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Everything posted by DahliaLynn
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Accepting Mod requests
DahliaLynn replied to DarthIre's topic in The Witcher's The Witcher 3: Wild Hunt
I've managed to do it, using various different programs to get the mesh, UV and textures in proper form, however Geralt's bone hierarchy is improperly exported, which is something I'm contending with at the moment. I wouldn't request a mod. Perhaps a model with the proper bone hierarchy. (The head bones are particularly complicated). Please PM me and I can share with you what I've done if you wish. -
Help with Alistair mods?
DahliaLynn replied to WillowCat's topic in Dragon Age: Origins's Discussion
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Help with Alistair mods?
DahliaLynn replied to WillowCat's topic in Dragon Age: Origins's Discussion
Just wanted to quickly mention, if you have a mod that utilizes Alistair's dialogue, (Alistair Dialogue Fix or similar) it will conflict with IRS. IRS is dialogue driven for the most part and only one mod can use his main dialogue file at a time unfortunately. After reading through your post it seems like IRS is completely disabled, as that kiss prior to the first night is buggy. (Though my Alistair's First night does happen to include fixes for it) Try to look for files with the same name in your override. If that happens, you have a conflict. Hope this may help? -
Dragon Age Redesigned - Morrigan
DahliaLynn replied to NotACokeHead's topic in Dragon Age: Origins's Mod Troubleshooting
Apologies, you did in fact provide that information. Not sure why I overlooked it :unsure: While I can't account for the various appearance mods you're using, I do know that if you're using the latest version of Sleep Until Dawn, then it will not cause any problems with NPC appearance. Best recommendation I can give you is to uninstall all of your mods, use a savegame prior to your initial mod installation for testing, then install one by one to see where the problem/conflict may lie. -
Dragon Age Redesigned - Morrigan
DahliaLynn replied to NotACokeHead's topic in Dragon Age: Origins's Mod Troubleshooting
Regarding Sleep until Dawn, what version are you using? There was an issue with one of the initial versions that reduced certain NPC LODs (level of detail) which was fixed in the latest version. If you can post a picture of the issue I can better understand if my mod is related. In the case where it may be related, and if you are using the current version and are still experiencing issues, please keep in mind that Sleep Until Dawn is compatible with Karma's companions Version 3.6 only. Any version beyond that has not been tested. -
Quick question. I'm trying to add a mod link after entering the Video information, however when I insert the link to the Nexus mod, then click "Add" it says "No File Selected". I've tried variations with no luck. Am I doing something incorrectly? Is this a bug? Thanks for the wonderful feature :smile: Edit: Never mind. It's more user friendly than I imagined. I didn't know that all I needed to do was add the actual name, which triggers a handy dropdown list.
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Using mods in new game
DahliaLynn replied to vskdharmasena's topic in Dragon Age: Origins's Mod Troubleshooting
If this is the first time you have entered camp, camp related mods will not show up for you. Only the second time you enter camp during your playthrough will these mods work properly. -
Thanks so much for doing the testing! I knew that the Wedding was specifically designed not to conflict with anything, however the test program and files were a last minute attempt to avoid potential let downs in case certain systems weren't up for the load. The only conflicting files would be the first two, as the second two don't affect anything in the game. I may have to write a warning for those who use the test and don't allow the program to successfully complete its actions. (Deleting the temporary files). Thank you again for such diligent testing. In my experience many people come to quick conclusions without doing a fraction of the amount of testing you did, and your thinking process was correct. Last mod being the wedding would have been a logical conclusion. You couldn't have known that there were various parts to it that weren't mandatory, and I certainly don't expect you to remember the wedding scene test program which in all honesty, hardly anyone has used it :smile: I'll modify the description a bit to add this note.
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I think I may have found the reason for the bug. It may happen when you run the optional cutscene performance test incorrectly, or experience errors. The optional cutscene performance test that comes with my mod installs 4 temporary files into your override folder, which upon successful completion of the test will be deleted by the test program: 1. den600ar_landsmeet_chamber.are 2. den600ar_landsmeet_chamber.lst 3. wedding_test.cub 4. wedding_test.cut If you stop the test prematurely, or something isn't set correctly when you enter information in the fields, those four files will not be deleted by the program and remain in your override. Because the first two files override the Landsmeet area, you may not be able to see things function correctly in the Chamber. Since not many use the test, and even less experience errors, the bug has not been reported as it is not an essential part of the mod. It was designed for older computers where back in the days when performance was questionable. Could it be that you used the cutscene test at some point and those files were left in your override? If so, can you please do me a favor and install the Wedding as you would normally, (though without performing the optional test) and see if the bug occurs? If not, I'll check for anything else and await your reply to my previous post. Thanks again!
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Thank you for posting your mods! I'm also happy to hear you were sensitive to the savegames you tested with. Can you please tell me exactly what *.cub file you removed as well as any other specific files you've removed for the bug to disappear? Do you have a log that says exactly what files you've uninstalled? This is very important for me to know. Meanwhile I'm going to look into the conversation event that should trigger on areaload. Also if possible, can you leave the Wedding DAzip installed (the latest version) without manually adding anything to your override folders, then see if the bug occurs? Thanks for your cooperation!
