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StevoSegalovic

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Everything posted by StevoSegalovic

  1. There is tutorial (7 parts) on youtube about making new hair. its using blender and that script. that should explain things for you.
  2. "The path to success for Win7 amd64, Steam, and SQL 2008 Express" What windows are you using? Did you install SQL 2008 Express?
  3. Im not sure what you want but seems like you want more item variations if so you need to learn about G2A files You are not "touching" (changing) models in toolset, you are only choosing what model you want to use for your item. that is decided with item variation field.
  4. The problem is, I don't know anything about modding, so can anyone show me how to do it? Thank you! Tools you need: Dragon age toolset(to make new item or edit existing one), Find a tutorial on how to make new module on youtube. You dont need new module for this but its best to do everything in your module rather then in single player module. There are lots of tutorials about making new item on youtube. If you think others would like to have same mod - share your work when you are done. Time to learn this : 2 hours max
  5. http://wiki.tesnexus.com/index.php/Using_Dragon_Age_Mods_for_Dummies
  6. This will help you: http://jerbecca.wordpress.com/2011/03/04/get-dragonage-origins-toolset-on-64-bit-windows-7-steam-and-sql-express-2008/
  7. maybe this one http://dragonage.nexusmods.com/mods/1973
  8. This should work: Create new script in your module. module and owner module should be your module name. I believe you have to set this script in module preferences after you create it. This is what script should contain. void main() { object oPC = GetHero(); // with this you are saying that player character will now be called oPC and that it is an object CreateItemOnObject (R"replacethiswithnameofyouritem.uti", oPC); //here you say give this item to oPC. R stands for resource } Save script as replacethiswithsomename.nss (You will later type that name in console without .nss part)
  9. You have almost everything double from me but im playing on high/very high settings. There are some mods that do small changes but that changes improve fps. Things that slow down fps are mostly vfx effects so mods that remove ground circles and mods that remove effects from sustained abilities will help you get more speed. Also mod that changes running during combat seem to improve things as well.
  10. Try this test. Create new morph using human male base. Once you create your morph export it as .mop file. rename that file to hm_cps_p02.mop and put it in override folder. start DAO and choose new game then choose human male warrior noble and preset number 2 should be your morph. Backup your chargenmorphcfg.xml file. Make sure you only wrote mop file not mrh or mor in chargenmorphcfg.xml. Use chagen compiler program to remove bad references. This should remove crashes.
  11. There are no horse models in dao. Someone should make them. Horse model with white brown and black texture colors would be great to improve dao world. there are hallas so there should be horses as well.
  12. You cant have 2 files with same file name in same folder. When you try to put chargenmorphcfg.xml in override and there is already chargenmorphcfg.xml windows will either rename chargenmorphcfg.xml to chargenmorphcfg(2).xml or replace existing one. Chargen compiler will not recognize chargenmorphcfg(2).xml so it wont be merged. To properly merge 2 files make sure one chargenmorphcfg.xml is in override and one chargenmorphcfg.xml is in override/subfolder before you compile. Also make sure they are both named chargenmorphcfg.xml You cant really organize files in any way other then put files from one mod to one subfolder and files from another mod to another subfolder. To help you what is what: files that end wtih .mor .mop - are faces .mmh .msh .mao .phy - are models (armor, weapon, hair...) .dds - are textures (skins, colors, tattoos ...) .erf - are packages that contain some of the above files. Make sure you organize mods when you install them.
  13. Hi katiebour! First of all i would suggest that you install dragon age toolset if you haven't already. Tlkedit, PyGFF editors are used for DA2 as far as i know, but dragon age toolset gives u all this tools and lot more. (you get gff editor erf editor and lots lots more goodies included :D ) Also you should get DATool it lets you see all in game models. Once you have that you can make items, creatures, ... almost anything really. Now about this mod you want to make. I really like the idea and im trying to make something similar. Maybe we can work together if its same idea. Do you want to create 1 staff that will attack melee or all staves in game to be melee? I think creating a sword and retexturing wont work since it will still be sword model used. My idea is to create new item variation for sword that will have staff model. That means you would have to create item variation .gda file. Read more about GDA files here http://social.bioware.com/wiki/datoolset/index.php/Extending_GDAs_tutorial Once you have new sword variation you could use toolset to create new item or edit existing item and use your new item variation (model). In theory it would be a sword that looks like a staff but hits and animates like a sword. Some warnings with gda files: always add _something to sheet name in your xls file, never modify original files and try to use only rows you need to make your mod compatible with other mods that use other rows. I hope this helps and good luck.
