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DLuf

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  1. That one is an oversight. The game picks one of the voice lines for the "enemy sighted" situation, taking into account the type of enemy spotted, and plays it. The "spidey senses tingling" is one such line, and there isn't a check for whether the character has become a warden in the story yet.
  2. #1) isn't that line, precisely: "I will spread word of Loghain's treachery, both here and against the king"? If it is, then it's perfectly fine #2) because we can't have nice things, because that will make things nice. And we can't have nice things. Seriously though, if you insist, you will always find situations where "I could have done that, or I could have done this," no matter how story tellers try. This is one such situation. If you get to make every choice you can possibly think of in every single situation, the world would be a perfect place, and it will be an incredibly nice thing. And remember, we can't have nice things #3) I don't see why that particular sentence has to be taken so literally. You say funny things in dreams, nothing unusual about that. PS: also, it's Wynne; Wynne says funny things.
  3. If you've successfully modified a level and saved it you need to export it into the Override folder. You want to select "Export without dependent resources" (right-click file in the Palette Window), and that should be it. The file should be in the folder Override\toolsetexport\ in either Modules\Single Player\, or packages\core\.
  4. Mods being loaded in mod manager doesn't mean they're installed. If a mod is installed, its information will be stored in AddIns.xml in \Documents\BioWare\Dragon Age\Settings. If there isn't anything listed in this file it means nothing is installed yet. So you simply need to reinstall the mods via mod manager, as long as the mod manager has the correct location of the mod's zip/dazip packages. The 4GB patch is something else. It helps keeping the game from crashing or having weird glitches due to memory issues, especially if you have mods that push the game's performance cost. So if you have mods, you'll need it more, but it doesn't really have anything to do with mods per se.
  5. You have to put in the correct creature template name. For the corruputed spider queen it's orz530cr_spider_queen.utc.
  6. This is quite easily done. You just need to change the template reference in the summons gda table. Just drop this file into your Override folder: https://www.mediafire.com/file/7lu1prqs1q8l4hc/summons_mabari.gda/file It changes the references to wolf and blight wolf to mabaris. Of course, the ability itself will still say Summon Wolf. With GDApp you can change this yourself. There are several other mabari templates ("_1" to "_10") and witherfang is, well, witherfang.
  7. Back then when I wanted to get my custom strings into the game, I just copied Combat Tweaks' folder structure, put my dialog file where that mod's dialog file was, put my own info into the manifest.xml file, rearchived the whole thing into my own dazip, then installed it just like a normal mod. And it worked. I suppose one could use the toolset to produce a mod, but I tried it and disliked the way the toolset bundles things up (the dialog file also didn't work, if I left it where the toolset'd put it; I'd have to move the dialog file manually anyway). Ever since then I would always just copy my first mod folder and manually make it into a new one.
  8. Once you've made changes to a "_h" file, just save it (CTRL+S). Ignore the "Compile failed" error report - header scripts are not meant to be compiled; you only need to care about the top message that says "The resource has been saved". Once it's saved, you're done (with that file, that is). For changes to a header script to actually be registered, though, you have to recompile any script that makes use of the section you've just made changes to. For example, I'm modifying a function called Combat_GetAttackResult, which calculates your attack roll based on a number of factors. This function is in the header script combat_h. After I've made my changes, I hit CTRL+S to save combat_h. This Combat_GetAttackResult function is used by a bunch of ability scripts, such as talent_singletarget. So now I need to recompile these scripts for them to register the changes I've just made in combat_h. Without recompiling these scripts, they will keep using the old Combat_GetAttackResult function. So now I open up talent_singletarget and hit Compile (if I'm not making any other changes to this script itself).
  9. ^ What Pasquale1223 said. You're using a custom script, so you need to assign it to your custom spell in the abi table, in the 'spellscript' column. This kind of modification will be applied regardless of savegames. If you have multiple copies of the same script in Override, the one in the folder toolsetexport will take highest priority.
