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StevoSegalovic

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Everything posted by StevoSegalovic

  1. People are making lots of robes for mages but they are mostly half nude or "sexy". As i mentioned in my Sacred Ashes mod request people do have knowledge to make things, good things. If they listen to some good ideas (instead of being pervs :P) this game would be lot better. There are few people that are making good things but they are often alone and not doing anything in a hurry coz its all up to them, there is no sharing of work or team work... I would also like to see better looking mage robes, but not really what you showed there i like lore friendly game. 3d modeling is difficult and not many people know how to do it so same as with Sten armor from SA trailer i wouldn't hold my breath that someone will make this any time soon...
  2. Relax :D I appreciate everyones opinion as long as people don't start to act dumb and start to rage. First of all i wouldn't even mention this if it is not already 75% done without even starting to make anything. - You already have all characters with all armors (except Sten but he can do juggernaut armour like in darkspawn chronicles, i would just prefer to see him in his real SA armor) - you need new mountain top area that includes level layout like in the trailer. (any modder that tried to create level can do this easily - some props are missing but can be replaced by other, still i would prefer original SA props) - you need few cinematics in between fights. (this is easily done by someone who tried to make simple cinematic.) - you need basic scripting just to check things (also easy to do) Thing is i will do it alone eventually when i figure out how to make VFX for glowing eyes, but it would be lot easier if team of modders work together.
  3. It is possible to change 3d model of any armor but every model comes with its textures so you cant really use example: BDA textures on Dalish armor. You can but it will look weird. Beside that i don't like cheating mods but it is possible to make them.
  4. http://dragonage.nexusmods.com/mods/3548 http://social.bioware.com/project/4917/#files
  5. http://dragonage.nexusmods.com/mods/98 http://dragonage.nexusmods.com/mods/903
  6. Hello everyone! First let me tell you a short story. One day i was on YouTube, typed in "Dragon Age Origins" and first amazing thing i saw was this Sacred Ashes trailer. There was this amazing mountain where 4 heroes were heading. They were on a quest to find the ashes. There was this warden guy who felt danger even when no one else felt it. There was this Sten guy who had huge sword and was killing all that darkspawn monsters. Then there was Leliana - amazing rogue able to 1 hit kill darkspawn emissary. Then there was Morrigan shapeshifting to giant spider and going to killing spree. After each hero had their show off time there was a battle with the huge dragon... Watching that trailer forced "WOW! O.O" reaction from me. Then i played the game and noticed that Sacred Ashes quest doesn't look even close to trailer version. Idea is to create game content that will replace default "mountain top" area or maybe add new area (Trailer area) before or after original "mountain top" area using PRCSCR system. That New area can include level layout that looks like mountain top from the trailer. In order to recreate the trailer some things have to be done. Only limit to make things done is knowledge. We already have all the tools needed. Requirements: 1. Faces - there are already lots of mods that make companions look like SA version of themselves 2. Armors - there are already armors that look like SA version of companion armors. Armor of Sten is only one missing. 3. Props - some statues, pillars would have to be created for use in level layout 4. Robes with hood/cloak - while climbing we see that characters are using cloaks - someone would have to create new clothing with hood that will replace armor during first part of the cinematic. 3d model could be used as clothing or as hat. (Using hooded clothing is possible as we see in tmp's mod concept art Morrigan where he added hood to her robes. 5. Cinematic - someone would have to create in game everything that we see in the trailer while giving player the options - example: (party climbing up the mountain, Main character stops them, blocks incoming flying weapon using: - magical shield barrier if mage - melee weapons if warrior or rogue not using sheild - shield if using shield - arrow or bolt if equipped with ranged weapon Then main character chooses tactic for battle: ---Player chooses: 1: Sten! (attack darkspawn) --- results in cinematic of Sten killing all darkspawn like in the trailer leaving free passage. ---Player chooses: 2: Leliana! (attack darkspawn) --- results in cinematic of Leliana killing some darkspawn and then player has to kill all remaining darkspawn using regular gameplay. ---(Some darkspawn can stay alive even after Sten killed most of them, still player should benefit more by choosing Sten for this task) 6. Scripting/Plots - scripts would have to test what main character has equipped and what cinematic to run based on main character class. Plots can be used so that this version can only be run if player has Sten, Leliana and Morrigan in a party. Maybe even give quest to the player to gather required all armors first. 