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Taylor17387

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Everything posted by Taylor17387

  1. Well, it's the opposite situation in this case: the teen character can romance other teen characters in base game. It's the adult the one who didn't have the option originally. Anyway, I guess it's the same problem, so I won't upload it.
  2. I'm not from UK, so I'm not familiar with its laws (which, if I'm not mistaken, are the ones that apply to this site). Would a mod depicting a relationship between a 16/17 year old and an adult be allowed here or not? To clarify, the mod is not pornographic, nor there are explicit sex scenes (though sex is implied in the relationship). Base-game models haven't been modified, and are clothed at all times. Obviously, characters are entirely fictional. Still, it's a murky issue, and I'm still not sure after reading the guidelines.
  3. Ok, I found a way to mute or swap voice-overs. I'll write it here for reference, since there's little info on this subject. 1) To identify the desired audio line, it's better to view the soundwave asset in Frosty, since it shows the subtitles for each stream. In the right panel, search for the correct stream under "Segments", and annotate the number next to "Sample offset". 2) Convert this number from decimal to hexadecimal. 3) In DAI Mod Maker, export the EBX of the soundwave asset. Open the exported EBX in a hex editor, and search for the hex number (in little endian, that is, reversed) 4) Change the original number to FF FF FF FF (to mute the line), or to the hex value of a different line (to swap voice-over). Save, and import EBX into DAI Mod Maker. This may seem a bit convoluted, and it's probably possible to edit the sample offset in Frosty. But I've had no luck loading mods with that mod manager, so this is the way I've found. Also, trying to edit the EBX directly in Mod Maker, mutes the whole conversation.
  4. Hello. I'm new in this forum, and it's the first time I try to mod DAI, although I've made some mods for Origins. My question is about editing voice-overs for conversation. I've found that editing subtitles is easy with the talktable tool of Mod Maker, but what about the voice-over? It seems that currently there's no way to import new audio into the game, but would it be possible to silence a specific line of dialogue, so it only shows the new subtitles?
  5. I have been following this tutorial to add new spells: http://social.bioware.com/wiki/datoolset/index.php/Adding_a_new_spell_tutorial and managed to make new ones with their own gui menu (like Primal, Creation, etc). So far so good. However, the new spells were showing for all mages in their talent screen, and I only wanted them to show for a specific character. So I edited the new menu under guitypes.gda, and put as condition ability one of my new spells, pretty much like the Blood Mage menu does, which only shows if the character has acquired a Blood Mage talent. The problem I'm facing now is that, since the character that I want to have these new spells doesn't have them when created in Toolset, now neither the menu nor the spells show, as result of the change made in guitypes.gda. How can I add a specific talent to this character? I tried with the function AddAbility and _AddAbility in his hiring script, without sucess. I also extended the cla_data.gda, to make a new class which had as Starting Ability my new spell, re-made the creature in Toolset with this new class in his properties, and still nothing. Adding in the hiring script the function Chargen_ApplyClassAbilities doesn't seem to work either.
  6. PyGFF is this tool: http://social.bioware.com/project/1936/ It can export the files from the game's ERFs, including those of Awakening, and can open a good deal of file types like conversations, areas or creatures. For me it's an absolute "must" in tools. Here's a good tutorial to edit conversations with it: http://sapphim.tumblr.com/post/137864850445/daoda2-modding-dialogues-without-the-toolset For PRCSCR: https://social.bioware.com/wiki/datoolset/index.php/PRCSCR and http://social.bioware.com/wiki/datoolset/index.php/PRCSCR_Script_Templates I've used it mainly to add objects or creatures without the need to edit an area (impossible in Awakening, as far as I know). Perhaps not so useful for fixing stuff, but it can also be used to relocate existing characters to a different place. In theory, PRCSCR allows to run any custom script upon entering an area. Scripting in Awakening is very limited, true. There's a mod which adds Ser Guilmore to it, and it seems to override Awakening's module script, but I haven't the slightest clue about how the modder did that without seeing the original code. What can be done, however, is an enginevent override: http://social.bioware.com/wiki/datoolset/index.php/Event_override At least I've been able to override the EVENT_TYPE_DIALOGUE, so when clicking on a character he would use my custom dialogue before or instead of his original one. Also, not so useful for fixing bugs, but there are many other events that could be overriden, and that may be more relevant. Though perhaps this could be useful for your Alistair edit. If you only need to change his dialogue during the darkspawn blood quest, you could write a script that fires a custom dialogue only under those very specific conditions but returns his main dialogue the rest of the time. That way there's no need to override the alistair_main.dlg I'm not so sure about other DLC. The level of encryption may be higher for those.
