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DwainDibley

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Everything posted by DwainDibley

  1. I would also suggest running "Dragon Age CharGenMorph Compiler" to eliminate any conflicts there.
  2. You can try editing your saved game with pyGFF's editor.exe. Open your saved game, (the *.das file) expand section '16001', and delete "pre100ar_kings_camp", save, load and play. Everything should start working. Let me know....
  3. Because I like to play with, and modifying other people's finished games, more than playing the game, and I don't have a saved game with Q&L finished in my collection yet. It's like when I read a book, I always read the ending first.... By the way, thanks for 'Dailana'. *Oh, and I like all the save points along the way to the ending as well, it makes it more fun to be able jump into the game at any point.
  4. Hi all, Was wondering if anyone would happen to have a finished DAO game that includes the Quests & Legends add-on? If you do and could upload it, it would really be appreciated!! Thanks... :smile:
  5. Probably still has a darkspawn somewhere out of sight that needs killing. That happened to me once at that stage of the game, it was stuck on a ledge of the castle wall right at the boundary.
  6. Be a pal and tell everyone how you fixed it, in case it happens to someone else....thanks.. :thumbsup:
  7. Within "Documents\BioWare\Dragon Age\Settings\" there are a couple of files " addins.xml " and, if you're using mod manager, the other will be " DAModmanager_Override.xml ". These two files, (especially addins.xml) tells the game what mods you have installed. When you did the repair, it apparently installed a new version of the addins.xml with a new one, deleting all references to your installed mods. If you don't have a backup of those files, then you'll probably have to reinstall all your mods from scratch.
  8. Here's a couple that might meet your qualifiers: Dailana - Slot_55 Vexille - Slot_42 I've downloaded just about all of them, most are just starters or end of games and some aren't saved games at all, just char files.
  9. There are over 100 saved games you can choose from here: Dragon Age: Origins » Saved Games
  10. I created "gen00pt_party_doug.plo", when toolset compiled it, it created the file "plt_gen00pt_party_doug.plo". The original "gen00pt_party_doug.plo" is referenced in toolset. "char_stage_valeria" is the stage currently in use, which Doug and all the others are presently staged.
  11. It was in the saarebas mod. Thanks to LadyHonor's links, I created my own "plt_gen00pt_party_doug.plo", but I have as yet been able to get it to compile the "doug_module_core.nss" I created by unsuccessfully following the instructions from the same link. Here's the error I'm getting now: E: 23:56:59 - doug_module_core.nss - doug_module_core.nss(30): Variable defined without type (while compiling var_constants_h.nss) #include "wrappers_h"#include "party_h"#include "camp_functions_h"#include "plt_gen00pt_party_doug"void main(){ event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); object oEventCreator = GetEventCreator(ev); object oHero = GetHero(); object oParty = GetParty(oHero); int nEventHandled = FALSE; switch(nEventType) { case EVENT_TYPE_MODULE_GETCHARSTAGE: { //ONLY DO THIS IF YOU HAVE A STAGE WITH EVERYONE'S CHARACTERS IN IT SetPartyPickerStage("char_stage_valeria", "partypicker"); break; } case EVENT_TYPE_PARTYMEMBER_ADDED: { object oFollower = GetEventObject(ev, 0); if (GetTag(oFollower) == "gen00fl_doug") { SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0); WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, FALSE); AddCommand(oFollower, CommandJumpToLocation(GetLocation(GetHero()))); WR_SetPlotFlag(PLT_GEN00PT_PARTY_DOUG, DOUG_IN_PARTY, TRUE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_DOUG, DOUG_IN_CAMP, FALSE, FALSE); } break; } case EVENT_TYPE_PARTYMEMBER_DROPPED: { object oFollower = GetEventObject(ev, 0); if (GetTag(oFollower) == "gen00fl_doug") { WR_SetFollowerState(oFollower, FOLLOWER_STATE_AVAILABLE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_DOUG, DOUG_IN_CAMP, TRUE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_DOUG, DOUG_IN_PARTY, FALSE, FALSE); } WR_SetObjectActive(oFollower, FALSE); break; } //The section below returns followers to their positions in camp when world map is closed case EVENT_TYPE_WORLD_MAP_CLOSED: { object oPC = GetHero(); object oFollower = GetObjectByTag("gen00fl_doug"); object oArea = GetArea(oPC); string sAreaTag = GetTag(oArea); int nCloseType = GetEventInteger(ev, 0); // 0 for cancel, 1 for travel if(nCloseType == 0) { if (GetLocalInt(oArea, AREA_PARTY_CAMP) == 1) { if(GetFollowerState(oFollower) == FOLLOWER_STATE_ACTIVE) { //Creature's camp position - should be same as used in spawn in camp script vector vTent = Vector(138.564f, 111.815f, -1.08586f); location lTent = Location(GetArea(GetHero()), vTent, 180.0f); command cMoveFollower = CommandJumpToLocation(lTent); SetFollowerState(oFollower, FOLLOWER_STATE_AVAILABLE); AddCommand(oFollower, cMoveFollower); WR_SetObjectActive(oFollower, TRUE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_DOUG, DOUG_IN_PARTY, FALSE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_DOUG, DOUG_IN_CAMP, TRUE, FALSE); } } } break; } }}
  12. I got it working again by manually deleting Jory and Daveth, and changing the race of the hobbit from its "10" to that of a dwarf "1". I put it back on "10" before entering the tower of Ishal, only to have the game brake again after killing the ogre on the top floor, everybody just stood around looking dumbly at each other. I figure it had to do with the story line being hard coded towards race and hobbit "10" ain't in it. I suppose if I were artistically inclined I could have created icons for the hobbits, as well as the Qunari females I have scattered about the game, but I'm not so, I just use what's available.
