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Everything posted by VGfallout
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Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
hahahah, you're a good guy en4 ;] ive been tweaking the two handed settings to where its just about balanced right, 1/5 attacks or so is a special power, had to lower pommel and sweeping strike, kept getting my ass kicked by them in about an hour or so ill start with the dual_wields, hopefully next "update" ill have a video demonstrating 2 or 3 packages with "godmode" for both npc and player so you can "sample" how combat'll feel thing is i keep getting side tracked with so many other things, especially NPC loadouts, ive pretty much been changing the campaigns characters as i go through it, its time consuming cause a lot of times i need to create new "item sets" etc anyway i appreciate the faith and stay tuned man, it'll get done eventually ;D -
Getting Mods to work with Darkspawn Chronicles
VGfallout replied to ariinya's topic in Dragon Age: Origins's Discussion
ah the only thing that comes to mind for a "quick fix" in addins.xml would be switching the module ID open \mydocs\bioware\dragon age\settings\addins.xml hit ctrl+f to do a quick search, and locate "advanced tactics" or mod of choice, then change the ExtendedModuleUID="WHATEVER IS IN HERE" to ExtendedModuleUID="core" this is mainly a "placebo" effect however, and for actual functionality or true compatibility the area list and who knows what else may have to be implemented into the moditself, just a guess, but i believe that is what you are seeking and i just googled darkspawn chronicles, new DLC?? when did THAT happen haha, groovy -
Module help
VGfallout replied to spinspider's topic in Dragon Age: Origins's Builder Troubleshooting
i forgot to mention some important things pretty much any "variation" style list will be detected, you just have to dig through the files and see exactly what it is you need it'll detect everything from AI packages to a dozen custom tints to anything, as long as IDs are in order i have seen no limitations to what this beauty can handle :D -
Module help
VGfallout replied to spinspider's topic in Dragon Age: Origins's Builder Troubleshooting
do not fear possible help is here, i gotcha covered. i didnt see this topic earlier, i am terrible with threads anyway you can in fact make the toolset detect "outside" resources, whether from another mod or daa's sources here's how i do it - ready? make sure toolset is closed || before anything - anyone with any sort of information/corrections/ANYTHING at all!/consider this your thread/, please feel free to post whatever you like, sharing knowledge results in leading others to places you may later need help with yourselves!!! lets be one big happy information sharing family :] || make sure you have any .erfs that are related/required by the custom content you need inside your override directory lets say you want additional armor models, thats a good example right? make a new folder called "_daa_resource" since we want the armors and any possible model/texture/general resource files any of this new stuff may call upon, lets go ahead and copy the following .erfs C:\Program Files\Dragon Age\packages\core_ep1\data\anims.erf C:\Program Files\Dragon Age\packages\core_ep1\data\designerscripts.erf C:\Program Files\Dragon Age\packages\core_ep1\data\guiexport.erf C:\Program Files\Dragon Age\packages\core_ep1\data\materialobjects.erf C:\Program Files\Dragon Age\packages\core_ep1\data\modelhierarchies.erf C:\Program Files\Dragon Age\packages\core_ep1\data\modelmeshdata.erf C:\Program Files\Dragon Age\packages\core_ep1\data\tints.erf C:\Program Files\Dragon Age\packages\core_ep1\textures\high\texturepack.erf (199mb) place them into "_daa_resource" (or whatever you named it) now we've made sure the we plug-in with the new lists will have what it needs when called for next, start looting the C:\Program Files\Dragon Age\packages\core_ep1\data\2da.erf, do not copy 2DA.erf into override directory - trust me (an complete stranger) it can only cause issues IN-GAME instead, create a temporary folder on your desktop, and extract C:\Program Files\Dragon Age\packages\core_ep1\data\2da.erf into it so you never have to touch that archive ever again find the following files armor_massive_variation_gxa.gda boots_massive_variation_gxa.gda gloves_massive_variation_g.gda helmet_massive_variation_g.gda copy & paste those charts into your mydocs/bio/override/_daa_resource directory or whatever you may ahve named it (keep unmodified extracted versions of any files you work with a lot so you dont get annoyed having to do this over & over again) fire up the beast open up an equipped item and see if you have a new variation set available http://lh3.ggpht.com/_eDFSZ9OcaOA/S_lZZXM4CAI/AAAAAAAAAwM/DRCUDE8WP2w/Untitled-3.jpg that was your question yeah? oh, regarding "I can't find my module folder" that'll be in your mydocs\bioware\dragon age\addins\_hello_im_over_here i think that covers it, if not i subscribed but be waerned im a new guy and my advice may cause fires :] -
