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mcgoy

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Everything posted by mcgoy

  1. You don't have to import the dlg file into the toolset; it is already there. I learned how to add more 'branches' to a conversation by using that tutorial and doing a bit of experimenting. I suggest starting here: http://social.bioware.com/wiki/datoolset/index.php/Main_Page and exploring the toolset and its capabilities. I always suggest starting with a small/easy mod to start with. You should also look through several files to find out what the possible ramifications of making this change are.
  2. If you are making a request, this should go under the "mod request' section. To do this yourself http://social.bioware.com/wiki/datoolset/index.php/Conversation_tutorial is the link for the conversation editor. You will need to learn more about using the toolset than just what is on that page, but it is a start.
  3. Only a handful of corpses SHOULD be lootable after they decay and most SHOULD disappear because they never had anything to loot to begin with. I addressed the slain militiamen from the Redcliffe Night battle previously I have no idea why they highlight and I don't have a 'looting icon' so I'm guessing that you have one or more mods installed or you are trying to loot bodies that never had any loot to begin with.
  4. Most corpses don't have any loot and if they disappeared, there was no loot to be had. The only exception is Redcliffe Village, Night Battle, you are supposed to be trying to SAVE the militia men so looting their bodies isn't supposed to be a priority. When they die, all of their equipment becomes available as loot. BUT and this is a huge BUT, you have to loot them before the battle is over. Once the battle is over, you leave the 'night area' and their bodies are gone. If bodies are disappearing without allowing you to loot them anywhere else, they didn't have anything to loot. (as Thandal said)
  5. You did a install of DAO on the D drive - which is your custom installation since the game installs on the C drive by default. And now you are having trouble installing the patch because it automatically goes to the C drive. I'd say that is your problem. Regardless of what happens with other games on your laptop and the laptops of others, when the error messages tell you that they can't find a game on the C drive that you installed on the D, THAT is the problem that you have to resolve.
  6. This is why I say up front that I don't know anything about hardware! (or firmware or whatever it is considered)
  7. I'm SO not an expert on hardware so I can't speak to your setup. That said. 'never install on the C: drive'? so where is it installed? Are you playing DAO or DA/Ultimate? Did you get 1.05 to installed? When I originally installed DA Ultimate, there was horrendous lag (screen didn't go blank, but it would just 'stop' at various points) with the lag sometimes result in a Crash to Desktop (CTD). 1.05 helped so that there was less lag and 'crash to desktop'. I also have a computer that barely meets the requirements to play Dragon Age and the lag seemed to be worse when I had an internet connection that was active while playing. In my case, installing 1.05 AND not logging on while in the game resolved the lag/CTD problems. I'm sure that it won't for everyone, but it did for me.
  8. Been a long long time since I've played..... I believe that one of the 'unfriendlies' carries the key that is required to unlock that door. if this is the door that you have to go down from the main floor and then back up to the locked door, there is definitely a required key carried by one of the 'monsters' in the area before you get to the door. There is a potential for mod conflicts especially if you have 'looting' specific mods installed. Edited: nearly forgot some Companions added by mods have issues when trying to pick up quest items
  9. Content removed to quit wasting croc123's time For those who didn't read the original content, croc123 is not interested in ANY links to the toolset wiki or advice to read the instructions posted by the mod author.
  10. An idea, I can do. exptable is an excel spreadsheet (gda for the mod) that has the amount of experience needed for each level. I don't know what each column does and what the ramifications would be for some of the changes. But I think that file is the one that you need to modify. Some things to research - GDApp and excelprocessor
  11. Who do you put in your party? - name names! ;D
  12. I tried to be nice and didn't post my initial response because I thought it was too blunt. Since I was evidently withholding information - I should have just posted it. No, I'm not jealously guarding the knowledge. I have no desire to do the work for you, look up file names, find links to pages in the toolset, etc etc. As Thandal said, the search I recommended is a part of the basic Windows Operating System functionality. I would have to use that search to answer your question so I was suggesting that you do your own search. Once you know all - you can create the reference table that you believe someone should have already created. Because you have permission from the original author/developer doesn't mean that the Toolset recognizes that you have privileges to alter a file. If there is already a file with the same name the toolset may not recognize two copies of the same file with the same name or you may have to move the file you want to change to another location, etc etc etc It has been over a year since I looked at editing a file from another mod that I had permission to change. I had to 'mess around' with the toolset until I found a way to edit a file that I had the author's permission to change. No. I am not going to spend a few hours with the toolset so that I can recreate those steps and write them down for you. The information doesn't exist? I must have learned through the psychic friends network then. I sure thought I searched the toolset for information to see how various files interacted. I thought I spent HOURS going through excel spreadsheets figuring out their interactions. I thought I spent even more HOURS going through the toolset wiki and B2B files to see what others had done and documented. And I thought I spent countless HOURS writing scripts and testing to figure out how to get things to work. But you're right, it was pointless for me to spend all that time because the information doesn't exist. I'm telling you to learn exactly the same way I did. There is no guide that I'm aware of so I had to do my own research. If I recall, you are trying to edit a .uti file. A .uti is a saved/exported version of a .utc (if I remember correctly). It isn't the easiest type of file to edit. No, I don't know of an instruction manual for how to edit a .uti file. No, I don't typically edit .uti files so I can't give you step by step instructions on how to edit a .uti file. A .uti file doesn't appear in a palette. How do you know what file does what? See earlier statement - you spend hours in the toolset, hours in the wiki, and it is good if you already know how to program so that you understand the concepts a little more quickly and how the interactions work. This is a statement I made through private messaging. And this situation is exactly why I say "start small and work your way up to complex" You have started by trying to edit an existing mod that alters Core resources and is very complex. You started with something complex, got frustrated, and are taking your frustration out on others because we aren't giving you step by step instructions on how to do something that we have never done. If you had started with something simple like creating a new piece of equipment for example, you probably would have had the warm glow of success by now. This message also strikes me as too blunt, but I sure wouldn't want to be accused of "jealously guarding knowledge"
  13. Edited: I decided to remove my initial response. All of your questions come down to the fact that you are trying to make changes to files that you didn't create and this is your first attempt at using the toolset. The toolset wiki is based on the assumption that you have knowledge of programming and that you have the rights/privileges to make the changes that you want to make. I modify Core resources as rarely as possible. It is a personal preference. But it means that when you ask questions specific to changing Core resources and/or files/resources that you didn't create, my best response is really that you need to do the research, learn to use the toolset, and experiment to see what you can and can not achieve. Oh - to find the right excel spreadsheet - use the Search feature of the Windows OS.
