Jump to content
⚠ Known Issue: Media on User Profiles ×

Pyroblasta

Members
  • Posts

    12
  • Joined

  • Last visited

Everything posted by Pyroblasta

  1. This is the best tutorials I can think about and even that doesn't cover how to use TWF in a OP manner https://www.youtube.com/watch?v=ssJSMb675t4 It has been many years since I last touched something like that if memory recalls it is not designed to be ridiculously OP according to the mod author Here is what TWF doesn't do You want a Family Sword to be 1 hit or 1 kill, the damage bonus on your Family Sword is capped at +20 enchant any bonuses to your Family Sword is capped at +20 Even with the "Override Cheat" you can craft any weapons at max power but you cannot go chopping down everything that stands in your way Even with "Override Cheat" crafting multiple OP weapons and armor to be a quick process... Lets say you want just a +20 damage bonus added and nothing else then yes it's quick Let's say you to be armed to the teeth with full set armor including weapons and accessories, then scrolling TWF menu options still consumes hours to craft 5 enchantment bonus status of a full set to ONE character That is still assuming you don't crash and DA Origins does crash pretty often so save multiple times (after 1.02 update) Here what TWF doesEnchant any bonuses to your Family Sword is capped at +20. Which is pretty powerful in both Origins and Awakening standards since many weapons are measly +1, +2, +3s and anything over +5 is rare, not counting those 2 or 3 per power. Mainly this is for fair play and if you find vanilla nightmare difficulty overwhelming cause you choose to play with without status/equipment mods or gameplay balancing mods or DLCs then TWF is your supplementary addon The above Youtube video shows you are meant to use the mod by crafting at a cost with essences and mats assuming you're not using any "Override Cheats" and acquiring many high status bonuses in one equipment is meant to be a time consuming effort for a legit balanced gameplay Edit You can use TWF to transfer the OP status from the mods here https://www.nexusmods.com/dragonage/mods/categories/7/ on to your Family Sword
  2. You said you got no DA Origins modding experience only with Skyrim and Creation Kit IMO I would say the pyGFF editor that TSM linked you to will be best for you to use TSM rationale is to increase the damage bonus from the family sword but your request to increase the base damage in something that requires way more work to do ultimately same outcome for damage output If you are insistent to go that route and asking about how to properly do it then create a topic in Dragon Age Builder Troubleshooting and ask questions there
  3. Looks like you're missing the NCS script. You probably need to learn some light coding for this, nothing too crazy or heavy duty. I can give you a few hints to code this in but I won't give you the script. 1- Argument is invalid Function used does not have a defined variable Constants are not specified Variables are also not defined The game cannot find the locate these objects so Mama Cousland outfit will remain the same. You need to specify and label/define your constants and variables respectively. 2- Editing Before siege script While it is convenient to use UTC for Mama Cousland initial noble outfit. I would replace it with scripting. Anytime Mama Cousland outfit changes I will need to either rewrite the after siege script or might need to change UTC which gets annoying. Aside from convenience... If memory serves, UTC overrides *might* conflict with scripts. Meaning if the game finds your UTC in the override file. There is a possibility that your UTC changes will override whatever you had written in the after siege script. Mama Cousland outfit will remain as your UTC settings IF that happens. The castle cousland script is the one you want for before siege. The code for changing Mama Cousland initial noble outfit won't be in this script. You need to add a few lines of code that unequips and delete all of the gear she is currently wearing. Then reequip her with your Ferelden noble outfit. If this is done right you don't need a UTC There should be two NCS and two NSS files each of them is for before siege and after siege.
  4. Thanks for the .pdf tutorial I don't know how you managed to dig up that one from Risibisi Tumblr cause I been looking all over that page and never found it myself. I don't know if you are having a setup issue on getting Blender script to work properly: If it's a Yes then I can help below. If it's a No then I might not be able to. To get the Blender script to work, I install Blender into easy to find spot. My E:\ is easy to find. I extract the Dragonblender script into the same folder I installed Blender 2.49b and it has to be Blender 2.49b. File > Open. Type in the E:\ at the top bar. Go to the Blender 2.49b search for DragonAge_Tools.blend There be two panels on the right, top one with the green text is the one I want. Right-Click the Green Text panel > Execute Script You can try and ask around if this is not the answer perhaps someone else can answer you around here. Update My progress is so far I can add chunks to the mesh files like earrings or headbands and they work sometimes. Once I start messing with the hairs, both vanilla or custom ones is when this gets messy. All the others stuff seems really out of place in the game. Results are rather inconsistent. Update I took a bit more time to read and understand the tutorial and I am getting the hang of things now. Found out the inconsistency. You can't save your work done on Blender then close it and resume where you left off. That much is I know. It would be nice to be able to save everything and get the import scripts to properly import everything into the game. Apparently, each time I exit then starting from scratch to messing around and finally replacing the hairs properly. The changes made will differ and affects the final result of the imported hairstyle. That final result will differ from the first few prototype hairstyles. All of this requires tons of efforts. Way too much efforts. Don't know if they can fix this up in the future.