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According to that thread, the user removed the override folder temporarily to fix the issue (Presuming the player used a non corrupted savegame to test their results). Alistair's Royal Wedding does not rely on the override folder to work, so in their case it couldn't be related. The only files placed in override are the dress files, and the 1.2 patch. Could it be the 1.2 patch? What other mods do you have installed? Does the Landsmeet work if you only remove the patch? How many savegames are you using when testing your results? I also noticed the user has old mods that had files that may cause conflicts in general, such as "The Traveler". "Alistair Scenes main" could also have files that cause issues. Regardless, I have a feeling that if you leave Alistair's Royal Wedding DAzip installed, and temorarily removed your override files you could come closer to finding the issue if in fact it had anything to do with the mod. If after removing your override folders doesn't help, and the one single mod that works after experimenting with of all of your mods would be the Royal Wedding, then there's definitely cause for my concern.
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Hey there. This information isn't necessarily conclusive unless you perform more testing. You may have other mods that conflict, or you could have had a corrupted savegame. There could be many reasons and my mod is not necessarily the cause of this issue as it doesn't not meddle with any of the official game resources, only gathers information and uses it to perform an action at the end of the game. Nevertheless, I'll look into this issue and hope you can provide us with more testing scenarios and results before coming to definitive conclusions. Dahlia
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Gate dialogue not triggering
DahliaLynn replied to Deleted6986925User's topic in Dragon Age: Origins's Discussion
Ah no, you did the right thing in listing my mods as well. You never know how certain mod combinations could cause issues. I just posted to let you know that in this particular case they don't affect dialogue nor conflict with your other mods. Theskymoves' suggestion is definitely the way to go. Worst case scenario is to uninstall all of them, load an unmodded save if you can and do as Thandal recommended. -
Gate dialogue not triggering
DahliaLynn replied to Deleted6986925User's topic in Dragon Age: Origins's Discussion
I can tell you straight off the bat that none of my mods affect dialogue nor Single Player (Vanilla) plot settings. -
Awww thanks :) Not only will he have to change the cameras, he will have to redo the kisses. :confused: That in itself will mean he will have to learn the CS editor more in depth. Nevertheless, I love to see people passionate about modding, so I'm always happy to help where I can really. ;) Your forwarding that to this forum was very kind and helpful of you!
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help with making morrigan an elf
DahliaLynn replied to NaeverBaever's topic in Dragon Age: Origins's Builder Troubleshooting
Hi, In order to make this cutscene work properly you would need to edit the cutscene cameras themselves in the cutscene editor, as none of this is "plug and play" but rather the cameras were designed to focus on a particular character height. You would have to change any cutscene that focuses on Morrigan manually. (aside from cutscenes that use stages, as long as the model is acknowledged as an elf, where the cameras auto adjust their heights if set correctly.) Cutscenes that use stages are usually associated with conversational options. (like the kissing CS)...but also you would need to make sure the camera is set to adjust to the height in the conversation (dialogue file) itself. Let me know if you need help I also lead a cutscene group in case you would like more timely answers to your questions :) Feel free to join,. http://social.bioware.com/group/2718/ Dahlia Hey! I saw your name in a thread regarding the maximum number of actors rendered in a cut scene and Sunjammer gave the implication that you were some kind of guru/enthusiast in the cut scene mod department :] I understand that a lot of times the camera angles were specific to the character height as any dev would not expect more novices to freely and readily change the appearance of a default follower I suppose. I am still very new to the modding ideology but I enjoy it so far and am eager to learn so thank you for the open support! I'll get back to you when I get time later today for trying to adjust the height and angle for Morrigan. Welcome to the modding community:) Modding Dragon Age is nothing less than fun :D May be a bit rough sometimes, but all in all the fruits are worth it. Cutscenes were designed to depict a particular situation or tell a story about the characters, so the characters portrayed in them normally wouldn't change as it serves little purpose to developers to make the cameras dynamic. The opposite is true with regards to the racial possibilities the player may choose, in which case they use stages for conversations that adjust static cameras to player height ;) Some cutcenes use stages which do have that function with cameras designated to change depending on gender/race of player, but not for NPC's. If you have already gotten yourself familiar with the Cutscene editor, I can give you the following tip to fix the scene: During the shots with Morrigan, open the curve editor, go to the appropriate camera and keys for "position" and pull the Z axis line (blue) between keys down to adjust the height manually for each shot. This should leave the original cutscene shot design with only the cam height affected. Hope this helps you somewhat. Dahlia -
help with making morrigan an elf
DahliaLynn replied to NaeverBaever's topic in Dragon Age: Origins's Builder Troubleshooting
I also forgot to add, is that if you plan on adding Morrigan as an elf, her kissing cutscenes will have to be replaced, and she has many, and the player characters will not align properly. -
