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mcgoy

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Everything posted by mcgoy

  1. Since you could do the fix yourself, I would suggest creating your own mod that does the same thing that BagofHolding was meant to do. The BagofHolding mod was created by a different author. It would probably be much easier to create your own mod than try to unravel what someone else did based on the files available in the dazip file, figure out what is 'broken', and then repackage the mod so that it is no longer 'broken'.
  2. There are already responses on this thread if anyone wants more information on this type of question: http://forum.bioware.com/topic/110298-tints/ The thread was started in 2010, but there has been conversation in the last few days. I don't have anything to add to what DarthParametric is saying on the other thread. He would be the one that I would ask if I had questions so I know that I can add anything! :D
  3. You would be adding all of the rogue talents and have the issue with the damage/attack for the weapons being based on dexterity/strength while spell damage is based on magic. I remember reading a reference to it in the DAO wiki. You'll have to look it up because I really don't remember where I read it. Probably somewhere in the information about the talents.
  4. I don't know of a youtube video, but having read the toolset wiki for creating new class... I doubt that dyslexia is the reason that you are having trouble following it ;) I would suggest that you start with creating a new spell since you will need to create new spells (or talents) in order to create your new class.
  5. If you are creating a custom class, then you must be doing it through the toolset, right? In theory, yes, you can do this. You will have to decide whether you will work off of stamina or mana. You will have to decide whether the rogue talents will work off of magic attribute or the spells will work off of dexterity/cunning. Once you have made your decision, you will have to duplicate/rewrite the spells or talents to work off of the attributes that you have decided on. If you don't duplicate/rewrite, you end up with a weak mage and a poor rogue since splitting the attribute points across so many attributes (strength, dexterity, cunning, magic, and spellpower) means that they character isn't particularly strong at anything.
  6. When requesting mods, please be very clear about exactly what you want. If you want something complex, you might even identify 'this is what I really WANT, but these alternatives would still be acceptable.' Based on the original request, I don't know what it is that you are really requesting and I doubt that any other mod author knows what it is you are requesting either. Do you want banter? New conversations? cutscenes? a 'quest' to help Alistair romance Lelliana? I have no idea. (no, I'm not interested, not my type of mod)
  7. Create a chest with a new item in it. Locate the chest in a specific area using prcscr
  8. There is also a Redcliffe Village enhancement mod that changes Core/SP resources within Redcliffe Village. It could be in the "ton of others that I can't do without" group. Anything that changes Core resources especially associated with Chantry Quests and/or Redcliffe Village could be the culprit.
  9. YT doesn't mean that the 'yelling at' was within the Ser Gilmore mod. I've played that mod before and got the same 'wish I was there' speech even though he was in the party.
  10. As far as I know, Ser Gilmore doesn't say anything when Howe is being killed and doesn't realize that he was present when Howe is killed. It isn't a failed dialogue, the mod author just didn't override that particular conversation
  11. Much though I love my Mac - in the Mac world, everything revolves around 'not a PC' ;D They sometimes forget usability in favor of being different ;) However, the ability to create multiple virtual environments using Parallels is one of their finest features! Open to abuse, but as long as I remember to focus on the environment that I'm in, it works beautifully.
  12. Great idea. :cool: Won't work :confused: DAO, like 1st Rank PC games, requires the full capability of a modern graphics card. The absolute maximum VRAM I've ever seen possible with a VM is 512MB. Woefully short of what's needed to run the game. :sad: Ummmmm yes, it does. It must depend on the operating system and the software that creates the virtual instances, but.... iMac using Parallels, I have 3 virtual instances (could create more) of Windows 7. Two have the toolset installed. I primarily use two of the three instances. One I have the toolset installed and create mods; in the other, I don't have the toolset installed and can test my mods like a 'regular player'. Running both at the same time is so horrifyingly slow so I couldn't run DAO on both at the same time. The virtual instances can exist, I could install different mods, and I could play DAO on the different set ups.
  13. That was what I was told when I started creating Companion mods and based on the weird results if I forgot a Companion mod when I was creating partypickers.... It may not be RANDOM, but it isn't something that a human can determine just by looking! Now if you find out that it is alphabetical order with the last mod being the 'winner', let me know! I have a mod idea that..... The UE version has the official DLC only under \Program Files.... If it helps. I have carrots if you want to leave a trail to get out!
