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mcgoy

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Posts posted by mcgoy

  1. Or - side with the mages and save both the hussy and the brat. It depends on the Origin of the GW, but my GWs often go to Redcliffe before the Mage tower. The conversation options to go to the Mage Tower before making a decision often comes up.

  2.  

    win10 updated last weekend

    a standalone mod is not going to cause the problems with the lightmapping

     

     

    laptop

    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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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)

  10. 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.

  11. 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.

  12. 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.)

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