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Kahsah

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Everything posted by Kahsah

  1. I'm still looking for a few more people willing to help test my campaign mod. As long as you can install a mod, that's all the prior experience you need. No time is too late, just send a private message if you're able. Thanks.
  2. I plan to soon release a new medium/long length story mod for Fo4 and I'd welcome anyone willing to help test it before the official release. Aside from some level and audio polishing the mod is complete and working. I'm mainly looking for catching any odd bugs I missed or that might arise from people having different mods installed. If you'd be interested, please send me a private message and I can provide more details. Thanks.
  3. I'm looking for several VAs for both male and female roles in an upcoming story mod for Fallout 4. If anyone is interested or knows someone who might be, feel free to checkout the link below to see the casting call. https://www.castingcall.club/projects/fallout-4-hearts-of-darkness Note, some of these lines contain small spoilers, so just a friendly heads up. Thanks
  4. Total Annihilation Dungeon Siege 1 Fallout 3 Mass Effect 1
  5. Hi, If you download the dragon age toolset and install it you can look at the dialog files for the single player campaign. - you would change the module form Demo Module to Single Player Campaign. Then you would select the conversation file per character. It's really cool actually since you can see all your options, as well as stuff that was cut, and sometimes some internal voice over directions and explanations of words or phrases. the dragon age toolset wiki should have all the information needed to find the dialogs you want, including those for cutscenes. http://social.bioware.com/wiki/datoolset There are a few other tools that allow for reading individual lines of dialog, but there aren't any, besides the toolset, that allow you to read an entire conversastion and all it's branchs. hope that helps.
  6. If all you want to do is swap icons, it is very easy once you know the file to update. You need to override the CLA_data 2da file and change the icon name in the icon field. You can find the CLA_data in the CLA_base.xls in the following directory path from your dragon age origins installation. " tools\Source\2DA\rules" - You need the toolset installed to get the files. On my computer the path is: "C:\Program Files (x86)\Dragon Age\tools\Source\2DA\rules" You should make a copy of the CLA_base.xls and then open it. You will find that it lists all the classes and at Column H is where you can swap the icon file names. You should delete the rows you don't change And rename the worksheet to something like "CLA_data_swap" if you do this you will only overwrite the classes you change while not touching the other classes. Then follow the instructions at this link to compile the CLA_data.xls file. http://social.bioware.com/wiki/datoolset/index.php/Compiling_2DAs Then just place the complied 2da "CLA_data_swap.GDA" in your core/override directory. Or if you are creating a mod, in the mod_name/module/override director under the Addins directory.
  7. Areas are basically a second layer on top of a level. Thus you always need levels if you are going to create an area. Levels contain everything that doesn't change and can't be interacted with by the player. It is levels where you create water, hills, place towers and vegetation. Lightmapping is also done on levels. Areas conversly, contain things that can change such as creatures, lootable containers, and triggers. When you create an area you then need to select level the area contains. You can either create your own levels or use levels from dragon age origins. Basically, if you want to create your own custom areas like a new farm village, you will first need to create the farm village level. Then once the level is created you need to create an area to allow you to add things like farmers and chickens. Some helpful resources To explain some of the processes needed for level making: http://social.bioware.com/wiki/datoolset/index.php/Tutorials Look at how bioware made their levels for origins: http://social.bioware.com/project/1331/#files
  8. This change to the homepage layout is discouraging and disappointing. I agree with the others in that this site is about mods and providing a quality means of portraying the good work that mod authors develop. This new feed system, located so predominantly on the front page, deminishes and hinders what until this point the nexus sites did so well to support the modding community. While it is possible to set in one's preferences that they do not want the comments of tracked mods to be the default tab, the new layout that accommodates the tabs still reduces the readability and usability of the site. Honestly, I do not understand why the change was made on such an important part of the page. The old layout was efficient and very effective. It was a stated goal that the updates to the site, implemented and planned, were to better showcase new mods as well as popular mods. This new feed system dominated layout conflicts with this goal and In my opinion, adds confusion, frustration, and inefficiency. I scroll more and get less pertinent information. I have no issue with the idea of a feed system, but it should be relegated to a side column where it won't detract from the main focus of the site. As it seems from some comments, that the feed system is here to stay, I strongly encourage at minimum that the current layout positions be switched. Place the feeds on the narrow right column and return the hot files, latest files, and latest images to the right main column. That better portrays the mods while not detracting from the community activity. As stated by others, the feed system is jumbled and confusion thus, it adds little to the community or site and has no place at the main focus of the home page. The core focus of the site, at least what I see as the core, is mods. The community, a vital part of the site, exists because of the mods. Keep the community strong and mods prominent by reverting back the the prior layout or at the vary least switching the column contents.
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