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Ambaryerno

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Everything posted by Ambaryerno

  1. There's currently mods that add several Cleric domains, and I've seen Oath of Conquest, but is anyone working on a mod for Redemption Paladin? Given the themes of the game, and the fact that so many companions have redemption arcs of some sort, the fact that Redemption was NOT one of the Paladin oaths selected for the game is pretty egregious.
  2. Honestly it's pretty trivial to do this. Find the main WPN_RAPIER or whatever it's named in the Weapon.txt file, and add "Light" to the Weapon Properties.
  3. I think an even better fit would be Oath of Redemption considering. In fact, its omission is outright egregious considering how central of a role the concept of redemption plays in most of your companions' arcs, and even the central plot itself.
  4. I'm trying to find the Sharran Provisions container in the TreasureTable file so I can add something to it, because the actual loot is incredibly lame considering what you give up to get it. However, I'm having no luck of it. I've tried all the SHA_####### tables, but none of them appear to match up with this container, which has a few alchemical ingredients. I've also tried looking at every container that DOES have alchemical ingredients with no luck there, either. I've noticed that there's a few containers that don't appear to be in the list (IE, the one containing the Spear of Night). Does anyone know where these other containers are, or what they're named? This is one of two things I need to finish the mod I'm working on, so any help would be greatly appreciated.
  5. Tried a couple more things tonight: Used one of the UUIDs for materials on one of the built-in swordsLoaded the mesh in Blender and deleted any materials, then re-exported.Neither made a difference.
  6. Back in Early Access I started work on mod designed to replace the stock weapon models with more realistic designs. I also wanted to bring some of the named weapons from the first two games in as well. I'm not particularly ready or in a place to resume work on the full mod, but I at least wanted to get Varscona (my favorite sword in the franchise) into the game. I had it all working in EA, but I'm running into issues getting it to work in the full version. The model itself loads into the game, but it's not applying the material: All I get is this generic grid pattern. So far I've: Made sure to match caps between the file names and in the various LSF files. Tried the file extension for the images as both DDS and dds (at least one person has said it should be caps, but every other mod I've checked is lower case). Resaved the texture files to make sure they had the correct compression. Tried adjusting the dimensions of the textures and made sure they were specified correctly in the LSF file. Checked and rechecked to make sure that all the file paths and file names are correct in the LSF file. Rechecked the UUIDs to make sure they all matched up correctly (they should have in the first place, because I'm working from the original files from EA, and the materials worked there). Generated NEW UUIDs. Copied the material settings from another mod and updated the file paths, names, and UUIDs to the ones I generated for my specific textures. I've tried Larian's Discord channel but haven't gotten any sort of response, other than the thing about caps in the file extensions (which I had already checked). Does anyone have any ideas?
  7. I'm kind of surprised there was NOT an option to recommend Riordan instead. It's certainly a legitimate option, and it sounds like a very artificial way to force the player to make this choice.
  8. Waking Nightmare is one of my favorite CC spells ever. It won't necessarily stun her, but you can turn all her minions AGAINST her....
  9. http://saxman.xwlegacy.net/images/Swords/Asturian.jpg Asturian's Might from the Warden's Keep DLC. As I've modeled the other two Warden swords on Viking-pattern weaponry, I've chosen to base Asturian's Might off the swords of the Migration Period. This provides a definitive family resemblance, while reflecting the greater age of Asturian's sword. That, and I absolutely LOVE Migration Period swords. They are some of the most beautiful works of art I've ever seen.
  10. A little bit of Sword Porn for you all: Current progress on the Arming Swords. Those models shown textured have been successfully brought into the game. They may need a few tweaks to textures and smoothing groups, but are otherwise good to go.
  11. Texture work on existing models is progressing while some issues with smoothing groups on the meshes are still being worked out. However Arms and Armor is STILL badly in need of assistance. One person simply can't model and texture ALL of the probably into the 100s of weapons and pieces of armor existing in the game, (particularly the armor) and I really need someone with a knowledge of animating, either to work directly on the mod itself or in an instructional/advisory capacity for new attack and talent animations that will eventually be needed.
