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marckinhos

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Everything posted by marckinhos

  1. Dumb question, but I haven't found a way to do it :/ We can directly search for mods, but not users. I haven't found any post related to it and the search engines didn't help either, hence this post here. By typing a user name in the search box it gives me no results. Is there a way to search for a user to find his/her profile, or do the Nexus search work for mods only?
  2. Do our governments already have a way to register, approve, document, legalize aliens that could possibly come to Earth, or that may already be living among us? (I'm not on drugs, OK, just asking, lol) What would it be like if aliens really started visiting Earth more often and making a living here? My wonder is mostly regarding the legalization of documents, IDs and all. Would they have to follow the same Earth citizens rights, or would they have benefits like quotas, restrictions, or something else?
  3. I already answered that: "The mods here in Nexus don't necessarily need Vortex/managers to be downloaded or installed, the same would be the case with this mods pack."
  4. at Ikr, it's so bureaucratic even if it's not monetized. To answer your question, it's just for convenience. Many people (like me) don't like to install Vortex just to manage or download mods or collections and would rather install the mods manually. This would also save a lot of time, like for searching for mods, downloading them all, running tools, organizers, managers, etc. It would be all much simpler, just download, copy/paste and it's done. If people wanted to check a specific mod or devs, it' all be in the credits, so they could still like and endorse their works. its not bureaucratic, its the law. you may want to familiarise yourself with it. But back to your collection. You don't want to use vortex - that's fine - but - obviously anyone who used this mythical collection that apparently "just works" would need to do it outside of vortex too, right? so if i wanted to use this collection of yours on my game, which is managed by vortex, i'd have to compromise my game which is being maintained by my mod manager because you don't want to use it? is that correct too? also, where are all these mods that are part of your collection from? have you made a local copy and you would push that out? what happens when the mods in your collection get updated? would you create a new version of your collection with the updates? and, again, this is important - where would it be downloaded from? your discord perhaps? a google drive? doesn't seem to be a winner to me at this point. can you explain as to why your idea is better and how you do not violate copyright law and completely screw over mod authors who would be on the hook if they updated their mod and someone like me just ran your whack collection that may be months or years out of date? Although it's the law, the rules, you can't say it's not bureaucratic, it is, like everything else, it was just an observation. As I said, it's for convenience, to manually install the mods pack, so yes, no Vortex or any other mod manager needed. The mods here in Nexus don't necessarily need Vortex/managers to be downloaded or installed, the same would be the case with this mods pack. "Compromise your game"? So everyone who installs mods manually are compromising their games just because they don't use a manager? If it's a mod intended for manual installation, so the user must know the basics on how to install/organize the mod manually. The mod would have simple install instructions as usual. About mods updates, if a mod in the mods pack gets updated the mods pack would still work, no problem, the user would just run the game with an outdated mod. If the user wants that mod updated, then he/she would simply download it and overwrite the files in the pack. I'm not saying my idea is better, just that it's more convenient for me and many others who don't like to use mod managers or who don't wanna pay for premium subscriptions for a more automated install of their collections. It's non profitable in any way, I wouldn't earn anything from this, it's a free mods pack. Nexus that earns from website traffic, subscriptions, etc and the mod authors who eventually earn donations for their works. The mod authors would have their credits properly given, including links to their profiles and mod pages, so there's no " completely screw over mod authors" here OK. Users can still check their works and endorse them. It's supposed to be like a collection, but with a manual installation, what's the big deal about it?
  5. Ikr, it's so bureaucratic even if it's not monetized. To answer your question, it's just for convenience. Many people (like me) don't like to install Vortex just to manage or download mods or collections and would rather install the mods manually. This would also save a lot of time, like for searching for mods, downloading them all, running tools, organizers, managers, etc. It would be all much simpler, just download, copy/paste and it's done. If people wanted to check a specific mod or devs, it' all be in the credits, so they could still like and endorse their works.
  6. So, for a mod collection uploaded through Vortex you don't need direct permission from mod authors, while for uploading a mod pack you need direct permission? About copyrighted content, I already have permission for the songs. It might be easier to get permission from the official game devs/soundtracks copyright holders than getting permission from mod makers here. The modders might not use their contact info any longer, changed e-mail, deleted their profile, might take months to respond, years or not answer to a request at all, some might even not be alive anymore (dark but true). So, making a mod pack, with many mods, from many different modders and waiting an eternity for permissions, even if properly credited, feels discouraging, to say the least. Ty for your answer and for the link you shared.
  7. Nexus has added the "Collections" feature, which is great and saves players a lot of time. But imo there are two major downsides about it: - a collection must be made inside the Vortex mod manager - the mods will be individually downloaded in a queue The question is, can I make a collection for Nexus, like a traditional mods pack, so the players can simply copy/paste the contents all at once, manually, instead of using a mod manager and wait for individual files to download? The mods in the pack will be properly credited of course, with links to both the authors' profiles and mods.
  8. Well, thanks for replying here. Can't we talk about it here then? oO As if we'd be doing something wrong. Anyway, let's play by the rules and unerf stuff around, if you know what I mean :P I deducted the file name I wanted though, by comparing other people's mods, so I morphed Hadley (from Witch Hunt) and it worked, lol. But I'll continue searching for the proper extraction tool, it'll be muuuuch easier and less frustrating. Thanks again Sky, you seem to be very active here and helping people around, I appreciate that.
