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raedertc

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  1. Yes, that is what I meant. Also, you understand correctly, that is exactly what I wanted. I just didn't know how to use Frosty properly, but after reading your reply I figure it out. So, thanks. Problem was, I used to mod before Frosty came so I had no idea of that feature, but now I know, way easier than editing Hex.
  2. Hello people!! I'm relatively new to modding in DAI, I only made personnal mods, not very complex. Mostly updating armors and weapons recipes, using other mods to learn how to do it. However, I could never figure it out how to add a new element, although I was able to do it when the recipe already had all the necessary slots I wanted to use. I've been trying to modify a accessory. For starters, I want to start with something simple. Modifying the Guard Belt to have a new ability to gain guard. Here are the steps that I have already done. 1) Went to Frosty Editor and edited the easy things (description, class requirement) 2) I also clicked the button to add the new ability, however, I can't copy the ability I want to copy because the editor does not support it. 3) Export it the file to .ebx so I can modify it using DAI Mod Maker. 4) By looking at the modified file in DAI Mod Maker I can see that there is a new ability added, however it is blank. I can take the guid from the ability I want to add, but I don't know WHERE to add it in the HEX Editor. As the offsets doesn't really tell you where to add them. 5) I KNOW this is possible to do it. As I have seen a few mods that does exactly what I want to do, but I can never figure it out how they decide where to add the guids for the new ability. Also, all the offsets gets shifted by adding a new ability, which the mods also take in account. Take for example the mod The Taken Shape, where he takes the belt and add a new ability to it (this belt already has 2 abilities). He simply, adds a third ability, make the necessary changes to the offsets, and adds the guid to the new ability below the guids of the old abilities. Ability 1 guid is A0, B0; Ability 2 guid is C0, D0; and the new ability right below it: E0, F0. But HOW? How does he tells to the file that the lines E0 and F0 belongs to a new ability, thus the entire file offsets for the rest are shifted a little bit? If I try to do this, Mod Maker simply won't open the file and crash the application. Bottom line is, I don't know where to add the guid to the ability I want to add in the HEX editor, because I don't know where to tell the file where the new guid is suppose to be positioned. As I told, I'm somewhat comfortable (although, I haven't modded the game is about a year and I'm replaying it now) with modifying guids and stuff, I did this to modify recipes, change recipes, modified sigils and stuff. But I have no idea how to add something new. Can someone help me with this? I can try to clarify stuff if needed... Thanks...
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