  12. Ok, very bizarre and frustrating model issue. Three swords are posted above as a comparison. The first and second swords (from the left) are both overall a medium gray in color. Blades, guards, and pommels are all the same color. The Spec Map for the blades, guards and pommels are ALSO uniform in color. The first sword has a much darker Spec Map for troubleshooting purposes, while the second sword is a fair bit lighter. Therefore, one would assume that under lighting, the swords would be uniform in color, right? All three screenshots were taken in the same position, perspective, and lighting conditions. All I did was swap different weapons in and out and take the screens. Obviously, something is VERY wrong with the sword on the left. Under these lighting conditions, the blade, guard and pommel should all be the same color, as they all are the same color on the diffuse map, and are identical on the spec map. Yet here, the blade and pommel are obviously a bright golden color, with a bluish-gray guard. This is especially important when you consider swords 1 and 2 are both created with uniform color on the blade, pommel and guard. The second sword is in better shape. In fact, the color of the pommel and guard is almost EXACTLY right for a real sword (maybe a little less spec and a hair lighter, but the color is PERFECT for the high-carbon steel of these swords). I REALLY want to find a way to get this color carried over to every sword I'm doing. The problem here is the blade, which is a much lighter blue in color. Sword 3 is slightly different in that the blade and hilts are different colors. However even though the pommel, guard, and the rest of the hilt furniture are the same color and use the same spec map, you can still see that the pommel is lit a much lighter color than the rest of the hilt. I've posted the MAO settings I've used for all three of these swords below. Does anyone have any thoughts on what's going on? <?xml version="1.0" encoding="UTF-8"?> <MaterialObject Name="***"> <Material Name="Weapon.mat"/> <DefaultSemantic Name="Blend"/> <Texture Name="mml_tDiffuse" ResName="***"/> <Texture Name="mml_tNormalMap" ResName="***"/> <Texture Name="mml_tSpecularMask" ResName="***"/> <Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.30 1.27"></Vector4f> <Float Name="mml_fSpecularReflectionMult" value="0.54"></Float> </MaterialObject>
  13. Another sneak peak: The Sword of Duncan The sword of your fallen mentor can be recovered from the corpse of an Ogre lying in the snow on the fields outside Ostagar. A sword with a gaddhjalt-style hilt, it shares a similar design with the standard Warden Sword. The Warden will feature the same grip and pommel design, but with a spatulate guard, a shorter and somewhat stouter blade, and silver-colored hilts with a black grip. The guard still needs to be finished on this sword (ignore the texture you see in the image, I made the Warden first and used the same UV map as the base, I just haven't gotten around to changing the guard design yet so you're actually seeing part of the Warden's guard texture on it).
  14. Back on topic: If there's any modelers or especially texture artists out there who can work within the design aesthetic of the mod your assistance will be greatly appreciated.
  15. Actually, no, swords were not mass-produced since Roman times. Certainly not in the West. In Western Europe after the Empire fell swords became PROHIBITIVELY expensive and only your wealthiest professional warriors and nobles carried them. Your main weapons became the axe and spear because that's what could be had cheaply, quickly, and easily. It wasn't until very late in the medieval period that swords became more widely available. The notion of a sword in the hand of every man at arms is strictly fantasy and Hollywood. I'm saving the cruder look for weapons that WOULD have been cruder, particularly axes. As for your swords, they look great, but most of the swords have actually already been modelled (I missed the Keening Blade and I know there's new swords in some of the DLC) or I already have plans for (actually, only the Greatswords and Falchions have yet to be modeled). They just need textures (and for the swords, I'm looking for clean, well cared-for weapons kept in tip-top fighting shape). It's the remaining weapons (daggers, axes, maces, hammers) that I'm needing most.
  16. Reread my original post. I can't stand the overdone chipping, rusting and general wear that shows up in fantasy game weapons, because quite simply IT DID NOT HAPPEN. Your life DEPENDED on these swords and they were INCREDIBLY expensive to make. If there was a rust spot you cleaned it off. Chips would be ground out. The blades were constantly being cleaned and oiled to prevent such buildup. I would NEVER allow my own practice sword to get into the condition a lot of swords look like in games, and it's "just" a blunted steel sword for drill. The swords are staying clean.
  17. I'm trying not to constrain myself to Oakeshott's typology, as this is a purely modern attempt to categorize the swords that their makers never intended, and the history of sword design is FAR more complex than what it really allows for. I AM using historical examples as the basis for some models, although in this case the design is more custom.
