_wynne and urn230cr_wynne) Edit: The same approach for Morrigan. (only one additional UTC: the doppelganger)
  19. I am afraid it is not as simple as that. There are more parameters and implications. Wynne´s character is assigned to a human facial bone system. If you would be successful in changing her outer appearance EF Wynne would suddenly have no more facial animations including lip syncs. I agree with Lady Honor´s advice. Don´t consider to edit core ressources before you are so familiar with the toolset that you know excatly what you are doing if you decide to do so. Edit: Just made a quick test. Lip sync can still work. But risks are clipping effects. And it could look like Wynne would just loose her dental prosthesis....;)
  20. I am afraid noone here will be able to give you a really smart advice, laydyvoldything. It is a obviously a Microft bug. It seems your only choice is to try out different (succesful) approaches mentioned in the Microsoft forums and check if it works for you. You can find different installation procedures with switches e.g. here or here.
  21. A clone actor has the same mapping like the original actor. Therefore you don´t have to worry to ovveride the player´s choice of armour unless you would change the properties and override it intentionally. But I couldn´t exclude that another unwanted effect could occur dependent on the the player´s chosen armour. Most robe and clothing models include the boots. If the boots would be set to false the whole body or actor would become invisible. The design of the armour models is different and in most cases it is possible to show an actor with armour bootless. But I couldn´t exclude that an unique armour model could be in-game with a deviating design though I doubt it. But you could check different armours in the character preview of the inventory...
  22. A script would only be necessary if you would have to care about continuity, i.e. in case you would want to keep the npc with changed equipment. Somehow I doubt that you would want to keep him shoeless after the cutscene ends. Use the duplicate approach. That is exactly one of the application cases why this option exists in the cutscene editor. You will have to plan how to compose your shots. Certainly you can not show Alistair pulling off his boots. To be more precise: Use clone actor, set boots= false in the properties section and change the visibility setting of the actors (action)
  23. Good to hear! And now have fun with the toolset and let the creative juices flow...
  24. Registration is not necessary to download the toolset and other ressources: http://social.bioware.com/wiki/datoolset/index.php/Community:Toolset_source_files (Use the CDN link) SQL Server 2016 was released last June and supports the Express version as well. The question which SQL version to install depends a bit on how willing you are to be experimental. I know people got it working with SQL 2008 on Win 10 but for later versions I know no reports. The version should better support SQL 2005 compatibility. Therefore the latest version I would expect to get it to work without too much hassle would be SQL 2012 (https://msdn.microsoft.com/en-gb/library/bb510680.aspx) Good luck with the fresh installation on your virginal notebook! Best preconditions...
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