  7. Oops, then I need to properly fix that because I removed the wrong flag. Fixing bugs wasn't a priority of mine, nor I think it's the priority of people downloading that mod, but at least I'd like that old bugs wouldn't return for the files I modified. Thanks for pointing it out. By the way, since I see you wanted to fix things in Awakening, the cutscene method from above works for modifying dialogues. Only that cutscenes are added with PyGFF instead of Toolset. The rest is the same. PRCSCR scripts and event overrides work fine as well. Actually, I've discovered that a lot of things can be done in Awakening. The major problem are the compiled scripts, of course.
  8. Good to hear that you sorted things up :thumbsup: Having now read the tutorial you posted, I find that such use of FMOD is completely new to me. And it seems that with that method, you truly only need the fsb with the new line in the public release, and not the whole package. I would have never figured it. I don't know why your Toolset grabs .wav files from packages/core/override but not from modules/Single Player/override/toolsetexport. Must be a configuration thing? But if it works, it works and that's what matters. I tried extracting the .wav files using the command line you posted above, and the extracted files were .wavs indeed. But when I placed them in the override folders, the Generate VO Local gave me all kind of errors. Removing them from the folder solved everything and I got the usual RoboBrad .fsb. So I guess the .wavs are not in the proper format, and that conversion to PCM 16 bit is still needed via Audacity or other program. As for the truncated audio, I also remember now that sometimes the files "seemed" to be truncated when playing them, but they were fine in-game. By the way, the Alistair line you fixed is that "Tell me about the Joining" thing? A while ago I was editing that conversation and included a fix for (what I thought) was the bug, for compatibility with fix mods. But I'm not sure if that's the true bug or not. I simply removed the condition flag for the Joining line.
  9. For the FSB extraction I use this tool: http://aezay.dk/aezay/fsbextractor/ But this is probably what you're using already. Then to convert all the mp3 to the proper wav format in one step I use AVS Audio Converter: http://www.avs4you.com/es/AVS-Audio-Converter.aspx It's true there's a problem with the rename thing. To remove that additional .wav ending I use Bulk Rename Utility: http://www.bulkrenameutility.co.uk/Main_Intro.php This tool allows you to delete a specific word (in this case ".wav") in all files at once. I also noticed that the audio loses quality, or at least sounds "strange", however. In general, I prefer the cutscene approach because there's less chances of messing up one of the lines, to better keep track of the lines I've edited, and because the .cut file is smaller than the whole .fsb. But I had to use the other approach for dialogues which don't use cutscenes, like the party banter, for example. In the end, it's a matter of preference. I don't know if there's any FSB extractor which gives you the audio in .wav. I know that the FMOD Designer which comes with Toolset can compile .fsb and .fev directly (for example, I've used it to compile audio for the DLC, since their dialogues aren't available in Toolset). But I'm not sure if it can also decompile. The Generate VO Local is indeed the step in which the .fsb is created. My Toolset usually sends them to packages/core/override.