  14. First - yes, it would be better not to change Core/Single Player resources. I try to avoid it whenever possible. I think we all agree that the order is always: 1. DAO/Bioware code 2. Addins 3. Packages with addins overriding DAO/Bioware and Packages overriding both (if the same files are present) For dazip files/addins, the toolset creates the folder structure within the addin folder for that mod. A modder would have to manually agree to have two versions of a file in the dazip for the file to be located in a dazip in two places. Not that it can't happen, but it is more likely to be a bug than a feature :D Processing Addins before Packages is established as the order, but within Addins and within Packages, it seems to be ... random. I'm not going to repeat the testing, but here is the reason that I say that: Party Pickers - three mods with party pickers use the prefixes dt_ kc_ mer_ for file names and within the names of the dazip/folder. Based on the 'alphanumeric' theory, if I use zzz_ for my mod/file prefix, my partypicker will be used and I won't have to create override versions for each of the other partypickers. Experience tells me that this is FAR from true. It just gets hideously worse if both the appearance and the Companions that appear on the partypicker were modded. The appearance of the partypicker can be from one mod while the Companions that appear are from another. This causes the ever popular Companions embedded in (or under) the floor! This is true both within the Addins folder and within the Packages folder. As anyone who has had to release compatible partypickers can verify, you have to tell players MAKE SURE YOU HAVE ONLY ONE VERSION IN YOUR OVERRIDE. That doesn't usually help, but it makes the mod author feel better. ~~~~~ The same is true of modifying Core/SP resources within the Addin folder. If multiple mods modify the same resource, the mod that is actually used doesn't appear to have anything to do with the order based on the name of the mod. I would suspect that it has more to do with the "StringID Begin", but I'm not going to spend time trying to test that theory. Modifying Core/SP resources within Packages folder, I suspect that the folder names aren't that important or every modder would be naming their folders aaa_ or zzz_ to make sure that THEIR variation is the one that is used. ~~~~~~~ Order of installation is absolutely meaningless to the game. It may matter to the various mod managers or it may make it easier for the mod author to explain which files to remove for compatibility, but the game engine couldn't care less.
  15. For files installed with dazips, the folder stays in Addins, but any portions of the mod in Addins aren't used. any files in packages/core/override have to be removed manually
  16. Any mods in the Addins folder COULD have been disabled through the console rather than deleting them manually. In DAO, the order of installation doesn't matter. You still have to keep only one version of each file in the packages/core/override folder. You have multiple mods that override Core resources. Even if that override is for bug fix, it is still an override. Any mods that override the same Core resources are going to have a conflict.
  17. Perhaps I should say that I'm ONE of the people who has said that unmodded Denerim can cause lag/crashes. I'm probably not the only one that says it ;)
  18. I've said that - any number of times :laugh: That doesn't mean that I'm right, just that I've said it ;) Denerim has a large number of checks of plot flags, triggers, etc etc. Add that a can also cause lag. Combine the lag from a TON of mods with the tendency for Denerim to crash... A CTD is almost guaranteed. To 'get around this', try to end as many of the quests as possible and then go to Denerim shortly after you begin playing (from a stored save). It isn't perfect, but it is a work around. I suggest reducing the TON of mods.
  19. Did you revert back to a save before you installed improved atmosphere?
  20. This is rather long because I'm overly verbose, and because I've been thinking about response to this thread for a while. Loghain's fate, to me, is dependent on the media (game or literary) that is being used. Game/DAO: In DAO, the Main Antagonist (also know as the 'Big Bad') is the Archdemon. Although a lot of players wanted 'closure' or more options or whatever, Loghain was a subplot associated with making it a challenge for the GW to gather armies to take on the Archdemon/Blight. I know, you are gasping in horror, but the game was about defeating the Archdemon; not about who should be made the ruler of Ferelden. Within the GAME, Riordon and his offer to make Loghain a GW is a clear plot device, as was mentioned earlier. There is only one potion to turn someone into a GW. It was only offered to Loghain. If you refuse to have Loghain go through the Ritual to become a GW, Riordon doesn't suggest using it for anyone else. Personally, I see why Bioware set it up this way. The Landsmeet was the final obstacle before the final battle with the Archdemon. The game needed to 'move on', not spend half an hour deciding Loghain's fate. There are two options: --- kill Loghain --- do not kill Loghain (make a GW) Because this is a game, programming in all of the alternatives associated with 'do not kill Loghain' (and don't make him a GW) would not have been an efficient use of programming resources. Modding an Alternative - if it makes the player happy, but to me it changes too many Core resources and the other NPCs are going to react as if one of the two Bioware options was selected. Literary work: A book/story set in Ferelden during the Blight has a lot more options, but has to settle for only ONE fate for Loghain. But more logical fates can be considered