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Shanamah

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Posts posted by Shanamah

  1. Make sure they're named correctly, [stringID]_m.wav, and put them in \Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport, or in the module's toolsetexport folder if you're working in a new module. 
    Then click on the Root node of your soundset, and under Tools, do 'Generate VO Local'.  
    The .wavs have to be 24000Hz, Signed 16-bit PCM, otherwise it'll throw an error. 

    If that toolsetexport folder doesn't work, try a different one.  The workings of the toolset are sometimes unfathomable. 

  2. The easiest way would be to create an gda override with GDApp (https://www.nexusmods.com/dragonage/mods/214). All abilities (spells, skills, traps, etc) are outlined in abi_base.gda. Delete all rows except the first row (0 | INVALID TALENT) and the spells you want to alter (fireball is down at 10003 | FIREBALL). Scroll to the right 'til you find the column labelled 'projectile'. This column determines what projectiles go with all the spells in the game, and references values found in the first column in prj_base.gda.

    Look though prj_base to find an alternative, go back to your altered abi_base, and replace the 2 for "fireball" with the number for whatever you'd like to try instead, or set it to 0 for no projectile. (surprise explosion!)

    Save your new abi_base as abi_base_myspells.gda (or whatever, but it must start with "abi_base_" ), and toss in the override folder. :wink:

     

    This sort of mod can be installed/uninstalled at any time without messing up your game, so you can test lots of different alternatives. If you have any other abi_base_***.gda files that also change fireball, though, one will override the other and you'll have to combine the changes into one abi_base_****.gda.

     

     

     

    If you want to add a new sort of projectile with custom visual effects, then a good place to start is here: http://www.datoolset.net/wiki/VFX_Tutorial

  3. Tints straight from the toolset :laugh: :

    apprentice (t3_app) = dark purple / sky blue / dark blue (spec: violet / royal blue / slightly darker royal blue)

    mage (t3_mag) = dark teal / goldenrod / teal (spec: dark cyan / orange / slightly lighter dark cyan)

    senior mage (t3_smg) = dark brown / red / dark brown (spec: brick red / red / dark-ish orange)

    first enchanter (t3_enc) = dark navy blue / dark yellow / teal (spec: dark navy blue / forest green / chartreuse)

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