would be forever grateful if anyone knows where the script or lists are that control base health stats for human, darkspawn, beast etc npc types (possibly resistances as well?) ive found that in all of my edits, darkspawn and mabari hounds in particular seem to be underpowered no matter where they are encountered darkspawn seem to have around 25-30% less health on average than human(oid)s and the mabari are about the same some "creature" templates are "critter" ranking, but would rather find "master list" to modify if possible rather than have to set each individual instance of them by hand+exporting hope that made sense, thanks for your time -edited- forgot to mention even when creature rank is set to normal, darkspawn still feel particularly weak even when compared to bandits
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Question about adding dog slot
VGfallout replied to Gamegurl's topic in Dragon Age: Origins's Discussion
i wish mabaris were real and i wish i had one i love them so much haha. about injury kit mab-hound, it is primarily because you are an ABUSIVE PET OWNER... JK lol i believe looking at that mod my udnerstanding is that it uses a summon slot, and im not sure if kits are "applicable" with that creature type, be careful to not use mab-slot with any "permanent" summon mods, or those that edit the ranger class in particular heh my dogs name is sorik, my faithful hound has a permanent "f2" slot, sten/oghren are my "f3s" and F4 is usually the expendable bait heheh gotta love the hounds -
since it appears justice has been served on this thread - i just wanted to derail it briefly and show some appreciation in regards to your contributions Firinn it's not easy to set time aside from your regular crafts to contribute something that only benefits others with no personal reward except for karma and the numerous people it helps jump start that is all i wanted to say, carry on friends :]
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Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
YES!! dude i finally got them to detect/use the awakening epic feat before you click the pics, here is current explanation so you see exactly whats goin on a.) dragon age awakening talents/spells detected and working, but have no GUI "information/label" display probably because im missing...who knows what, while not a major issue, it is one that must be corrected, that is why you will see i "labeled" the screenshot, because unlike other talents that are toggled, no "floating" text comes out with new/ghetto rigged talents heh b.) had to force awakening "aip_" packages into original m2da_base, although not certain im sure the "pros" would certainly frown on this and insist i learn advanced script/syntaxing :p. let me tell you something about instability/conflicts with average engines..actually just think bethesda engine hahahahah that sums it all up, this engine is very stable/tough, ive done some blasphemous experimenting and have yet to "brick" a profile/game, anyway who cares what people in spandex think of my methods :p behold the "mod's" first baby steps! we'll do from ugly to sex, so bugs go first heheh I've never been fond of life's mysteries...Mystery dates, mysterioux admirers & mystery meat, all bad, including mysterious gui talent entries, gotta fix this soon again, now you'll understand the last picture with no "indicator" on ability toggle Can't tell you how much i enjoyed watching my party get tossed like ragdolls by mr. "you gotta pay the toll" lol that's right, finally, awakening sweepage!! now for the rest of the 6 million talents heh <i ASSURE you it was the sweep strike, shares "mighty blow" animation i think, except mighty blow doesnt knock you down and of course has "floaty" text indicator, so i promise its working haha so it WORKS - even if its super-ghetto. its completely independent of an separate "module", just gotta keep messing with them slowly and get labels working of course, the download if viewed as an actual "mod" probably wouldnt be more than 500kb-2MB, user just has to copy