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Everything posted by textitexto
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How do I package a DDDA Mod for NMM?
textitexto replied to Hariwulf's topic in Dragon's Dogma: Dark Arisen's Discussion
Oh! Dont try too much, you can't instal that type of mod with nmm. Just do it manually and keep the archive for know what you need to remove if you want to uninstall. -
[Request] Running animation
textitexto replied to moutona2pis's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
dinput8.dll hooks http://www.nexusmods.com/dragonsdogma/mods/96/? As always! -
You could try this, this is not perfect, but this is better than nothing. https://autohotkey.com/
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How do I package a DDDA Mod for NMM?
textitexto replied to Hariwulf's topic in Dragon's Dogma: Dark Arisen's Discussion
Depend of what type of files, but you need to create the folder path inside your rar file. exemple, for an helmet nativePC/rom/eq/a_helm/m (or f is female helmet) --> the file -
can we create a contributor codex?
textitexto replied to mayhemzen's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
-There you have a list of .arc files http://residentevilmodding.boards.net/thread/5764/ddda-arc-list-spoilers -For what I know, Arctool is the only tool out for the moment, the easy way is to use the Arc Extractor and Repacker and Image Viewer http://www.nexusmods.com/dragonsdogma/mods/25/? -and we have pastebin http://pastebin.com/k9i0qrpw and reddit https://www.reddit.com/r/DragonsDogmods/comments/429j3r/texture_modding_map_area_index00_higharc/ were you can find mostly tutorial.- 2 replies
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- info
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[REQUEST]merged mods
textitexto replied to Thepeon's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
If you can tie your shoelaces, you can do it, do not get discouraged ! :pirate: 1- Copie and paste your game_main.arc somewhere. 2- Open it using this : http://www.nexusmods.com/dragonsdogma/mods/25/? (select you game_main.arc and click on extract). 3- You should now have a folder call game_main at the same place. 4- In the mods archive you have folder call game_main, extract it at the same place as you game_main folder and press yes to override. 5- You now have a game folder with the mod in it. 6- Use the Arc Extractor again and select again the copie of your game_main.arc and press RePack this time. 7- After the little loading your game_main.arc is now modded. 8- Place it inside you rom folder (C:\Program Files (x86)\Steam\steamapps\common\ :laugh:DA\nativePC\rom) and you done! 9- It is recomanded you to bakup you original game_main.arc before. -
[Request] Ragdoll Physics
textitexto replied to SabbyNeko's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
http://objection.mrdictionary.net/go.php?n=8168448 -
Is my pawn corrupted?
textitexto replied to sqidsquad's topic in Dragon's Dogma: Dark Arisen's Discussion
Did you try changing is class and then sleep in a inn? -
All stats gain
textitexto replied to Deleted31956725User's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
This have already be done http://www.nexusmods.com/dragonsdogma/mods/50/? -
[Request] Sleep in own bed
textitexto replied to Cacticat's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
In fact you need 4 beds and not one, this is why you go to the inn. :P -
[Request] Controlled Fall for daggers?
textitexto replied to Cacticat's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
For what I know dinput8.dll hooks by Jaryn123 http://www.nexusmods.com/dragonsdogma/mods/96/? have an option that unlook skill, so you should be able to use the skill you want with your dagger without having to mod the game.- 2 replies
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more pawn commands
textitexto replied to skullkingvon's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
This need advanced scripting.... It sure would be nice, but I don't know if this is possible. -
[Request] Perfect Rift Crystal-Dube/Clone?
textitexto replied to sqidsquad's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
I seriously dont know why people keep asking for cheat here.... dinput8.dll hooks by Jaryn123 http://www.nexusmods.com/dragonsdogma/mods/96/? allow you to change the amount of rift crystal you have, live in-game. You also have cheat engine who do the same thing. -
Uninstalling mods
textitexto replied to ChampionKnifeFighter's topic in Dragon's Dogma: Dark Arisen's Discussion
The same thing work with every steam game ^^ -
online punishments for mod use?
textitexto replied to dwarrior's topic in Dragon's Dogma: Dark Arisen's Discussion
You will not be BAN, but modified PAWN can't be share with other players or should not be able to be. For the thing like .xml modification it should be safe since it only change the thing on your side. -
[REQUEST!] First Person View
textitexto replied to Sabaqu7no7Osuka's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
I think you can do it with cheatengine, but this is barely playable... -
Starting working on an invisible helmet mod or sort of and I need some help for find the helmets who do not cover the face. This is not exactly a invisible helmet but i want to make a mod who changed the full face helmet by something more else like light helmet. I will do what I can, but if i could have some help, we could do better than just texture switch. Custom model for the heavy helmets and some med helmets could be nice.... But this game have more or less 96 helmets for both gender that need to be edited, so more or less 192 helmets to edit. If I do it alone this will be a straight and cheap model switching but if I a could have like 3-4 persones we could really made something good. So basicaly we have: from 0000 to 1105.arc we have heavy helmets, need to be modded from 1200 to 2505.arc we have med helmets, not really needed from 3000 to 3802.arc we have light helmets, no need to mod and 6000 and more are the DLC thing I think and need to be check one by one so more or less 192 helmets to edit. If you want to help, just post a message down below
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[Request] Smaller daggers
textitexto replied to wyxsg's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
Each daggers need to be done one by one. Mesh AND Texture probably need to be edited... Sorry but I do not think we will see this on this game. :P -
Yea, but if the duration augment like the casting time it could be nice. Like 60 sec duration for the first tier and 120 sec duration for the second (and why not 180 sec for the 3 tier) this could be nice. It need to be tested in-game for be sure this is balance and how pawn react to the change but I think it should be a nice change :wink: This is balanced for this spell, because the skulls can only be use one time so the duration did not affect the overall power.