  14. I think the OP meant "I got all the mods I was trying to get working, working..." :laugh: (Oh, and in your list of how to make mods work, you left out CC appearance mods that require integration with the CGMC.xml... :tongue: ) I am under impression that he only installed .dazip files and now he thinks he got all mods installed. I downloaded almost 10 GB of mod files and maybe 10 of them use .dazip install. So if hes trying to review something he could try 99% of mods he didn't manage to install at all. You can try to explain him how to compile CGMC.xml when hes back :P :D
  15. Hi nipnapcreations! 1. The easiest way to change face would be to use this http://dragonage.nexusmods.com/mods/428 2. CharGenMorph Compiler is created to merge 2 or more chargenmorphcfg.xml files into 1 chargenmorphcfg.xml file so after it merges files there is only 1 left and you dont have to delete anything. there might be backup file chargenmorphcfg.xml.bak but you dont have to delete that one either. 3.subfolders dont matter if you put in override/sub1/sub2/sub3/ mod should still work. But i think someone said that if you use mods that have same filenames then one of them takes priority acording to its location. i think ones in subfolders get priority, could be wrong on that. 4.there are bunch of mods that are all related to one called Sappho's Daughters its all lez mod and lots of adult content so if you are into that kind of mods you can download it from social bioware pages. Hope that helps.
  16. I wanted to help but i already know you know how to edit utc files to give him different items :)
  17. If you played Darkspawn Chronicles DLC then you know it is possible :)
  18. You were on the right path. You have to edit or create new item to serve as a replacer. You can do this easily in toolset. Your problem might be item variation field. When you choose light armor in base item type field you will probably find armor model you are looking for in item variation field, but you wont find that same model if you choose massive armor in base item type field. In order to add new item variation for massive armor you will have to make new item_variation_xxx.gda file. GDA also called 2da (2 dimensional array) files, although the name sounds scary are just simple tables made in excel and converted with excelprocessor.exe . You have all you need if you installed toolset and have it running. Steps you should make: 1.find ItemVariations.xls in Dragon Age\tools\Source\2DA\rules and open it in excel (DO NOT SAVE ANY CHANGES IN THIS FILE!) 2.find armor_massive_variation sheet and copy first 4 rows (everything from A to H) 3. make new file in excel and paste everything there. rename sheet to armor_massive_variation_f ( _ means it adds something new) 4. change label from "massive armor a" to "massive armor f" , change ID to something higher then 10 5. change model subtype to whatever is the filename of model you want to choose for your armor(example if you like light armor that has filename "arm_lightsuperultracool_a.msh then you will put lightsuperultracool as model subtype. 6.Save this file as whatever you want. 7.Drop this file in excelprocessor.exe to create gda file (name of the gda will be same as sheet name) 8. drop this new gda file in override folder where all your other mods are installed 9.restart toolset and now you should be able to see your new armor from dropdown in item variations of massive armors. (If it didnt work try to repeat steps 2-9 but try to put higher number for id) 10. Now you can edit existing item or create new item and use your item variation (model).
  19. You need this mod to geth the hair model http://dragonage.nexusmods.com/mods/2636 . But that wont let you have option to use it in character generator. To add it to chargen you would have to edit chargenmorphcfg.xml file. Dont try to do it if you dont know what you are doing, even if you know what you are doing make sure to backup original file. You could alternatively make new morph in toolset and use flemeth hair model and then customise your char then make a preset and import it in game.
  20. Its not in utc file. Things like that are made by using scripts.
  21. Seems to me you are so lost. First of all there is not any living person that has all mods installed and working. Imagine a game as a car. You cant upgrade all parts and still have all parts installed and working. Every mod changes some part of the game. There are many mods changing same parts of the game so that mods don't work well together - they are not compatible. For example one mod changes Alistairs hair to long and other mod changes his hair to short - both cant be installed and work together. Now how to actually install different mods: 1. Drop downloaded files in override folder - some mods just tell you to do that. no aditional program is required 2. Mods that have .dazip suffix - install them by using daupdater or dao-modmanager or da modder 3. Mods that have .override suffix - install them by using dao-modmanager (just drag and drop them in override window area). Idk if da modder can install them.
  22. Mod is now on nexus on this link but i still need help with animations... http://dragonage.nexusmods.com/mods/3493 NVM i got help from someone.
  23. I'm making a mod for DAO that will put swords (and other weapons) on hips instead of characters back. Problem is game is still using same animation when entering and exiting combat (trying to take a weapon off char's back). I need to get new animations to work with new weapon placement but not sure how to do this. I found some animation lists but not sure what to do with them. Do i need to use scripts to add or replace default animations? I need help from someone who knows how animations work.
  24. 1. File -> new morph 2. right click next to help button then choose morph editor It should be visible then.
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