a few resource files from local awakening installation since i made -some- progress i think crashing out early tonight (yeah at 3am) would be wise so i can take advantage of the entire day tomorrow after some errands with decent energy, working on things when you're tired = recipe for destroying a beautiful thing ;] i think this thing has a good chance of happening, we'll see... we'll see dude -edited for extra note- i gotta say, having them use knock down and status affecting talents really forces you to consider physical resistance buffs/items, it makes you feel vulnerable as hell when an npc close to your level may randomly boot yer ass lol, k heh -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
no, that's absolutely correct and can be applied universally, as i read that i agreed and decided upon exactly what you said have a bad habbit thinking this is some "known w.i.p." with a half assed release date, heheh, feels good to mess around for my own entertainment for a change :D get it to serve our personal needs and everything can be jerry rigged later, besides im not gonna release this thing ahah, you can though, as long as you deal with Every support issue, love/hate mail/death threats & never mentioned me :p i am almost done with the human_two_handed/human_2h_generic changes -10% chance increase for critical strike -15% chance increase for pommel strike -10% chance increase for mighty blow -removed "powerful swings" to slightly boost AB for npc -added "two handed sweep" if surrounded by 2+ enemies (player/party, should be fun to gang up on last "emissary alpha" types in enemy mobs) -added "sweeping strike" against any enemy (player/party) with anything in medium+ armor rating double checkin and will post a screenshot if victorious gotta go to 711 and grab a pack of reds first, will post within an hour or two hopefully with good news -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
check it out, i ran into a major roadblock, mainly because the "allcanlearn" mod redefines many/most of the talentIDs to its -own- base, he did this so that stamina/mana is considered one and the same, so while that kind of ruined the linking-structure i had in mind, there is no worry i simply started over with my original "merge" deal, that mod is still a blessing as it gave me an idea on how to approach this properly so ive just gotten done with the user tactics/prefabs for party to use DAA's settings (has updated talents is all) here's a few screenshots, its probably better i post screens now and then rather than blubber (davith - are you blubbering again?) this is pretty much the beginning of the entire process, consider the "fetus" (lol?) that be built upon from here up am going to simply edit the human_wield, dual_wield etc ORIGINAL packages by hand to match the DAA ones, ill put 1-2 "epic" special moves for each for balancing purposes anyway here is our child heh, warrior and mage presets good to go for warrior (dao) for mage (dao) so yeah, ninja vanish ill post any worthy "updates" from here on -
Custom armor/weapon VFX missing
VGfallout replied to raughnut's topic in Dragon Age: Origins's Builder Troubleshooting
you are most welcome in order to "force" dragon age into allowing VFX on chest or other body parts you must open item properties.xls and navigate to the item props tab, go to bottom and locate refid/row 60 labeled VFX, enable by setting to 1 for specific item type to bypass VFX restriction be careful with "cold VFX" stat in toolset, in game is very buggy and doesnt disapear until you quick-load/refresh also VFX looks very strange/awful on ranged/bow weapon types, haha, no wonder they left it off i know this sounds silly but did you check the main file path override as well, c:prgrm files/dragon age instead of c:my docs:bio/override try editing ANY item from toolset just to test, just check out export and dont save changes, but add flame damage +1 or something i think i am wrong but perhaps _tag names or something hav eto match upfor it to work? sorry ive never had this problem but i think tis something simple i have not installed windows 7 or else i may have had more to offer than...nothing at all haha was supposed to upgrade weeks ago but im addicted to dragon ale edit - ****dragon age not ale, lol -
wait, what happened again wolf? i didnt even know you were on this thread dude, lol okay now i get it, i see i see following up on threads and their participants if its more than say 2 people is pretty difficult for one such as i but lets focus on the important part, which is you were wrong!!!!! points at dwolf wrong!