7. VFX - Glowing eyes. We already see that there are glowing eyes in DA2. Someone who knows how to use toolset to make VFX should make blue glowing eyes effect for DAO. Most difficult things to do are 3d modeling, animations, VFX, scripting and cinematic. People are making nude mods and armors (3d modeling), new combat and walking animations, Amazing but overpowered spells with amazing effects (VFX), Mods that are letting you create custom armor in game or mods that change AI(scripting), mods that are making some realistic adult scenes (cinematic). People have knowledge :) If you like this idea don't just read this and leave. Make new comment and give support, if you know someone who can do some of this things let them know about this and ask them if they are interested in this, if you are skilled in any area try to do your part (if you know how to make props, make props someone else might use them to make level layout with your props included, if you know how to make glowing eyes - make them, someone else could include them in cinematic). This can be done with enough skilled people. See my signature :D
  7. I support this idea its the only armor that is missing in DAO now.
  8. But we constantly see how people are converting Sims hairstyles to DAO hairstyles. 2 games have nothing in common so converting from DA2 to DAO is possible. You could ask some modder if they would do it.
  9. Thandal is right you should see what game looks like without mods just patched. After you do that you will find things you don't like, things you think should look better, more realistic, more lore friendly, maybe more easy if you prefer cheating in games. Then you will look for mods that make changes that you want. Its that easy. You can use advanced search to find top 100 most endorsed mods etc. but even then you will probably download only things you think you need or like so asking others for opinion is not best idea coz everyone have their own preferences.
  10. Paths seem to be setup properly. Make sure you do have chargenmorphcfg.xml file in override folder try to find it using windows explorer. If it is there but not working then in chargen compiler click on compiler tab and click on generate default dao chargenmorphcfg.xml After that it should work.
  11. Your issue is not with Anto hairstyles then. You just have to use chargen compiler properly. This program is searching for chargenmorphcfg.xml files. chargenmorphcfg.xml file is inside your override folder. If it finds more chargenmorphcfg.xml files in subfolders then it combines them together into new chargenmorphcfg.xml in override folder. If program cant find chargenmorphcfg.xml then you didn't show the right path to it.
  12. There is a support for that although not by many people. I like the idea and would like to do something like that but its just to much work for one person. Ideas like that need a support from more skilled modders. But ideas are always good, they are what change the world :D
  13. Someone already mentioned this idea http://forums.nexusmods.com/index.php?/topic/447049-two-ideas-one-big-one-small/
  14. Toolset is not that difficult to use. You dont need to use any SQL commands or anything - toolset is doing that for you. First thing you should know is what is MODULE. Game is separated into modules. Main module of main campaign is SINGLE PLAYER module. If you dont want to destroy something in main campaign then its best not to do anything inside single player module. This means that you should go to custom module before you start making anything new for the game. Your custom module is considered as "ADD-IN" it means it adds something new to the game. If you change properties of your module and set it to extend single player module then your module (add-in) will show up in main game campaign. It will be combined with single player module. So as you can see there is NO NEED TO CHANGE anything in single player module in order to add new things or replace existing ones. Next thing is you have to CREATE new module that you will use for modding. To do this click FILE -> MANAGE MODULES -> NEW. Give it name "Testing" (or whatever you want) change UID to "test_module" (or whatever you want). Then click OK. Now when you click on FILE -> MANAGE MODULES you should see 3 modules listed. Demo Module, Single Player and Testing. If you want to go to Demo Module then click on Demo Module and click open. Same goes for any other module. You will mostly work in your own module