  10. The correct format for .wav files is PCM 24 kHz 16 bit mono. Audacity can convert mp3 files to this, for example. However, if you only want to add audio to a single line inside the alistair_main.dlg, it's better that you create a cutscene for that line. Otherwise, you'd need to extract and convert ALL the .wav files, and recompile the whole fsb (plus the new line) again. For the cutscene, you create a new conversation resource with just a copy of your new line. Generate the VO and FaceFx for that line (using the new ID, that is). Then go back to alistair_main.dlg, click on the line without VO and choose Convert to Cutscene. In the cutscene Object inspector you can choose your new .fsb for the speak line. Export the cutscene and alistair_main.dlg, and you're done. I used to place .wav files in My Documents/Bioware/Dragon Age/modules/Single Player/override/toolsetexport. At least when working with Single Player resources that's the folder which works. I suppose that if you were working with a new resource from your mod, then you'd use the My Documents/Bioware/Dragon Age/Addins/qwinn_fixpack_3/module/override/toolsetexport.
  11. You can't open NCS files. You open NSS files with a text editor like Notepad
  12. Can't say about Skip the Fade, but I did the "Shortcut through Deep Roads" via scripting, and included the source code in the download, in case someone wanted to take a look at it. Basically, the script needs to perform a jump of location, and add all the relevant plot flags and items that you would have taken, had you played the normal way. After that you need to find a way to run that script, for example through a dialogue with an object or character.
  13. I see. A bad option then. But what about this one? http://www.nexusmods.com/dragonage/mods/3496/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fdragonage%2Fajax%2Fmoddescription%2F%3Fid%3D3496%26preview%3D&pUp=1 It lets you play with a random character. Could I link the new city area to the map and skip the chargen? My main doubt is whether is even possible to use Core Game Resource extensions as if they were Single Player extensions.
  14. Yes, they are actual stand-alones. They appear under Other Campaigns. For example this one: http://www.nexusmods.com/dragonage/mods/520/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fdragonage%2Fajax%2Fmoddescription%2F%3Fid%3D520%26preview%3D&pUp=1 It doesn't need to be precisely this one, but so you get an idea of what I mean. The script source is included, but not the b2b. I don't think I've ever seen a mod including a b2b, so if it's absolutely necessary, I guess I'm out of luck.
  15. I'd like to play some campaigns made by other authors in the OC. Many of them are very old and the authors arent updating anymore, so I doubt theres any chance they will release the addin version. For the ones that didnt release their code theres nothing to do. But I wanted to know if, for those that included the .nss files, doing this is possible, and where should I start looking. The module script, the area script?
  16. Changes to the code? Do you mean editing the scripts or some other thing? Could you point me to some tutorial or where to start looking?
  17. I'm probably asking the impossible, but just to make sure: is it possible to somehow link a stand-alone module to the main campaign to play it with your party? For example, if there's a new campaign that happens in a castle, could I place a new location in the main map that leads to this castle? Or in other words, is it possible to turn a module which plays like Witch Hunt, into a module which plays like the Stone Prisoner?
  18. I'm trying to generate new voiceovers for the Stone Prisoner DLC. Usually I did this with the "Generate VO" option in Toolset, but this can't be done with DLC, so I tried building the .fsb with FMOD Designer. However, I haven't much knowledge with this program and must be doing something wrong. I've been able to generate new .fev and .fsb files, and the new voiceovers play fine in game, at the correct time. However, whenever the dialogue should stop for the player to choose a reply, the NPC keeps repeating the last line over and over. I've tried changing all the parameters in FMOD that (in my opinion) could be causing this: spawn time, making events a Oneshot, etc., but nothing works. Any idea about what could be causing this? I'd also like to take a look at the vanilla .fev files, to see how the sound events are designed. However, whenever I try to open one of them with the FMOD Event Player, I get an error message about an incompatible version of the program.