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Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
i appreciate the consideration believe me, it shows decency, was just trying to assure you i'm getting as much out of it as the next guy ;] thanks though so ive been up for an hour, and have some news which i think is great, willconfirm after some more testing yesterday i spent at least 3 or 4 hours merging/creating fresh abi, package and other pertinent lists, right? and im like damn, whyhasnt ANYONE done this before turns out, someone DID!! they did the EXACT same thing ive been "working" on, and for all we know even better than i could of its the "allspellcanlearn" mod, god bless his soul for essentially saving me/anyone days or weeks of work/testing for this specific purpose he included all of the original/new ai packages, talents, everything, its simply beautiful for the first 2 second i said "wtf i wasted my time", and by the 3rd second i was celebrating, i just had a feeling to poke around in there when browsing this morning anyway, upon confirmation of enemies using new package (really hope this works in a bit) the main downfall is the "advanced tactics" mod overrides changes as its based on original campaign :/ when AT is uninstalled, the "tactics" window detects all new abilities for player/party, am SO hoping it does the same for NPCs, thats 75% of the battle heh taking away advanced tactics is like neutering a dog, ive grown used to it, however, good news is that i downloaded AT "source" and if enemies are in fact gonna use new packages then i will simply have to add them in by hand, which compared to yesterdays to do list is not bad at all this means we wont need anything but a few "resource" files (animation and scripts .erfs ill tellexactly how when its time, very simple and even in the instructions to allcanlearn mod), and some overrides, and it should all work just fine, i prefer this method to "using DAA as base" besides ive already compiled lists for all the new+DLC materials (gold, volcanic, starmetal, white steel etc) into a single chart so it'll be Just like the mount mods, except it wont mess with loots etc (will have to live without stamina potions :p ) shoot, hopefully by tonight or tomorrow we can put this behind us (never works that way heh) im really anxious to get started on mesh editing and other editor functions, blaah blaaaaaaaah blah ill let ya know when its time to boogy gonna start testing so we can knock this out edited 6.29.10 - just rambling on and on, baseless theories etc, all makes sense now :] -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
let me explain somethin to ya friend everything im experimenting with now is for my own "growth", to get more comfortable with engine itself as a whole if i wasnt here taking a few minutes to type away, id be doing what i'll continue to do after i post now - except alone :p way i see it, if while building my own base i can hook others up with anything then thats a plus especially for me, i even get to "discuss" and sort of brain storm with minds other than my own during the entire process, sometimes the very knowledge that you "can be heard" is the main motivator itself with no feedback required, u tend to see things differently when you "say them outloud", i believe thats why people have "shrinks" :] in fact, this very thread is more of a service to me than it is to you - the creator of it, lol. how? ..where else would i be able to puke out random ideas while being 100% "justified" especially with a possible outcome being someone experienced possibly helping/clearing stuff up im gettin a bit ethereal here but its because im Fiiinally in Complete Silence, its 3am, focused on what im doing in other words, there is no sacrifices being made on my end and although im sure you're a nice person i'm mainly doing this for myself (heh u get what i mean) and simply bringing whoever wants to come along for the ride, gladly. i may never use the toolset again after tonight (yeah rite), but even if such a thing happened i know a handful of people benefited from my presence and im all for being productive capiche? now heres what im doing friend :] ive extracted everything and have been sorting through main lists, started merging classes/packages/talents as a start then moving on to anything i can tell is related to AI, hundreds of these things ALPlayerGXA_WarriorTank ALPlayerGXA_RogueScrapper etc there is a handful for the darkspawn there labeled AIP_Disciples_Normal, AIP_Disciples_alpha etc my uneducated guess would be these are the packagest contain the "epic feats", like epic_battlemage, warrior or darkspawn disciples which is what we want them to use in regular dragon age (imagine a 2handed sweep swooping your party haha) im also merging gxa(awakening) talents into a single abi_base.gda, so far i've got about 15 of the talents in and working with no apparent problems, its so very time consuming haha. flemmeths hut, test, exit. flemmeths hut, test, exit, times 50000 anyway not sure if advanced tactics will work with this right off the bat, thankfully author included raw compiles/source code so thats probably something for the end, who knows, gotta get the bare bones working first thankfully toolset comes with the m2da and abi_xls raw files, so i can recreate these by hand to ensure it is compiled proper and avoid any kind of ..."checksum" issue (or watever can bork the "header: i honestly think the entire thing can be merged without a mod, as an single override worst comes to worst i'd open up packages xls or one of the lists i foudn in there and place the awakening talents added on top of originals by hand using toolset source as base, that shoudl technically work its essentially "less" complicated or "connected" to other areas of engine compared to the level lists, its just gonna take a bit of time another thing i want to knock out is the "missing sounds" like when using certain gxa_talents, probably can do this by making the abi_ info "downgrade" to original sounds (doubt anyone will notice or care even if they do) etc, etc, etcccccccc (STFU!!) enough for now haha lots of stuff to do, will require rest of weekend+ more depending on personal time gonna nuke some pizza and get to it, let ya know if anything happens if you dont hear from me, its means im doin somethin related, i always make sure and let people know "im done" with something just FYI hate "loose ends" to be honest, im sleepy haha, talked meself to bed i did start fresh in the mornin later -