so click on Testing and click open. This module will be almost completely empty but it is ready to start adding new things. Now lets see what we just did. Close toolset to avoid distraction. Go to your documents/Bioware/Dragon Age/Addins folder. Take a look what is inside. You should now see folder "test_module" inside. Open that and go all the way to ".../test_module/core/override/toolsetexport" TOOLSETEXPORT folder is used for anything you export from toolset. For example if you create new item and export it without dependencies the item will show up in this folder. Every module has this folder so make sure you know what module you had opened when you created and exported something. It is good to make a shortcut on the Desktop to this folder because you will have to open it often. Now close everything again and go to your "...documents/Bioware/Dragon Age/packages/core/override/" folder. This OVERRIDE folder is used to INSTALL MODS. For EXAMPLE lets say you want to replace some sword from the game and you know that sword has filename somesword.uti (all items end with .uti). You make another copy of that sword (same filename) in your module, you give it increase attack +1000 (or different appearance). Then you export that sword without dependencies and it shows up in toolsetexport folder of your test_module. Then you copy that file and paste it in override folder where you install mods. Now when you start a game and load your save game where you had somesword now that somesword will have attack increased by 1000 or different appearance. Anyone else who puts that file in their override folder will now also have changed sword. This is how you modify things and REPLACE them. If you want to add NEW things you have to use SCRIPTS (they are based on c++). I wont explain them. Now what if we want to make something new, something that will have new areas, new story, new items and all of that is not happening in main campaign but instead in our own campaign. Your module can be your own campaign. Start the game and instead of loading saved game go to OTHER CAMPAIGNS. You should see your mod listed there its called Testing. In order to start this module it needs starting area (you can set starting area in module properties in toolset). There are lots of tutorials about areas and level layouts so i wont explain them here. You asked about folders so i explained what all of them do. Good luck with modding :)
  15. "People really seem to like their head morphs." Thats true :D Most of the people know how to do simple things in toolset, more exp. people do the texturing, more exp. people make 3d models, animations, vfx and scripting. At the moment you may be one of those few exp. people who dared to try to change creature AI. I had trouble of getting any tutorials about animations but was lucky to find someone who had exp with it and made some mods with new animations. So my suggestion is that you should either look for what toolset wiki says or try social bioware forums coz there seem to be lots of exp. users or try to contact some author of a mod that changed AI. Nexus had lots of exp users who modified dragon age origins, but that people moved on to other games. There are still active people with lots of knowledge but they are rare. I belive amycus and hsli are only experts on 3d modeling and still active. Vindkald - expert on animations mochie - expert on head morphs Firinneach - expert on cinematic There are few others but you get the point :D
  16. Ok that makes lot more sense so I am free to post screenshots of mods im making :D
  17. Well my answer is "I screen-capped it and edited it in paint" so its fine (and it is the truth) :D As i said if you are serious about removing any image that contains work from another author and poster did not ask for permission to post that image then you can delete half of the nexus images and ban more then half of its members. Ferelden models mod contains lots of pictures with faces and every face comes with some unique armor mod not made by author of ferelden models. Kirkwall exports mod comes with ported armors from DA2 that many players use when they take screenshot and post this images on nexus. Almost every user got armor for leliana from sacred ashes trailer and they all show their characters wearing that armor without asking author of the mod for permission. My own mods contain images with custom armors made by different authors that i like to use on my characters and everyone else does same thing. Well except for people who are making new armors :D Are you going to delete all those images and ban people? No one is breaking Terms of Service by doing this. Using your own screenshots that do not contain nudity, forbidden ported and copyrighted content - is NOT forbidden according to Terms of Service. When you change Terms of Service i will gladly pull off all my images and mods (even though they do have permissions or do not require one) from nexus.