  13. No, the "gen00pt_party_saarebas.plo" is in game. Thanks for the link, I'm sure it will prove useful
  14. "gen00pt_party_saarebas.plo" is pre-existing. Do I have to make another? If so, is their any guide for doing it?
  15. I tried that very thing with "Hobbits", a dwarf shrank down to 0.60 scale. First, creating a new character, I could get the race identifier to work but it wouldn't show the actual hobbit, I had to add the hobbit manually after character generation. All worked fine until the Joining at Ostagar , there the game broke with Daveth and Jory still alive and following my hobbit around like puppies, and no other trigger working. I can add hobbit followers and hobbit NPCs to the game and they work just fine, the game acknowledges them as a race distinct. I have yet to create a homeland for them though, Something about shrinking all those huts, buildings and rooms to fit their scale is a bit much.
  16. I wanted to add new party members to camp so I thought the easiest way to do this would be to take a pre-existing *.nss file that has already been complied into a *.ncs file and use it, changing the new party member's name. Well, I can't get it to compile. Even in its original form it won't compile and it gives me the same error reason: "saarebas_spawn_camp.nss - Unable to get the resource information for "gen00pt_party_saarebas" of type "plo" " Here is the *.nss file that is already working as an *.ncs #include "utility_h"#include "wrappers_h"#include "party_h"#include "camp_functions_h"#include "plt_gen00pt_party_saarebas"void main(){ object oFollower = GetObjectByTag("gen00fl_saarebas"); //Follower's position <--- you should change vector below to your desired position in camp vector vTent = Vector(135.252625, 118.686562, -0.274021); location lTent = Location(GetArea(GetHero()), vTent, -140.332153320); command cMoveFollower = CommandJumpToLocation(lTent); Camp_PlaceFollowersInCamp(); if(GetFollowerState(oFollower) != FOLLOWER_STATE_ACTIVE) { SetFollowerState(oFollower, FOLLOWER_STATE_AVAILABLE); AddCommand(oFollower, cMoveFollower); WR_SetObjectActive(oFollower, TRUE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SAAREBAS, SAAREBAS_IN_PARTY, FALSE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SAAREBAS, SAAREBAS_IN_CAMP, TRUE, FALSE); } else { SetFollowerState(oFollower, FOLLOWER_STATE_AVAILABLE); AddCommand(oFollower, cMoveFollower); WR_SetObjectActive(oFollower, TRUE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SAAREBAS, SAAREBAS_IN_PARTY, FALSE, FALSE); WR_SetPlotFlag(PLT_GEN00PT_PARTY_SAAREBAS, SAAREBAS_IN_CAMP, TRUE, FALSE); }} How do I go about fixing that "plo" error? Thanks
  17. What's the extension (the three letters after the period in the file name) on the file you're trying to open? If it's " *.zip " or " *.rar ", you'll need a program installed that handles those types of files, such as WinZip.
  18. OK, I installed the mod and only got the 'one sack' auto-loot ability, what that other icon on the same line in yours is, I don't know. Sorry.
  19. Why are you calling "auto-loot" a second ability? Once installed, "auto-loot" means exactly that, all the junk laying around is automatically added to your inventory, it's not an ability, you don't get to choose. Now if it's not functioning, that's a different matter.
  20. What do you mean by "no signs of it", did you install the dazip with DA's "Content Updater", or did you use another modmanager ?
  21. What "second ability" are you referring to? If you're talking about that second checked box in the picture, that's a separate mod "Beyond Ferelden Base Chest". By the way, all " Auto Loot " is going to do is fill your inventory with junk.
  22. You can try copying " addins.xml " from your old " Dragon Age\Settings\ " folder to the new one. Save the one that's in your new game first, in case that old xml crashes the game. Copy The contents of " Dragon Age\packages\core\data\*.* " and move them over too. Your old " chargenmorphcfg.xml " should still work.
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