Custom armor/weapon VFX missing
VGfallout replied to raughnut's topic in Dragon Age: Origins's Builder Troubleshooting
i can try to help, friend :] please do not be offended if any advice seems very basic, just trying to cover as many angles as i can before someone more capable can provide more if you do not see weapon vfx in game, this means you possibly may have installed a mod that removes "crust" effects that sometimes plague line of sight in heavy combat situations do a "search" in your override for "fx", and look for any pertinent .gda files (often named after original, vfx_base, blahmodvfx_base) if you're still having issues and are certain your gpu is fully dx9 compliant, remove your entire override folder to desktop (just for trouble shooting), start or load a new game and see if effects reappear if you are worried that soemthing is wrong with your armor model because it doesnt not have special effects, do not be worried, this is because visual fx by default are disabled on shields, armor, rings, etc this can be easily changed by changing the itemprop xls in your source folder from within the toolset install dir are you sure you are using correct parameters within toolset for the items, from slots to special properties, etc if after all of this still nothing, and you were -sure- to do the previous, slight chance direct x may be outdated if using winxp its an honest mistake to overlook ahah damn the bad luck, i should of asked if u had vfx BEFORE and if this is a recent issue that suddenly cropped up probably woulda trimmed my post down to 2 lines...anyway who cares we're here now :D -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
awesome, wanted to make sure its not one of those things that are like "You have to believe me, it -was- working!" i am pleased with how the engine 'takes care of itself', at level 25/30 the money drops etc are substantially higher than the normal lvl 20 cap, so all in all its looking good! as for the awakening talents, that may be way over my head at the moment, or even when i reach my "peak" as well i know this much - each ai fighting style comes with a package..so lets say you're a dual handed human, you select human_dual wield human_blabla_package, they have them for party members, OHH ok pretend you are using the Tactics GUI, but imagine it for the enemy npcs, sorta like that i recall i had some kind of combo before that actually detected the "awakening" tactic presets in DAO, Without the "mount" mods, as well as stamina potions etc hey i just got an idea bbl -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
dude, i refuse to believe its that simple as much as anyone else, it cant have been this simple start a new game with human noble level up to level 30 before the "night scene howe takeover" after you're done setting up character, proceed to the castle siege/next level the soldiers have killed me 3 or 4 times so far, close battles i may be jumping the gun, but we'll see in the kokari wilds as well as lothering i am sure certain things would be needed for -full- support, like level lists/exp rewards/loot lists maybe but as far as HP/damage/difficulty, im level 30 and feeling a nice challenge, at kings camp now i still refuse to believe this is working haha, nothing is ever this simple -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
perhaps it doesnt work with the standard .gda because there is an "extra" tab that says Maxlevel 20 PRE compile, which i saw no listing of with the gda app, of course i could be mistaken but this would definitely be crucial if it does what it hints, the master level cap for standard areas in DAO, i set it to 50, redid everything else to 50, as well as a few other things, and unless i was hallucinating...it seemed to be working if my theory is correct even if you set the max level to to 30-50, unless the initial "id/reference" is declared with 30-50 as limit the values would probably become null and the engine would revert to "default" settings (20) i hate being ignorant, heh to be absolutely sure, i am starting a new game here within a few minutes and ill confirm and..if you feel a little extra motivated, try it yourself remember, only *newly* discovered areas will take effect, and there's a chance that (slim but i cant confirm true or false) any "creature" files loaded that are Shared across multiple maps (genlock for ex.) in previously discovered areas may carry stats on over, this is why im starting a new game, it felt like half of them were able to kill me and the other half felt like "critters", and are not in such rank point is, new save, new start, wish me luck and i as well for you if you try the file out goes in your override -launches dragon age -