and each alternative doesn't need to be written, just the one that is considered 'best'. --- live and have freedom --- live imprisoned --- die in dual with GW --- die through execution The 'live and have freedom' option is incredibly illogical. Although the GWs don't have long lives, they are free while they are alive. Letting Loghain become a GW gives him another chance to have power even if it is 'only' within the GW hierarchy. This is hardly a punishment. Regardless of opinions about Ostagar, Loghain tried to rule the country while there was a reigning queen (Anora). Trying to take over a country is considered a BAD thing regardless of specific actions or inaction in Ostagar. He did not act as a counselor for Anora or to support her with the Ferelden army. He acted as ruler, with Anora as a figurehead at best. Alistair was right, making Loghain a GW isn't a punishment. And he DID commit crimes so slapping him on the wrist and saying 'naughty, naughty' isn't an option either (i.e. if he isn't made a GW) Die in duel with the GW (or Alistair). In Real Life, it is hard to 'mostly kill' someone and stop when they only have 1 hit point left so that you can decide their fate. Fighting with the weapons that they have in DAO, it is most likely that Loghain would have been killed. This is an easy solution, but not necessarily the 'best' solution. Loghain might have preferred dying during the duel with the GW or Alistair; to a certain extent, he might feel that he fought an opponent more worthy than he had believed and lost. Die through execution. This would allow all of the various speeches and the duel could have been 'to first blood' rather than to the death. Granted it takes a LOT more work to get first blood when an opponent is wearing massive armor, but it could be done. After the duel, he could receive the death sentence or live imprisoned. Live Imprisoned. This is actually one of the more logical choices, but has some dangers as well. If Anora becomes Queen (with or without Alistair), it is a career limiting move to kill her father. She probably likes him and the person who killed him is likely to spend an extended period of time on her "people I don't like and will send on life threatening missions at the drop of a hat" list. To keep Anora 'happy', imprisoning Loghain might be a good alternative. But there are dangers. Up until the beginning of DAO, General Loghain was a well known hero. The majority of Ferelden citizens may still consider him a hero because they will not be aware of the actions that led to his imprisonment. General Loghain was also known for his ability as a tactician. The army remains loyal (as far as I saw) to General Loghain. All of these conditions make an attempted rescue/escape an ever present danger. As the father of the Queen, he can't be thrown into the deepest dungeon, but he does have to be imprisoned somewhere that he can not escape from. I would consider Loghain Lawful Evil - being Lawful means that he might accept exile and live by very stringent conditions on not interfering with Ferelden ever again. An author might be able to make the argument that with his given word, his 'imprisonment' doesn't need to be onerous. I consider some form of imprisonment a valid form of punishment. Tranquil - Thought I would throw this one in since it was discussed. Having no emotions doesn't mean that he wouldn't act against the throne in the future. If logic tells him that Alistair and/or Anora aren't ruling Ferelden wisely (by his definition), he could easily decide that they should be removed from power. Being made Tranquil wouldn't change his ability as a tactician so he would still be capable of planning/executing a coup. An author would have to decide which fate awaits Loghain and then make sure that there aren't any logic errors or obvious plot devices like Riordan's ONE potion for the GW Ritual. My PERSONAL opinion is that I wouldn't include Riordan's offer to make Loghain a GW in any literary work or would make it a 'non starter' as an option. Riordan is needed to explain why a GW has to take the final blow and the results of being the GW who kills an Archdemon. Riordan, as the senior GW, attempting to kill the Archdemon is also an interesting event since the GW & Alistair can hope that he will succeed. (Note: for the person, I don't remember whom, who said that Riordan was wearing armor, no, he wasn't. Riordan knocked out/killed the guard and took his armor. You can see Riordan's "without armor" arm come through the bars when he attacks the guard. If I remember correctly, you can see the guard in the background.) I need to get a life so that I don't think about these kinds of things when I'm not at my home computer where I have access to Nexus. :laugh:
  21. Would it work to decrease her approval (FeastDay Pranks) and improve her approval again (more slowly) while having conversations with her? It sounds logical on the surface....
  22. It is, and isn't, a bug - at least in my experience. If you look at the action that the Companion is trying to take, you will typically see that he/she doesn't have the magic necessary or the stamina or is waiting to take another health potion because he/she just took one and more time needs to elapse before he/she can take another
  23. Improved Atmosphere is not a mod that I play. Feel free to destroy the items if they make you unhappy, it is easy enough - just open your inventory........
  24. So you installed God items and now they are overpowered? Who would have guessed? :huh: You can remove the mod or disable it. You can sell the items that you find overpowered. You can destroy the item by right clicking on it and then choosing to destroy rather than equipping it.
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