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legitimatebusiness

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About legitimatebusiness

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    United States
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    Dragon Age: Origins
  • Favourite Game
    Dragon Age 2

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  1. Just want to add my voice to this and say thank you to KasumiRyona for that solution.
  2. yeah I had my own modding module but I had done some stuff with the single player module as well which hasn't really been a problem before, but I think because I tried to get fancy with Oghren I must have broken something. Anyways, I uninstalled everything, reinstalled it, and it was still broken on that character, so I created a new character and now it works. Lesson learned I guess for trying to be too fancy with stuff I don't understand lol.
  3. So let me just say first I am a super novice modder. Every time I do a new playthrough, I spend a lot of time beforehand tweaking around with mods and the toolset to make an ideal Origins playthrough which I started doing last week. I started a new character today but whatever I did this time must have screwed something up bad because leveling up is giving incorrect attribute point amounts or sometimes not at all. For example, a character levels up, he has only 2 attribute points to spend, and when I spend them it gives me 2 points for each point. Or, I level up, get no points, and only a talent. There was another thread about this posted in 2018, it was caused by some mod he downloaded that I have not installed. He had to uninstall and reinstall several times. I'm really hoping to avoid that, I have a bunch of work in progress in the toolset and if I reinstall it will be lost. Since I started messing around on the toolset and with mods to get ready for a playthrough, I've only installed a few new mods, I've uninstalled those and the level up is still bugged. I'm thinking it's from a thing I tried to do that I haven't ever tried before and I missed a step or touched something I shouldn't have somewhere that caused this issue. I was trying to make Oghren a dual wield warrior, I edited his ALOghren 2DA file, changed his stat weights and talent priorities, converted it to a .GDA and put it in the override. I also tried to edit some scripts so that when you see him in Orzammar before he is recruited he would be wearing a casual outfit but then when he actually gets recruited he has his armor/weapons. I couldn't get the scripts to export correctly. when I tried it exported a bunch of .plo and .nss files but didn't create any .ncs files, I deleted the exported .plo and .nss files from the toolset export folder because I figured they were redundant. I obviously don't know for sure, but I'm thinking that somewhere in that whole adventure is what screwed the level up process. So my question is, does anyone know if there is a file I can check and maybe edit to correct this issue or something else I can do to troubleshoot this besides uninstalling and reinstalling?
  4. Hello, I am a novice at modding. I am trying to do a few things with Oghren specifically. Make Oghren a dual wield specialist instead of two handed. Unequip his starting gear and equip a custom set when you see him in the Diamond Quarter and in Tapster's.I am pretty sure I have done the first one correctly. I edited the 2DA on Google Sheets, downloaded it as an .xlsx file, converted the .xlsx file into a .xls file, turned the .xls into a .GDA using the ExcelProcessor.exe and put the .GDA in the override folder. Here is a screenshot of the 2DA. I would appreciate if someone would take a look at it and make sure I didn't miss or mess up anything. As far as the second goes, I created the custom items in the toolset and exported them, the .UTI files are in the override. I should state that I did edit his .UTC so that he starts with the custom gear I made for him. I made a second custom set which just looks more casual which is also in his inventory. Basically what I want is for the second custom set to be equipped when you see him before he joins your party, and then when he does join he will be wearing the first set and have his weapons equipped. I noticed in the scripts orz210ar_tapsters.nss and orz300ar_nobles_quarter there is a portion that unequips the item in his main hand. I just expanded on that but I obviously did something wrong because when I try to export the script it does not create the .ncs file. Here is what I did: UnequipItem(oOghren,GetItemInEquipSlot(INVENTORY_SLOT_MAIN,oOghren)); UnequipItem(oOghren,GetItemInEquipSlot(INVENTORY_SLOT_OFFHAND,oOghren)); UnequipItem(oOghren,GetItemInEquipSlot(INVENTORY_SLOT_CHEST,oOghren)); UnequipItem(oOghren,GetItemInEquipSlot(INVENTORY_SLOT_BOOTS,oOghren)); UnequipItem(oOghren,GetItemInEquipSlot(INVENTORY_SLOT_GLOVES,oOghren)); EquipItem(oOghren,oItem"oghrenshirt.uti"(INVENTORY_SLOT_CHEST,oOghren)); EquipItem(oOghren,oItem"oghrenshoe.uti"(INVENTORY_SLOT_BOOTS,oOghren)); EquipItem(oOghren,oItem"oghrenbrace.uti"(INVENTORY_SLOT_GLOVES,oOghren)); I assume it has to do with the EquipItem lines because I winged it with those lines since I didn't have an existing line to go from. The error message in the toolset when I try to export says: orz300ar_nobles_quarter.nss - orzar_nobles_quarter.nss(189): Undefined identifier (oItem) The message after says Compile failed. I was hoping someone could maybe tell me what I missed or if I need to do something different to get it to export and get this all working right. Thanks for reading.
  5. So I figured out a fix for this. I loaded an earlier save and disabled tactics on all my companions. When the cutscene happened I was able to do the fight afterwards without it crashing. Hope this helps.
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