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Pasquale1223

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Everything posted by Pasquale1223

  1. FWIW - I've never installed Winter Forge, but get most of the same log messages on start up. DA Download Manager (DADM) Service was started! DA Download Manager (DADM) OpenService failed (1060) General Initialize - Initialization Complete DA Download Manager (DADM) Attempting to connect to DADM Control Server! DA Download Manager (DADM) Could not connect to DADM Control Server! DA Download Manager (DADM) Restarting DADM HeartBeat! DA Download Manager (DADM) OpenService failed (1060) General Loading - Start General Loading - End ... so that's not likely related to WF. As for OnlineFeatures messages, there are a bunch of Enabled Addin messages corresponding to DLCs and other mods, also this: OnlineFeatures Server Closed Status requested. And during shutdown there is this: OnlineFeatures Online connection closed. I'm guessing the OnlineFeatures messages are related to the DRM platform. I use Origin and have the in-game overlay disabled. Sorry I couldn't be more help.
  2. I just tried it (right-click on the filename, Export > export without dependent resources, and it was compiled to documents > BioWare > Dragon Age > packages > core > override > toolsetexport. Did you look for it there?
  3. Oh, wow - good find! I'm glad you were able to get it working. Enjoy your new fireball!
  4. Well, that's... weird. I've been wondering how you know which version you're using, especially if they have all of the same naming conventions and whatnot. If you back out your changes, does the original fireball work?
  5. You could try doing some logging to figure out what's going on - starting with finding out whether your new script is even being invoked. To do that, you'll need to create a plain text file called ECLog.ini and put it in the bin_ship folder where your game is installed. The ECLog.ini file's contents should look like this: [LogTypes] Script=1 Then you can put some PrintToLog statements into your script and you will see the output in the log file (it is in your documents folder > BioWare > Dragon Age > Logs > DragonAge_1.log). For example: void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); // CAST (directly from engine) or COMMAND_PENDING (re-directed by rules_core) // This print statement will tell me if this script is getting invoked. PrintToLog("the script named " + GetCurrentScriptName() + " is running."). PrintToLog("and it received event type " + ToString(nEventType)); Finding out whether the script is getting invoked and what kinds of events it's receiving could help you figure out where to look next.
  6. Did you assign spell_aoe_instant2.ncs as the spellscript for your new ability in the abi_base.gda?
  7. Not much information here. Did you create an ABI record for it? Did you relate it to a spellscript? There is a tutorial for creating new spells in the toolset wiki.
  8. If you post the entire case statement (all of the code from case EVENT_TYPE_AREALOAD_PRELOADEXIT: to case EVENT_TYPE_AREALOAD_POSTLOADEXIT:), someone might be able to help you figure out what's wrong. (I'm assuming you're doing this in vanilla bhn200ar_castle_after_siege). Another option is to restore that script to its original, and use the PRCSCR method instead.
  9. When you see something in all caps, it's probably a constant. They threw a lower case r in front of it to indicate that its data type is resource. Constants must be defined somewhere, and are often in header files (header filenames typically end with _h). Notice the script bhn200ar_castle_after_siege has this at the top: #include "bhn_constants_h" ... which includes the header file for that origin (bhn is background human noble), and in that included file, this constant is defined: const resource rGEN_IM_CTH_NOB_AF0 = R"gen_im_cth_nob_af0.uti";When source code is compiled, a preprocessor goes through and replaces all of the constants with their actual values before the compile takes place. You can either define constants for your custom things or just use the actual resource names. This: UT_RemoveItemFromInventory(rGEN_IM_CTH_NOB_AF0,1,oMother); works identically to this: UT_RemoveItemFromInventory(R"gen_im_cth_nob_af0.uti",1,oMother);in actual practice.
  10. Sure thing. And I neglected to mention before - since it's related to an area load, you might also be able to implement it in a PRCSCR script rather than modify the vanilla code.
  11. It is in bhn200ar_castle_after_siege (the area load script) under the case for EVENT_TYPE_AREALOAD_PRELOADEXIT The script gets references for the boots, gloves, and armor in her inventory and then equips them. Since she is wearing a hat you wish to remove, you can add this: object oHat = GetItemInEquipSlot(INVENTORY_SLOT_HEAD,oMother); UnequipItem(oMother,oHat); in that section, recompile it, and it should remove the hat.
  12. Where in the world did you ever get the idea that Nexus doesn't pay its staff? All you need to do is look at any of their job listings to see that they strive to offer a competitive salary and benefits package. You could also check out one of their news posts that talks about their staff and office facilities. You know who does actually work for free? The creators of the content offered on this site.
  13. Yeah, it does. I just tried it with a newly created warrior, and it added the 4 talents I specified. void main() { object oChar = GetMainControlled(); // This gets a reference to the currently controlled character. // These lines check to see if the character has the ability and if not, adds it. // Replace the numbers (1,2,3,4) with legitimate talent identifiers and add as many // lines as you like. if(!HasAbility(oChar,3024)) AddAbility(oChar,3024); // Pommel Strike if(!HasAbility(oChar,3025)) AddAbility(oChar,3025); // Sunder Arms if(!HasAbility(oChar,3028)) AddAbility(oChar,3028); // Mighty Blow if(!HasAbility(oChar,28)) AddAbility(oChar,28); // Indomitable } If you filled it in with legitimate values, it should work. If you tried to, for example, give those warrior talents to a rogue you probably won't see anything in the UI, because the UI doesn't display 2H talents for rogues. I don't know whether they would actually be added, as I've never investigated that. I also don't know how it would behave if you tried to add a higher tier talent when the character doesn't have the lower tier talents in the same tree. I'm not sure what you mean by "add a random line assigned".