  19. Well, so here's my (sorry) attempt at making a male/androgynous desire demon: As can be seen, there are still some deformities, specially around the shoulders and armpits. I don't know if the cause of this is: a) A side effect of having wielded the vertices between the two models, with the stretching of polygons that this causes. b) Bone weights imperfectly assigned. I fixed them manually as best I could, but they're not exactly like the originals. c) The skeleton is not in place. The most likely cause, when one compares the placement of the original mesh (above) with the modified one (below): Anyone knows how could I put the skeleton in place? I don't know if it can be moved and how. Or on reverse, which would be the best way to move that part of the mesh, so it's aligned with the bone? Another question: is it possible to import .mmh/.msh head models into the Toolset morph editor? I would like to edit the head in the Toolset, instead of having to edit it in 3ds Max.
  20. If youre overriding Awakening's party picker I dont think that using the DAO area with its coordinates will matter. That resource wont be used by the main campaign, so in theory, there shouldnt be any conflict. But perhaps someone more knowledgeable will pop up in the forum and confirm this. That was the tutorial I meant. It's for importing Awakening area layouts (decoration, appearance etc.), not for importing the actual area. You'd still be using the DAO area, but with the appearance of DAA area. As for the overlay, if that method allows compatibility with other mods which add more followers, it must be because you can "see" the other overlays as well, and presumably, also the original area. If not, I dont understand how it would be better than the override method. Theres this old thread, where it was discussed the pros of overlay against override:https://forum.bioware.com/topic/86284-solved-followers-questions-about-char-stage/ One of the posters says that its possible to overlay the original area with one which has a different layout. So maybe you dont even need to give your area the Awakenings appearance.
  21. I see you asked me about this in the last PM but might as well answer here. The process you described would result in a complete override of the picker area. Most likely you wont need to care about the original coordinates and just place the characters whereever you see fit. You wont need to care about the MODULE_GETCHARSTAGE script from the tutorial. The bad thing is that your mod will be incompatible with any other mod which adds followers to Awakening. I dont know how will work the overlay approach of the tutorial using a DAO area on top of the DAA one. Maybe you wont need to add the Awakening characters, if the original area is still seen below. There are instructions in the wiki to use area layouts from Awakening in the toolset. If you manage to make it work so the DAO area looks like the Awakening one, the results will be better. Might be worthy to give it a try, since it would ensure compatibility.
  22. I'm using 3ds Max 2010. I don't remember from which site I downloaded Eshme's script, but the documentation has the 2011 date, so I suppose it's fine for my version. I've been able to combine two different meshes without checking the "Merge with selected" option, and the model doesn't look distorted anymore. It looks a bit deformed still because of the wrong bone weights. I think I will try this method here: http://www.twcenter.net/forums/showthread.php?364272-Using-the-Skin-Data-Utility-function-in-3dsMax. Since I'm combining different meshes, the best would be to combine their proper weights together. I hope it's possible, at least. Thank you very much for the info on the Normals modifier. I would never have figured it out. The problem is that, thus far, I had only made meshes for The Sims 2 and that was far more simple. You could delete or weld vertices, and combine meshes as much as you wanted, and the bone assignements wouldn't change at all. Guess it's very different with DAO meshes.
  23. There's an additional dialogue in IRS which will play the BSC scenes, though the replacement scene for the "join me in the tent" option is different. If you have both mods installed, both cutscenes will play when choosing the default sex option. In my opinion, this makes it too lenghty, but your mileage may vary. I'll send you the details for patching my mod later during this week (too long to explain here), in case you want to give it a try.
  24. Thanks for the link. That cleared up things like the Skin Wrap modifier. Unfortunately, copying weights with Skin Wrap gives me all kind of errors upon exporting, like missing bones (I can't understand why, because the bones are the same). Anyway, the loss of bone weight was only causing minor deformities and I could fix them manually. It seems that welding vertices is what causes this weight loss. The real culprit for the abomination in the image was the "Merge with selected" option in the import menu. In 3ds Max the model looks fine as if the skeletons fitted perfectly (which they don't, when viewed separately), but in-game the mesh implodes.
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