  18. Not step by step instruction but little help: You need scripts to add items to your inventory: 1. You can use existing scripts (from mods) that will add item to your inventory for free 2. You can make new scripts that will take some gold from you and give you the item 3. You can create a script that will add that item to merchant for you to buy it. When you have script you need to run it somehow (and you don't want to use console). You can run 1 or 2 if you edit conversation with Tegrin and add a line that will run a script. For 3 you will need script to start as soon as you enter area i believe (i need to learn more about this myself).
  19. You shouldn't change original files only add to them using GDAs or override files using override folder. Im glad you got it to work :D
  20. No, you are not. Images that are created using rips or other techniques that would not be allowed to be posted here... are not allowed to be posted here. Doing so the first time would probably just result in the images being deleted by a Staff member. Doing so repeatedly after being warned would result in the poster's account being deleted as well. :armscrossed: Now that doesn't make any sense. What do you mean by "Images that are created using rips or other techniques" ? We keep seeing images that are showing in game play and on this images we see personaly modified versions of someone's mods. Authors are changing textures to armour and sharing their results with everyone on images section but are never sharing mods coz of permissions or other reasons. We even see images that are edited in photoshop or some other program that contain many mods from many different authors including modified versions of original work. No one ever ask original author if they can post an image coz his mod is shown on an image. If they need a permission from original author of the mod to post images then you can delete whole images section of nexus and ban everyone for sharing their images coz of this. Edit : You actually made me read Nexus Terms of service. This is what it says: "Aside from no nudity, you should only upload images that would be acceptable in the file database. This, importantly, means that you should not upload pictures of mods you are using that would not be allowed in the file database such as mods using ported or copyrighted content. Whether or not you use these mods is your choice, but please do not upload pictures of these mods in action to the Image Share section of the sites." Ported content - content from one game made available for another game. Copyrighted content - content from companies and people that is protected by copyright laws. (user mods are not protected by copyright laws but instead nexus is protecting their intelectual property so they don't fit in here) This means you can't put pokeball you ported from Pokemon game to Dragon Age Origins, take a screenshot and post image on nexus. That pokeball is ported content and is protected by copyright law. But Bioware allowed porting from DA2 to DAO so images containing ported mods from DA2 are acceptable in the file database same way as mods are. In other words they are allowed. So if im not using image created by someone else and if image contains only things that are allowed to be in DAO (no forbidden ported content from other games) and image doesn't contain nudity then according to terms of service im free to post images of my mods.
  21. I was playing with animations for a while and i figured out how to override them - finally :D Database wasn't the problem for me. You have to use animation blend trees if you want to replace some animation (if you want different name of your animation file) or just to preview them. Once you put your animation files custom.ani and custom.gad in your override folder that new animation will show up in animation event editor next time you start toolset. From event editor you can add events to animation - equipping and unequipping weapons, adding sounds etc. and you can export to local .evt file. Making animations shorter (cutting part of it) or faster or merging 2 animations together is still a mystery to me but i believe that some of it can be done in toolset. And for making new animations i guess you have to use gmax or 3dsmax.
  22. Idk much about animations but i know this: Animations are stored in anims.erf You probably did but i have to ask: did you use same file names when you exported them back to override folder? Can you preview (see how they look like) your edited animation in dragon age toolset? My guess is (this could be completely wrong) that they are also stored in database that toolset is using. There is animation event editor that always seem to be the same no matter if you add new animation or not... I still don't know enough about animations to tell this for sure. Anyway if you find out something please share your solution. There are almost no tutorials about animations.
  23. And im always free to show my mods on images section and show to everyone what they will never have :D Anyway im mostly interested in me having the game the way i want it so this wont be a problem for me. Problem with this is that something i make can give an idea or teach someone else how to do things and that person could make something even better (upgraded). This is the reason why im here on forums helping people telling them how to do things. Sharing is a good thing you know. Anyway thank you for your informations and answers.
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