  9. Somehow I can't even open the .erf files from the Dragon Age Origin campaigns, like Witch Hunt or Leliana's Song. The .erf files from the base game work just fine with the tools ERFEditor, GFFEditor or DragonAgeTooset. When trying to open an .erf from With's Hunt, I get this window and it doens't matter which version I choose, it won't open the file: Does anyone know if it's possible to use commands, and how to use them, to extract content from .erf files, using any of those tools? Since the tools didn't work, maybe through the Command Prompt it might ?
  10. If you have too many mods installed, select 1/2 of all your mods, then move them to any folder away from /Documents/Bioware. If this fixed the problem, so the "corrupted" mod is within this 1st half of mods you selected, if it didn't fix it, then the mod is in the second half. Keep doing this until you find the mod or file that's bad.
  11. Thank you for replying here. Yeah, no easy way to mod the Lady :/ I've made a few minor changes to the Lady's texture files, like changing the eyes, the hair color enhancing the sharpness a bit, but nothing major, like really changing the hairstyle :P You said that "the HeadMorph field under Appearance Data is empty", so might it be possible to add a general head morph to her file, then edit it?
  12. Hello fellows. I've been messing around with modding some DAO files and I can't seem to find the Lady of the Forest .mor file to edit her hair/face. Can someone please help me? I've seen some mods that edit her skin or improve the quality for her hair and all, by editing the .dds files, but none that changes her face morph or changes her hairstyle. In the file "designercreatures.erf" I found: epi200cr_lady_of_forest.utc ntb340cr_lady.utc Those are files related to the Lady of the Forest, from the epilogue and Nature of the Beast. In the file "faces.erf" I found: lof.fxa (possibly the Lady of the Forest's facial animation file) I couldn't find the Lady of the Forest / Whiterfang morph.mor file to edit her face/hair anywhere. I don't know if I can simply use the Dragon Age Toolset to edit her facial morph (only to change her hairstyle actually), or if I'd have to meddle with meshes .msh .mmh and physics .phy files or something, or maybe only by directly editing the .dds image files... :( The file "lady_heads.gda" from 2da.erf seems to be related to the Lady of the Forest (LOTF) as well For her textures ( /textures folder): cn_bdy_lofa_0d.dds (body) cn_bdy_lofa_0n.dds (body) cn_har_lofa_0d.dds (hair) cn_hed_lofa_0d.dds (face) cn_hed_lofa_0n.dds (face) In "modelmeshdata.erf", for her meshes ( /model folder): cn_bdy_lof_0.msh (body) cn_eye_lof_0.msh (eye) cn_hed_lof_0.msh (face) In "modelhierarchies.erf": cn_bdy_lofa_0.mmh cn_bdy_lofa_0.phy cn_eye_lofa_0.mmh cn_eye_lofa_0.phy cn_hed_lofa_0.mmh cn_hed_lofa_0.phy Well, anyway, I'm totally lost, cold someone please give me a hand ?
  13. So, I came to realize that you can copy the loose files .dds, .gfx, etc, in the override folder and it will work. No need to recompile everything in a .erf file. The file related to the green effects problem in the char generation menu seems to be "atl_chargen_dxt5_00.dds", it's .gfx or other files related to this one. When you extract the original "guiexport.erf" file, you can see that "atl_chargen_dxt5_00.dds" already has the green rectangle/box and even if you remove this green box, the .erf will still load it. Image: atl_chargen_dxt5_00.dss I couldn't find a way to make this "atl_chargen_dxt5_00.dds" file work, but the other .dds and .gfx are OK. Anyway, I hope this can help someone identify and fix this problem.
  14. Hey theskymoves, have you ever used guiexport.erf in the override folder and did it work? If I put this file in the override folder the game won't load it normally, the gfx animations or maybe some RGBA textures will be broken. Would you by chance have a working guiexport file to share or do you know how to fix it?
  15. Please guys, help me out here :( I've been trying to mod the user interface for Dragon Age Origins and I thought everything was OK, but the game won't function normally if I put the "guiexport.erf" file in the override folder, even if it's the original unedited guiexport file. If I copy the main "guiexport.erf" file from the game installation folder, without editing the file, just by simply copying it and pasting it in the override folder, under ".../Documents/BioWare/Dragon Age/packages/core/override/" it will cause the game to load textures in a malfunctioning state, like shown in the images below: Maybe it has something to do with the .gfx files messing with the RGBA textures, or some .exe or .xml file that may call for a function or script with different textures, when .erf files are in the override folder, I don't know... This problem happens when I start a new game in the Awakening campaign (the screen becomes green after the .gfx effect loads) or when I start a new game in the Origins campaign when the character generation screen shows up. The .dds images I edited worked normally, even a .gfx file I edited (through a .swf editor), removed its morphs and recompiled, worked well, but when the game loads with a guiexport file in override then it's a mess. Does anyone know how to fix it, or maybe already have a working or fixed "guiexport.erf" file to share, please?
  16. I guess you nailed it "theskymoves" :) Thank you! Time to mod DAO's screens and UI. ;) Would you by chance know of any mod that already does that, so it would save me the time to learn how to edit .dds files? :P
  17. Hi all After years, I went back to Dragon Age Origins and I wanted to mod the main menu background image (or animation), the loading screens and the loading animation (load cog / load wheel), but I don't know where those files are located. I know how to extract the .erf files using the game tools, but which are the files for the menu screen and loading screens, could someone help me, please? If you're modding DAO and you've stumbled across some files like those throughout your tasks, please let me know. Stay safe wardens, Peace :thumbsup:
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