help with making morrigan an elf
DahliaLynn replied to NaeverBaever's topic in Dragon Age: Origins's Builder Troubleshooting
Hi, In order to make this cutscene work properly you would need to edit the cutscene cameras themselves in the cutscene editor, as none of this is "plug and play" but rather the cameras were designed to focus on a particular character height. You would have to change any cutscene that focuses on Morrigan manually. (aside from cutscenes that use stages, as long as the model is acknowledged as an elf, where the cameras auto adjust their heights if set correctly.) Cutscenes that use stages are usually associated with conversational options. (like the kissing CS)...but also you would need to make sure the camera is set to adjust to the height in the conversation (dialogue file) itself. Let me know if you need help I also lead a cutscene group in case you would like more timely answers to your questions :) Feel free to join,. http://social.bioware.com/group/2718/ Dahlia -
dazips zips rars and 7zs
DahliaLynn replied to DarkeWolf's topic in Dragon Age: Origins's Builder Troubleshooting
I agree that *.zip is the most common (and probably oldest) compression/extension used to this day. In fact, I only learned about 7z this past year, and found it initially confusing. Of course now that I use it I enjoy it's benefits, but for a player, I would prefer to use something more common to avoid the hassle for people to download a new program. There are players who don't even know how to open zip files, as they feel they should double click on the file and it's supposed to install. That's when I send them to a winzip link, and explain to them what a zip file actually is. Sadly, this can't be avoided, since packaging multiple files is inevitable. Regarding overrides, for the most part I wouldn't encourage modders to use it, unless they replace a unique feature (morphs for example) as stated above. By using an addins folder (dazip) we keep things organized, mods are on an even level of hierarchy, and limit possible conflicts which are the greatest problem between modders today. The override directory is the highest on the priority for the game and players shouldn't have to know the details of why that is, and what is causing their problems. Naturally there will always be conflicts, especially when one modder edits the same resource as the other, (*.dlg for example) But that's is when we can be more informative to our players by having clearer lines as to what may conflict with what. Override makes your mod *the* mod and technically should only be used as a last resort. As a new modder way back when, I had unfortunately learned that using overrides was *the* method, hence some of my mods use it. Teaching new modders to use DAzips was really how Bioware intended. and technically the cleanest way to mod. I would also discourage telling players "this mod conflicts with any mod that modifies "script" or "*plo "or any technical jargon that literally means nothing to the average player, as this is mod tech talk and no player would have a clue as to what that implies. They also have no where to look to see what their conflicting mod actually modifies unless they are advanced users, or have a toolset to unpack the erfs. Even if the person uses an override directory, I wouldn't send him to look through all those files to find any possible conflict. In short, 1. Encourage new modders to use DAzips wherever possible 2. The players life should be as easy as possible, and keeping installation simple using conventional programs is the way to go. 3. Keep explanations as simple as possible. 4. Inform players on conflicts by naming actual mods found and update the list as necessary. my two cents :D -
photoshop problem
DahliaLynn replied to XTR3M368's topic in Dragon Age: Origins's Builder Troubleshooting
Now this has to be insane. You want to see where I got Dark0ne from? Look at XT's sig :P Funny how the mind makes associations. -
photoshop problem
DahliaLynn replied to XTR3M368's topic in Dragon Age: Origins's Builder Troubleshooting
HAHAHAHA!!! INTERESTING!! I wonder if that "Dark0ne" has something to do with the edits that they made to the swear filter to make sure that his name gets spelled correctly! :laugh: OMG, I can't believe I did that! Apparently, your name rang in my mind as Dark0ne and I actually retyped your name without checking for accuracy. I *know* I had seen "Dark0ne" somewhere earlier today. That HAS to be the reason. :) Sorry about that! -
photoshop problem
DahliaLynn replied to XTR3M368's topic in Dragon Age: Origins's Builder Troubleshooting
@Dark0ne: That would be a good idea. I was planning on replying , but hadn't found sufficient info to actually provide useful help. Nevertheless I'll add my thoughts @xtr3m368 Personally I would go back to a dds file that actually worked and see if I could indeed save it again. If that works, then you know there is something different about your current dds files. If the old one does *not* work, then I would also check the actual project settings (have they changed since?) Doe's patch 1.04 have anything to do with what is exported or used in the game? These would be questions I would ask. Sorry I couldn't be of more help. -
Workflow tutorial
DahliaLynn replied to Oiolosseo's topic in Dragon Age: Origins's Builder Troubleshooting
Not sure if relevant but if you are still working on this this may help, for the interest of anyone reading this thread . -
photoshop problem
DahliaLynn replied to XTR3M368's topic in Dragon Age: Origins's Builder Troubleshooting
I can't say that this will be of any help, but normally when errors occur out of the blue, aside from noting any changes I had made to the system in between, I usually check my C/system drive, i.e. how much physical disc memory is available, as well as the pagefile memory allocation. When the C/system drive is filled to capacity, odd things like this can happen.