  5. I know this has been done in the past, but I can no longer find the tutorials necessary for doing this. From Hairstyle day I like some of the accessories, but not the hairstyle. Or I like some the hair but it has no hair accessories or earrings. Basicially, I am trying to add one earrings or headbands to the characters from Hairstyle Day. I found only one old post from the Nexus Forums about Adding an Earring but I never got around to successfully adding one earring myself. I can get the hair accessory Blender but I am stuck from there. I cannot get the files from Blender into the game without crashing at chargen or if it does not crash the hair is misaligned even though Blender is perfectly align. Here is my progress so far I Use Blender 2.49b and Dragonblender 0.20 importexport script I can import .msh into blender using the import scripts. The tricky part is adding the accessory. Every time I try to add a chunk to the vanilla hair mesh Eg. A pair of earrings or a headband to the vanilla meshes and save the chunk. Then I replace the vanilla hair with the hairstyle I like from Hairstyle Day. Start the game go to chargen go to my hairstyle then... The game crashes at the chargen. This means it is either MSH or MMH. Getting the MMH to point to the MSH seems pretty pointless if everything crashes at chargen. The most successful progress I got is using New Mesh in the DragonBlender importexport script then saving the added chunks over the .MSH then getting the MMH to point to the new mesh. In the chargen it does not crash, but the hair is totally misaligned even though the hair meshes are lined up perfectly under Blender. Problem is trying to realign the hair is way too tedious of a job.
  6. Here is my update. I still haven't successfully created a tint map after a few days but I have found a work around with coloring... I found a guide for recoloring and retexturing for DA2 but it still works for origins https://wiki.nexusmods.com/index.php/Recolouring_an_armour_for_Dragon_Age_2 I used both Photoshop and Gimp2.8 to edit Diffuse and Specular maps to change the colors. Heres the good, bad and ugly Good - Color change was a success! Bad - Really TEDIOUS work, using the Hand Free Tool and Recoloring and you still need to be creating .NCS scripts & .UTI those are only replacers. For Standalones they require more work. You need to thoroughly edit .MMH .PHY .MAO files. Ugly - Each time you want make/add a different color you have to edit the Diffuse and Specular maps from scratch! Exception is having the same model templates. EDIT It is strongly recommended to save a .PSD file with all your layers you have made BEFORE merging down all the layers. This can be a costly mistake that will make you do the tedious work all over again. Redrawing with the Hand Free Tools and recolor the layers required from the start. Save your energy and your sanity. Especially if you ever need to make any color changes in the future. EDIT Making a Specular Map This is more for Origins mod when making a S map, the Diffuse map image is much bigger than Specular map image. 1. Open Diffuse image with all your layer edits still in place and save it as .PSD file. Do the same for Specular image. Make a backup copy in case of any errors. 2. Open in GIMP the .PSD Diffuse image with all your layer edits. a. Select all with Ctrl + A b. Image > Scale image c. I use 512x512. I am trying scale both the width and the height to match the size of the Specular image. 2. Open in Adobe Photoshop the .PSD Diffuse image with all your layer edits a. Hold down the Ctrl key and click to highlight all of the layers except for the background b. Select all with Ctrl + A and then Ctrl + T to use the transform tool c. I set the height & width to 25%, your settings may differ. The purpose is to reduce height and the width to match the size of the Spec image. 3. Follow the instruction on the link above on how to recolor the Specular map. ***world of caution - Adobe Photoshop transform tool may not be 100% accurate. If the layer edits are accurately not on top of your Specular map then you have either 1. Realign the Specular map to make sure they are sitting on top BEFORE you merge down. 2. Try repeating step 2 by editing and transforming the layers one by one. That is the best I can do unless someone can somehow fine tune this.
  7. There are armors that can be tinted with Nez Dye Kit... and then there are these ones which cannot be done without a working tint map: https://www.nexusmods.com/dragonage/mods/893 I'm trying to recolor the clothing which I have no luck and I'm hitting the wall finding out how to do it. I don't know what I am doing using photoshop. I am also hitting the wall trying to learn about doing tints, editing .dds D, N, S, T without messing up the files completely. Searching around the Nexus forums and googling gave very few answers. Many are not straightforward for photoshop illiterates like myself. I did found video tutorials on how to retexture, but retexturing does not allow me to change the color from MS clothing mod. There are no video tutorials on how to create these tint maps when you are retexturing. Any help would be much appreciated. EDIT I believe from looking at MS mods I see a few clothing similar designs but different coloring done by retexturing then creating it as a new piece of clothing. Should anyone out there know how to do something like this please share.