  14. The Advanced Party mod lets you build followers from scratch whenever they join up. As for adding talents en masse, try this: void main() { object oChar = GetMainControlled(); // This gets a reference to the currently controlled character. // These lines check to see if the character has the ability and if not, adds it. // Replace the numbers (1,2,3,4) with legitimate talent identifiers and add as many // lines as you like. if(!HasAbility(oChar,1)) AddAbility(oChar,1); if(!HasAbility(oChar,2)) AddAbility(oChar,2); if(!HasAbility(oChar,3)) AddAbility(oChar,3); if(!HasAbility(oChar,4)) AddAbility(oChar,4); } Replace the numbers I put in there as placeholders with the correct values for the abilities you want to add. Then you can compile it, open the console and type: runscript my_scriptname (whatever you called it). Make sure you are controlling the character you want to add the abilities for when you type the command into the console. Also, note that the content of the old BSN was archived at fextralife before it shut down. You may find some helpful info and tutorials there. Easy-peasy. Hope that helps.
  15. That error occurs when it tries to build the uninstall file because the install does not automatically create the subdirectory it needs. I'll just copy the pertinent text from the Toolset Wiki: The work around for this is to either create the folder "BioWare" in the directory of C:\Program Files\Common Files\ prior to the installation or at the point where the error is experienced. This is due to the installation program not creating the folder "BioWare" in the C:\Program Files (x86)\Common Files. Once this "BioWare" folder is created the installation will complete by clicking on "retry". The toolset can work if this step does not complete successfully, but you'll have problems trying to uninstall it - because the uninstall executable did not get created. To avoid that, you might want to try reinstalling it, but create the needed subdirectory first. Note that any work you've done may be lost if you reinstall, unless you first create a builder to builder file that you could then import.
  16. UTI really just defines an individual instantiation of the item. If you want multiples, you'll need to add multiple copies of the arrow in the script.
  17. No, actually each copyright holder is allowed to choose how they uphold their copyright. Which to be frank, should be obvious given they are the copyright holder, aka the owner of it. Cut the crap. THE LAW IS THE LAW. PERIOD. That copyright owners can license and defend their work as they see fit does not change the law.
  18. Pot...kettle...etc. Copyright law is copyright law, irrespective of the opinions of any individual copyright holder.
  19. When you contribute to an open source project, it is with the understanding that you have no ownership in anything you contribute, and that it is all essentially in the public domain. That has never been the case with mods. In fact, the licensing agreements that come with some game's modding kits specifically state that the author of any mod created with such kit owns the IP rights to their creations. Perhaps you've not noticed this, but every mod uploaded to Nexus has a list of specific permissions the author may set to their liking. Authors may elect to allow their works to be used with or without permission, with or without attribution, and there are other settings as well. You might have already seen some collections of textures, armors, weapons, etc., created by someone who simply pulled together a lot of individual items that had been created by various other authors - with their permission. That, along with the ability to delete files has been the tradition here at the Nexus. And the management here has traditionally been very supportive of authors' rights. These new policies are a significant departure.
  20. This forum is for the Nexus site as a whole. I would suggest you read through all of the info provided by the author, check out the posts for the mod and/or the game-specific forum. If you don't find an answer in any of the existing information, you can try posting your questions under the posts tab of the mod page itself.
  21. Distributing other peoples' work without their express consent is not allowed. It is possible that the author has uploaded the mod to a different location. You might try searching for it, or if you remember the author's screenname, you could try to contact them via PM.
  22. Yanno, I remember visiting the Kansas City Zoo on vacation as a child - one of the most popular attractions was their sea lion habitat. They had quite a few of them, and they were quite the performers, and beggars. There was a vending machine nearby that would dispense a couple of small fish in a little paper cup to feed them. You could toss those fish most anywhere inside the habitat and a sea lion would catch it and swallow it whole. But that was a long time ago, and I don't feed sea lions anymore. Or other types of trolls.
  23. People are frustrated and helpless. Let em cope. <3 I didnt even read bunny person's comment fully. I started, and after a view seconds...I just laughed and moved on. It's funny, telling people they don't move on, and yett adding here a comment. So...yeah...so much to moving on themselves. It's hypocricy at its best. Prime example of lack of empathy and in general, just probably simple trolling. This answer of me here will probably get again a huge long answer of Bunny thats just useless.(maybe I can trick them, by saying that, so they cant answer and might explode of frustration). Exactly. I wasn't around when the announcement was initially made, so didn't get to participate in that thread before it was locked. I have been looking through it, though, and saw enough posts from... certain parties. ---------------------------------------------------------------------------------------- As for this morning's announcement... I get that they need revenue to keep the employees paid and lights on. Frankly, I wouldn't blame them if they refused to service free accounts that use ad blockers - but of course if they did that, they'd be accused of selling mods when they're really just trying to cover the costs of serving them. Part of the recent word salad regarding collections involves some desire to increase the benefits shared with MAs, and bumping membership pricing may be a part of that. Of course, that's easy for me to say since I got the lifetime membership deal. :thumbsup:
  24. Due to the change in the Nexus Mods ToS, this right does not apply here. By uploading you have agreed to the ToS and thus forfeited your right to be forgotten. A file can't be equated with sensitive information about the author That is not my opinion, but the statement of a German lawyer who specializes in Internet law and GPDR Did this lawyer know that the terms had changed? That is, most of the files had been uploaded under a different TOS?
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