  14. Create a new string id and change the string id in the gda file to your new string id. No, the oCreator is needed for syntax reasons. If you just remove it, the code probably don't compile. I don't believe it is in the toolset, you'll need to look in the original (not modified) excel file to find the original value. I don't remember where I downloaded the excel files from - they may have even been included with the toolset install. Or you can check on BSN projects. I'll be offline for the next 10 hours (at least).
  15. The DAO toolset wiki is written for those who know/understand the principles of programming. It is not meant to teach someone the basics of programming. There are books, college courses, on line courses, on line tutorials, etc to teach someone the basics of programming. There are youtube tutorials that are an introduction to the toolset and how to use it (high level, don't teach the principles of programming.) These are only a couple of the reasons that I ALWAYS suggest starting with a small and simple project so that the person can learn the basics of programming when starting their first modding project. Per the toolset and the suggested naming convention. Even though you don't need to use the Bioware naming convention, you should use a naming convention that will result in unique file name. If someone else creates another script with the same name bad things can happen. I would also suggest trying to add an item to DAO/main campaign and then an item for Awakening when you have the item working for DAO. As for 'hanging', there 'should' be an error message or warning message in the toolset log window if there is a syntax issue with the script. Other than that, yes it could be an issue for a setting associated with the toolset. I'm not good with setting up the toolset so I really can't give you any guidance there (when I install the toolset it usually involves a lot of swearing :woot:). For a warning or error message, the exact wording of the message is needed to determine the problem. I typically open the nss file in wordpad and copy/paste into an nss file in my module in the toolset. Based on the mod that you are trying to alter, it is still possible that it is a Core resource. As far as I know each script (only .nss files need to be compiled) must be compiled individually.
  16. Clearly beyond my realm of expertise since I rarely work with area transitions at all. Sunjammer probably has the better information so you should probably refer to his post. However, I would think that you have to identify the location/waypoint that the GW et al should appear when they exit the windmill.
  17. question2: the principles of creating a new mod will help you figure out how to edit the existing mod. If you look at the toolset wiki and read about excel/gda files and read/learn the scripts about .nss files, you will be able to determine which files to open/edit. You want something that says "to make Change X, open file Y and make the following changes. There is no tutorial that I'm aware of that will go to that level of granularity." http://social.bioware.com/wiki/datoolset/index.php/Adding_a_new_spell_tutorial This tutorial answers all of your questions about "changing some numbers and the description" that you mentioned in your original post.
  18. From what you have said, you have added at least one waypoint to the Lothering area file. 1) Have you saved and exported the modified are/area file? 2) If you have, I suggest using an existing waypoint in Lothering to determine if the problem is with the waypoint itself or a related script.
  19. http://social.bioware.com/wiki/datoolset/index.php/Main_Page The link is to the DAO toolset wiki. It is the best source of information for general questions.
  20. The easy answer to your question is: "No, there is not a mod (that I know of) to make helmets stay on during a conversation." If you wish to request a mod, I can think of two ways that it can be done: 1. Change every conversation/dlg file in DAO so that the setting is to 'force on' the helmet. This is an option in the conversation editor, cinematics tab. It would not be possible for cutscenes that are 'baked in' 2. Create a 'hair' that is a helmet so that the forcing off the helmet causes the hair/helmet to appear. Helmets would still work, but some might show the underlying helmet that is being worn. 'Hairs' can also be created as helmets so that what appears to be 'hair' is really a 'helmet'. This would allow the appearance of 'hair' in some cutscenes. This would be very challenging to implement and would allow for few choices for hair and helmet style(s) Others may be able to think of other ways to achieve the same goal.
  21. More than one of those change 'Core' resources so it is hard to tell. You will have to remove mods one by one until you find the one that is causing the problem. ;( I don't use Steam so I can't begin to guess if something associated with Steam is causing one of the mods (or the game itself) to be incorrectly installed causing your problem. :(
  22. Yes, that is the file that I couldn't remember! And you probably don't want to edit that file. Depending on what you are trying to do, you may just need to reference once of the ambient actions in that file.
  23. http://social.bioware.com/wiki/datoolset/index.php/Ambient_behaviour This is a start, I found most information in one of the excel spreadsheets, but I don't remember which one off the top of my head.
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