  8. To TSM - I'm positively sure that my custom endgame Lanaya's UTC is Lieutenant rank. To LH - Success! For the most part: I had done most of what was written in the script above while creating Lanaya. Mostly using game core resources but you do have a valid point and I see how messing with core scripts breaks the game or compatibility. 1. Lanaya is no doubt custom made and Lieutenant rank. Lanaya's gear is custom upgraded and made specifically for this fight. It's equivalent of either a powerful endgame Mage in origins or a entry level Awakening Mage. 2. Created a custom plot flag and named it accordingly... 3. Followed the script above using my own vector coordinates. Slight difference is when the Archdemon HP hits 1% it will have Lanaya as Nonparty Follower removed. When the Archdemon is dying it will warp Lanaya and the other Lieutenant allies out of the stage for the final cutscene. One version is immortal Lanaya, other version is mortal like the other followers. I turned off the equipment drops chance this means if mortal Lanaya goes down, no loot like the others. 4. Created a PRCSCR so the game adds my customized content. Using the climax army script and setting immortal turns Lanaya to a training dummy. Defaulting to the creature_core is the best work around. I was close but never thought about using the AddNonPartyFollower command. Many thanks for putting together all of this for me. Amazing efforts and knowledge you have there LH. As for releasing this, I'm not sure if anybody in the Nexus community cares enough to have a Lanaya Follower. I had never released a mod before and if nobody really cares about this kind of mod then there is no need for me read up and understand all the strict guidelines just to release a mod like this.
  9. Somehow I figure all that scripting is not so straightforward. If I duplicate Lanaya and use that cli000cr_army_member script then Lanaya gets 1 hit killed by any enemy including genlocks. Even with the autolevelup added into the scripts she still gets killed in 1 hit, my guess? the HP had never changed who knows...? I could also be doing this autolevelup wrong. If I set the duplicate Lanaya to immortal while using the cli000cr_army_member script then she stands still like a training dummy taking hits from all kinds of enemies. Lanaya the Training Dummy is good for a few laughs, but definitely not the end result I'm looking for. So far due to my limited knowledge in this scripting, I decided to go about the sloppy approach default to the creature_core script. That is my best "autolevelup", due to my limited knowledge... The issue with this one is when enemy is out of range Lanaya just goes back to her original spawn location. My best work around? As the battle progresses the Archdemon will jump around the map. My best follow the leader approach is warping her to waypoints close to the Archdemon... Not the most perfect one, but at least this version of Lanaya can still put up a decent fight before going down. Unless someone can really know how to help figure the right scripting. Or someone is a programmer who really know how to get this AI to properly follow scripts exactly like the Climax Army.
  10. Success! No syntax error that last bit allowed the compiling to work. Thanks for the contribution. Heres what happened Lanaya follows when there are enemies but she gets 1 hit killed by even Genlocks...?? Mind boggling to try gettin to the root of the issue. I have a feeling that cli000cr_army_member.ncs script might not be the only thing that is controlling the AIs to behave like the other spawned allies or army members you can summon. Update Spend last couple hours looking into this and editing even Cli220cr_Archdemon script to add spawn allies I'm running into dead ends... For now, I am not in the mood to go through all that trouble.
  11. You're the bomb! I followed your suggestion and created the PRCSCR scripts and 2DA I just took it for a run and here's what happened... Lanaya now spawns which is good. Update I fixed the condition where Lanaya will still spawn when there are werewolves. Now Lanaya will spawn only if Zathrian is either sacrificed or killed. Update The issue I still got is for Lanaya to follow the cli000cr_army_member script. Whenever the enemy is out of range instead follow the leader, she runs back to her original spawn location. CreateObject( OBJECT_TYPE_CREATURE, R"cli220lanaya.utc", Location(oMap, lLocation, -90.0f), sScript, <-- Issue lies right here TRUE sScript is supposed to be a string. That what the parameters allow. I keep getting syntax errors and I don't know how to properly turn that script to string.
  12. I know this is doable, but I do not know what I am doing wrong. I want to make a mod that allows me to spawn Keeper Lanaya to join the final battle against the Archdemon when Zathrian is either sacrificed or killed during NTB events. modded files clipt_generic_actions.plo clipt_generic_actions.nss cli_functions_h.nss cli_constants_h.nss Created Cli220Lanaya.utc Cli220Lanaya.utc I duplicated Lanaya from NTB and upgraded her gear to fit the final battle. I added cli000cr_army_member to her script. I added her unique identifier tag to cli_constants_h.nss I added a main flag to .plo file and used it for cli_functions_h.nss then compiled clipt_generic_actions.nss but when I get to the final battle at Fort Draken every other NPC spawns except Lanaya. If anyone out there is able to please help me with these scripts?
×
×
  • Create New...