  18. In a shameless attempt to generate interest, a quick look at some of the new meshes. http://social.bioware.com/uploads_project/project_gallery/1000/415/98/4038.jpg The arming sword. The game's existing "longswords" are being recategorized into two new types: Arming Swords and Falchions. As part of this, the weapons are being DRASTICALLY rescaled as part of their redesign. This should be quite evident here, as the arming sword (replacing the "longsword" the human noble starts the game with) is both significantly shorter and much less massive than the "vanilla sword." This image shows the difference more clearly: http://social.bioware.com/uploads_project/project_gallery/1000/415/98/1034.jpg The original Longsword 2 mesh, alongside the arming sword and longsword (2H) versions of the new Cousland Family Sword. For reference, the original Longsword 2 mesh scaled to approximately 40in!!! FAR too large to be effectively wielded one-handed. The arming sword variation seen here is slightly longer in blade and hilt than the sword shown above. And speaking of the Cousland Family Sword.... http://social.bioware.com/uploads_project/project_gallery/1000/415/98/4018.jpg The arming sword.... http://social.bioware.com/uploads_project/project_gallery/1000/415/98/4017.jpg ...and the longsword! There are three variations of the Cousland Family Sword: Arming Sword, Longsword, and Greatsword. The player will have their choice between the three types when they access the Family Chest. However if the player already has the sword in inventory when activating the mod, it will automatically default to Arming Sword. There's a LOT of work to be done yet, and while my textures are serviceable I could REALLY use a good artist.
  19. From what I understand about it, no, it's not currently possible to directly edit the interface or game mechanics (although I think there's ways around it by playing with scripts).
  20. Ah, I getcha now. Misunderstood what you were saying.
  21. From a roleplaying perspective, if your character isn't a glory hound you could always say s/he's just doing their duty by allowing the crowd to celebrate the victory over the Darkspawn. Because it's good for the people to celebrate. For psychological reasons. Right?
  22. I need a "pounding a fist on the table and laughing" smiley. You guys watch WAY too many kung fu movies.
  23. You know what I like about the DAO melee system? No ridiculous Uber Monks that can punch their way through solid steel plate armor. Unarmed monks tossing around guys with swords and strapped into 50lbs of steel plate is one of the most ABSURD things D&D has inflicted on Fantasy RPGs.
  24. Arms and Armor is a major modification of DragonAge: Origins that will be making sweeping changes to weapons, armor, and even to combat mechanics in some degrees with the goal of creating a more realistic experience to combat in DragonAge. Many of the concerns to be addressed include RPG tropes that, as a student of Western Martial Arts, piss me the @#$% off to see them CONTINUOUSLY reused because they're just outright wrong and have greatly contributed to the horrid misunderstanding of the Western tradition by the general public today (I'm looking at you, D&D :verymad: ). The mod has now moved into the Alpha Testing stages, and v 0.15a has now been released to the Project Group. However there's still a LARGE number of areas that I'm needing assistance: Testers Testers will have access to all versions for testing purposes prior to public release to check for bugs and other gameplay issues. I'm looking for several people to make it easier to cover different points in the game, origins, character classes, and installed DLC. I'm looking for testing with the vanilla game with no other add-ons, as well as the different official DLC (Warden's Keep, Return to Ostagar, etc.) and the Expansion. Testing with other mods will also be useful. I expect there WILL be conflicts with other mods that affect the weaponry, but it's best to run it through the testing process anyway. Corrections and modifications will be made based on feedback from the testers prior to each public release. Modelers There's a LOT of model work that needs to be done still. In addition to the general overhaul of the weaponry, (particularly fixing the absurdly oversized weapons of the original game) ALL weapons will be receiving unique meshes. This means some weapon types may have as many as 10-12 or more models. Although I've done meshes for a number of weapons already, there's far too many for me to do them all myself. In addition to weapons, shields and, eventually, armor will also be redone. As a sub-set of this project I also want to rework the actual body meshes as well although the latter is of a lower priority. Texture Artists I need the most help here. The new meshes need to be textured. I can do it, but I'm primarily a modeler so I'm not the best with a graphics program. The meshes need to be UV-Mapped and diffuse, specular, and normal maps created for them. As a caveat: I love "dirt." There's certain models that just aren't right without prodigious layers of dirt, weathering, and general beaten up-ness. Swords are NOT one of them. It annoys me to no end that games are filled with swords that look like they've been buried in mud for a century. These were EXTREMELY expensive and valuable weapons, and quite simply a sword was NOT allowed to deteriorate to the degree so many textures would have you believe. They were sharpened, ground, polished and oiled regularly. I'm fine with weapons having a "used" look. I don't want to see ANY swords covered in rust and grime (ok, maybe the Darkspawn weaponry, but that's it). Animators New animations will be required for many of the new talents being created. Ideally I'd also like new animations in general, as some attack animations I find unsatisfying (like pretty much all the 2H sword attacks). If you're interested and able to help, please contact me either through IM or in this thread with which job you are available to assist with. You can also contact me at the mod's Project Page at the Bioware site below: Arms and Armor Project Page
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