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mcgoy

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Everything posted by mcgoy

  1. woooooo like the crystals parasitizing Shale concept!
  2. https://www.nexusmods.com/dragonage/mods/4245 I can not say for 100% sure because it has been so many years - but I think that the version I uploaded to Nexus will upgrade Shale's crystals based on level. Not that the mod request isn't valid, but there may be an alternative while waiting for the mod.
  3. https://www.nexusmods.com/dragonage/mods/4442 Contains multiple B2B files for mod creators to assist in creating mods As far as making it look like Camp... you aren't going to be able to roam around, but you could probably use a part of the Camp area as the Party Picker (be aware that this impacts your character creation screen so changing one will impact the other)
  4. a standalone mod is not going to cause the problems with the lightmapping Although laptops have improved in recent years, it is very likely that you are pushing the limits of what your laptop can do with the game, the mods you've installed, and the new levels/areas that you are creating. My GUESS would be that the standalone mod is the straw that broke the camel's back rather than the source of the problem.
  5. Mostly "no" It would take effort, but I've seen it done. In the case I'm thinking of, the modder copied/used some resources from another mod in her own mod/toolset. She made changes to the copied resources. This caused, and I quote, "weird stuff" since she also had the original mod installed. To fix this problem, she deleted the copied resources from the addins folder (not the toolset, from the folder). This caused even more problems which she had a huge problem tracking down because she had made a lot of changes before deleting and even more changes after deleting so she didn't know what caused the problem. If you take no action beyond installing a mod - no, it can NOT break your toolset If work at it, you can break your own toolset using resources from someone's mod. You would actually break your own toolset, but another mod can be the tool that you use to do it.
  6. I'll have to look it up in code and I don't have time right n ow. I used a 'unique item' that the character had to use to get the specific spell or talent. But I don't have time to look up the specifics
  7. stages don't appear to work with objects. My method was to 'force' the GW to be in a set location (after starting the conversation). I can't say that it was an ideal solution, but cameras/staging didn't appear to work the same way and controlling the specifics of interacting with the placeable wasn't really central to the mod The B2B file is at: http://www.nexusmods.com/dragonage/mods/4442/? The one you want is Mer_Storage. I can't SWEAR which version of the B2B, but I'm pretty sure that it has the interaction between the GW and the placeable.
  8. it needs rotation, but I can't swear that using the rotation from .are is going to work. You appear to be using the 'first number' from the item using the area file method. I don't know if that is the correct number to use when there is only one orientation number. to make sure that the dialogue occurs regardless of where the player has the mouse, you would have to 'brick' the door rather than having one placeable dead center. and you have other options, it isn't like being able to talk to a door is a natural occurrence so that you have to do it that way or break immersion. You could use some other object or add a guard to the door for this conversation about whether you want to go to a day or night area. Or there is an 'invisible trigger' that some have talked about using to start conversations. Or you can do it as a part of the 'area' script that you are transitioning to.
  9. There is no reason for the invisible box to be 'on the ground', it is a matter of changing the x, y, z, or orientation to change the position. I've used the invisible placeables and don't have this problem. If you have created a new character stage, you will need to make it compatible with the character stages from the Companion mods. If you want your mod to be compatible with any of the other Companion mods.
  10. Or - use existing resources Invisible Object, Medium (Dialog) Invisible Object, Small (Dialog) Area Transition, Tevinter, Double (multiple options) Area Transition, Invisible (multiple options) All of these exist as options for placeables. For the object that is to provide a dialogue, put the invisible dialogue object over the existing placeable so that the player encounters the invisible object before they can click on the visible object. If it isn't big enough, use more than one invisible object. If you use the same dialogue file, it will be transparent (I crack me up) to the user that they aren't clicking on the visible object. For the Tevinter door, there are multiple Tevinter doors available for area transitions or you can put an invisible area transition over the Tevinter door that you want to use. Again, the player isn't going to know that they are going through an area transition based on an invisible area transition.
  11. if the file is supposed to be a dazip and a browser changes it to a different extension, just change the extension. Be careful to confirm that it was SUPPOSED to be a dazip file. Because of the 'helpful' browsers that change the extension, I've started to upload .zip files that include the .dazip, release notes and whatever else I decide to put in there. If the file wasn't supposed to be a dazip, changing the file extension isn't going to make it work.
  12. http://www.gog.com has frequent sales and the game (ultimate edition) can be purchased for as little as $4.99 - when it is on sale. They include the toolset, I'm not sure if they patch to 1.05 or not. Now on to the important stuff. Your fixpack was the first that I used and I still use it today. It is one of my 'must have' mods. When Bioware said that they were going to shutdown their DAO sites, it was the first mod that I made sure I had a copy of. Of course, I would love it if you decided to work on it again. (Note: it still works with my copy of 1.05, I've had no problems with it. It might have worked BETTER on 1.03, I have no way of knowing that)
  13. http://social.bioware.com/wiki/datoolset/index.php/Tutorials And there are other pages that I consider 'tutorials' even though they aren't labeled that way. I suggest learning to use B2B files to learn about modding as well, there are multiple mod authors that included the B2B files and I found them very useful while I was learning. My own are at: http://www.nexusmods.com/dragonage/mods/4442/?
  14. Or - right click the resource, check in, right click after checked in, select properties, and change the folder.
  15. http://social.bioware.com/wiki/datoolset/index.php/Adding_a_new_spell_tutorial Tells how to add a new spell and is the one that I use. The concepts are the same, the details are different. If you don't want to manually move files, use Tools (dropdown) Export Export without dependent resources I recommend http://social.bioware.com/wiki/datoolset/index.php/Main_Page The information is only as good as the person who wrote it, but there is some excellent information there.
  16. Out of curiousity, which tutorial? The changes for what you want to do, most likely, need to be made to core resources in the files that have the spell constants. I suspect that you would then need to recompile all of the programs that reference the file(s) that you changed. This is not the type of change that I make - ever - so I'm not sure if you would need to compile (re-compile) and programs/scripts or not. You may have to make changes to the gda files as well, depending on the types of changes you are making.
  17. That does not sound like a good idea. Ms. Black was paid by Farscape to act those lines. I think that you would have to get permission from the production company behind Farscape. http://social.bioware.com/wiki/datoolset/index.php/Voice-Over contains information on setting associated with voiceover lines
  18. the name of the icon goes (GDA) in the icon column (no file extension), of course, the icon must exist namestrref, descstrref, tooltipstrref, and strid_effect should hall of strings associated with them. My most common mistake is to have a space after the number or string.
  19. Did you add the icon to the gda? The issue is with the gda or string. I know I never had to add to do anything in the scripts
  20. I can't respond in detail because I'm using my tablet at work Your code is probably fine, you just need to add new strings through the string editor and then add them to the gda. I suggest going to the toolset wiki, search on 'adding a new spell' and an example should should show up. You already have the hard part done.
  21. http://social.bioware.com/project/1586/ the same mod on Nexus is at: http://www.nexusmods.com/dragonage/mods/500/? I haven't tried this so I don't know that it will work or if it is needlessly complex. I came across this mod and bookmarked it (copied and downloaded as well!) I know that it isn't how I would edit it using the toolset, but I hoped to use the concepts to learn how to translate later. There are some who have done translations into other languages so I hope they will answer as well. (Note: this question might belong in another section since you are requesting information rather than a mod.)
  22. It would be a really good idea to open them using the toolset since they need to be compiled....
  23. You're quite welcome. With the BSN shutdown and the age of the mod itself, it isn't a mod that is easy to find.
  24. Here is the mod that I use that fixes that: http://social.bioware.com/project/2563/#files
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