  10. Maybe, because the code seems to be fine. (I'm assuming you have checked out the source code in the Toolset; there should be a green check mark next to it in the Palette Window to the right) After making your changes to spell_aoe_instant.nss in the toolset, you just save it - right-click the spell_aoe_instant.nss tab in the main window, select "Save" - this will compile the script and if that is successful the source code will be saved. After that, you should have a file called spell_aoe_instant.NCS (along with the NSS which is a text file you can view with any text editor) in a folder called toolsetexport in your Override folder (this is the modified script that the Toolset has just exported). This should be enough for the changes to apply. Also, for your custom spell to have the proper name, description, icon, and so on, in the game, this only has to do with the abi table; it has nothing to do with the script.
  11. They are linked via the header script 2da_constants_h. This is a header file (meaning that it's not actually executed by the game and you don't compile it) that contains all the ability IDs in the game, and the declarations where these IDs are given representative names. This file is "imported" into spell_aoe_instant via the "#include" commands at the top of the script. spell_aoe_instant includes abi_templates, which in turns includes 2da_constants_h. By this link the game knows that when you type "ABILITY_SPELL_FIREBALL", it's supposed to read that as "10003". If you rightclick ABILITY_SPELL_FIREBALL in spell_aoe_instant, and select "Go to definition", it'll take you to where that name is declared. You can simply use the IDs directly, such as 10003 for Fireball, and so on. The custom names are just so we can more easily understand the source code. So when making a custom spell, once you've made a custom spell entry in the abi table and given it a unique ID, you can use that ID directly in the ability scripts. If you want to give it a representative name, such as ABILITY_SPELL_FIREBALL_2, you have to declare this somewhere - either in 2da_constants_h (in which case you may want to save the file), or right in the file spell_aoe_constants.nss, by writing it like this const int ABILITY_SPELL_FIREBALL_2 = 250000; and put that line at the top of the script. spell_aoe_instant already has a similar declaration "const int MAX_AOE_TARGETS = 30;", so you can put your declaration next to it. For one simple custom spell I think it's fine to do this. But for a larger scale mod you may want to be more structured and put all custom name declarations somewhere else, such as 2da_constants_h.
  12. From what you've said, I'm guessing what you've done is making a duplicate of the Fireball entry in the abi table, then giving the new entry a different ID? If so, then your new spell won't do anything because its designated script is still spell_aoe_instant.ncs as per the abi table, but this script has no implementation for your custom spell. Inside each ability script, there are codes dedicated to individual abilities that dictate what the abilities do. If you make custom abilities, you need to create the corresponding code (optionally custom scripts as well) for your spells. So let's say you're trying to duplicate Fireball. After creating a new entry in the abi table, you'd want to duplicate the code for Fireball (which can be found in spell_aoe_instant.nss, then change the ID of this new code from ABILITY_SPELL_FIREBALL (as it appears in the source code) to your custom ID. You can put your new code in the existing script, taking advatange of the existing code structure, or you can make your own script.
  13. Yes, the scripts handle equipping/unequipping characters for cutscenes. Such as the scene where Soris rescues you in the City Elf origin, except this scene is a bit bugged in vanilla game and so the weapons Duncan gives him simply end up in your inventory and you have to manually equip them (the code that would equip you with the weapons already exist but they call the wrong objects - whether this is an actual bug or not is up for debate). In Eleanor's case, the script you'd want to look into is named bhn200ar_castle_after_siege. If I'm not mistaken, anyway; I haven't actually played with it.
  14. I'm guessing it's because that flag (ALISTAIR_EVENT_GIVEN_MOTHERS_AMULET) is invoked twice in the dialogue with Alistair. Once to check if it's true, another to clear it. In the case with Donall the reward flag SIR_DONALL_GIVE_REWARD is called only once. This explanation appears consistent with the fact that other similar rewards - Duncan's Shield, Zevran's Gloves/Boots - are not attached to the reward table. They are all handled in the character's main plot script where the items are spawned then immediately equipped.
  15. This feature is implemented in the script spell_shapeshift.ncs. If you download and open up Combat Tweaks then copy just that script into your Override folder, that should do the trick. This script alone doesn't do much else different from vanilla game.
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