(lol@previous post of a madman & the silence thereafter... needed sleep, naughty) found it... file contains/affects the entire human female race/gender walk animations, and will affect any human female based npcs (all the girls) filename - fh_m.mov_wf.ani <---_wf most likely means walk forward (lol), theres one 'EVENT' in the engine for each main angle/yaw, forward rear leftback rightback back front left etc, somewhat self explanatory, this seems to control the entire "base" with no additional "hexing" needed elsewhere <--- fh_ female human i guess, and mov_ has to do with movement compatible or related, you will find the ones made for movement are between 30-40kb files, if you see large size animation files (500+kb or whatever) they are most likely one-time cutscene related etc blah blah i used some sort of stealth animation i suppose (cmov.walkf.ani) , i saw mov_(movement), walkf(emale) and a relatively small file size and tada uploaded quick video for you uploaded fh_m.mov_wf.rar <--is nothing more than the replacement anim shown in the video for your own proof or motivation, extract into override folder but leave it open since you will most likely want to remove it after you see "proof", name of the original animation was cmov.walkf.ani cmov.walkf.ani replacing fh_m.mov_wf.ani = what you see keep in mind, this entire method of manipulation could in fact be the most simple ogre style approach ever that may in fact result in blowing your computers up, therefor the proper or alternate way (via script or master lists?) is more than encouraged to be shared here by someone who actually knows what they are doin ;] alrighty tighty
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Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
i know this cant be as easy as it looks especially because its too good to be true and im sure 250 people would have already released the "levelcap" removal were it as easy as what im about to show you but i'll crap myself if this actually works, gonna run it after i post and finish copying and pasting 30 where the 5's go hehahh this isnt gonna work :p this chart is from the area data.xls and as you see ive spammed 30 where 5s and 20s used to be im nearly certain that a script or two or 20 has to be involved to get this to work properly, but hey who knows ill find out soon enough, no news = very bad news :p till then buddy -
heh that is very nice of you and you're welcome but it was mainly a learning experience for me, if i ever see someone having an issue or request that is the same as mine, and know of a solution or possible one i figure might as well share it simultaneously so its a mutual benefit, it also motivated me cause i probably wouldnt have 'solved' this for a week or two otherwise lol glad it worked and have fun :]
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Creature 'size' scaling??
VGfallout replied to dragonagefun's topic in Dragon Age: Origins's Discussion
no no sir not at all, that was perfect, you get extra props for having the patience to troubleshoot/trial&error im in the apr_base.xls and everything is as you described and makes perfect sense very useful indeed, well done my friend, thanks edit:kudos'd ;] -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
hey buddy, sorry i vanished on ya, some sudden-life-stuff came outta nowhere and i had to take care of business im gonna take a good amount of time to see what can be done with this today, and post/share any findings quick question for ya though - do you have the toolset installed by any chance? no specific reason just so i dont reference stuff from in there if you cant access it as for them using regular talents, im guessing that will eb found within the creature_core script from awakenings (if it even has its own) or perhaps a little .utc (creature file with stats/loadout) modification which hopefully isnt the case, cause then each one would be done by hand, i have seen the genlock rouges use the "soul stab" on me/party members, it could be "awakening plus" mod i have somewher ein my override im gonna start experimenting with whatever i can and let you know if i get good results, glad you got started on your own too perhaps you'll end up helping me instead :D see you here in a while -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
from a glance it only an single autoscale_gxa file with only a single entry under a single ID that affects only critters (lol?) so instead im gonna see what i can do with diffsettings.gda since ive never messed with it, ill let you know what happens edit1 that diffsettings file controls damage capping on the different difficulty levels, so indeed autoscale and difficulty gda are the main files to mess with ill duplicate those settings from the loot mod, and that way you can try it out with risking losing DLC items, or at least an idea of it, he also edited the items and those control the weapon animation speed, damage, etc a lot of stuff, i could also merge that one just give me till the morning cause i need to crash tonight for somethin important lp in the meantime download an app called "gdaapp or gda app", this will allow you to read that format and make chart edits then go into your Dragon Age\packages\core\data directory and extract the 2DA.erf into a folder of your choice the autoscale and difficulty gdas are there, that way you acn compare the ones from your favorite mod and try to mimic/adjust as needed, its just to give you an idea -
Origins with Awakenings difficulty
VGfallout replied to en4cer's topic in Dragon Age: Origins's Mod Ideas
i've been putting this off for a while too, might as well give it a go, ive been messing with tints all evening and my eyes are bleeding ;'+ ill start on it now and let you know what happens, as well as upload if its all good, ill tell you how to do it as well