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Question2

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  1. A mod broke one of the NPCs in my game by giving him millions of ammo and hes not removing or refreshing his inventory to get rid of it. How do i remove the items from his inventory? The items are stored somewhere else, im not sure where exactly, there are two hidden chests under his store, but they cannot be opened and selecting them and using "removeallitems" in the console doesnt seem to do anything.
  2. After taking the friend of the night perk, i went to quarry junction and noticed that shortly after entering combat, the screen would become brighter everytime i went into sneak mode until the game became unplayable. Removing the perk at that point only lowered the brightness by one level. Anyone else had this happen to them? Edit : Actually it seems to be related to the fact that i gave my compaion the elite riot helmet, for some reason the effect is becoming active for me instead and stacking constantly...good thing theres a mod to fix it.
  3. ? Im looking at properties.xls now and the critical damage modifier isnt in there, the only thing there is CriticalRange, which just seems to have a min of 0 and a max of 200, and nothing else...
  4. Thanks, not getting any password prompts though? Either way i can extract the .uti just fine. mcgoy : If you didn't know how to do something, you should have simply said so. My frustration is with the continual insistence that the info i need is out there somewhere or that the wiki actually teaches you how to do a ton of things which it does not do. It doesnt help at all when people link to the wiki, when it doesnt contain the info needed. It's really dissapointing there are so few guides out there for the toolset. I found an excellent post on the forums that explained how to edit items, which helped me to figure out what to do with the .uti. Making an entirely new item in the toolset would not in any way have helped me figure this out since it wouldn't have taught me anything about editing an existing .uti. Unfortunatley it took hours of searching to find the thread because it was not on the wiki for some reason. Either way if you dont know how to do something, its fine to say you dont know it. If you know where to get the info, by all means post it. Simply insisting that the info is out there somewhere, that you should go figure it out yourself or linking to places where the info isn't there doesn't help.
  5. That's a difference of opinion i guess. Writing code to do something, sure that's programming. Figuring out which files to open? I don't think most people would call that programming. If the wiki assumes that you know exactly which file does what, that's a huge assumption because that information isn't included anywhere from what i can tell so only bioware devs would know. I mean, how are you supposed to find out what file contains what? Even if you take a programming course, they are not going to know because this is a game specific question. Also thanks for suggesting the advanced search option, apparently thats turned off by default in windows 7 so i didn't see it. The .uti doesnt appear to be encrypted...it's just that it won't appear in the palette for some reason? I can extract it just fine but i can't edit it properly and there is no tutorial on how to get the toolset to open a DLC item...
  6. I'm not even doing programming here. I'm stuck trying to figure out which files contain what, something the wiki doesn't actually tell you because nobody bothered to make a reference table for this and everyone seems to be jealously guarding the knowledge for a 5 year old+ game for some reason. I do have the rights/privileges to make the changes that i want to make, i'm not sure why this was brought up. It doesn't help to say "do the research" when that info isn't available anywhere. If it is, please tell me where it is because it's not on the wiki from what i can tell. I'm happy to go read a guide or something if it actually includes the info i'm looking for. But it's pointless to tell people to look for information that doesn't exist. Not sure why you brought up the search function either because that only searches via filenames, and it wont find the excel file with the combat animation figures that way (try it if you don't believe me). Right now i'm stuck trying to figure out how to edit DLC items in the toolset, but as i mentioned in my last post they just won't appear in the toolset no matter what i do and again, the wiki makes no mention of how you are supposed to get them to appear.
  7. Its not possible to edit an existing string? Okay. I think i found the code for it : case ABILITY_TALENT_AURA_OF_PAIN: { // apply damage to caster ApplyEffectDamageOverTime(oCreator, oCreator, nAbility, PAIN_INTERVAL_DAMAGE, PAIN_INTERVAL_DURATION, DAMAGE_TYPE_PLOT, Ability_GetImpactObjectVfxId(nAbility)); fInterval = PAIN_INTERVAL_DURATION; break; } If i delete this, it shouldn't do damage to the reaver right? I found some excel files in D:\Dragon Age\tools\Source\2DA, but i can't figure out which one has the racial animation speeds. I've already checked more than a dozen files in there. Any idea which file would have it? I also ran into a problem with trying to edit DLC items in the toolset. For some reason the toolset can't find it...not even if i place the DLC data into the D:\Dragon Age\packages\core\data directory. I tried extracting the .uti files manually from the .erf and opening them in the toolset, but i just get gibberish and the toolset refuses to let me use the object inspector to edit the .uti (and since i can't find it in the palette, i have no way of using the object inspector to view the .uti). Any ideas on how to do this? Wiki doesn't say anything about editing DLC items... http://i.imgur.com/r2biFRl.png
  8. Another thing which i am trying to do is modify a mod's .gda file so that it only increases the out of combat movement speeds (the mod itself increases combat speeds as well). Heres what the .gda file looks like : http://i.imgur.com/xLpFFBK.png I should be able to delete pretty much everything except the races used by the player characters (as it doesnt matter whether NPCs move fast out of combat or not). The problem is that i dont know how to reverse the combat speed changes the mod did....elf combat speed is set to "5.59999990463257" for example and i don't know what hte original value is. How do i use the toolset to find that? I'm guessing i need to change the animation combat speeds to default too...
  9. Okay apparently the toolset cant compile anything if its set to anything other than english for non-unicode programs, weird. Anyway i think i managed to compile and export without any problems, thanks. Now im trying to edit spell tooltips in the combat tweaks mod. This tutorial (http://social.bioware.com/wiki/datoolset/index.php/Adding_a_new_spell_tutorial#Updating_your_ability) only talks about creating an entirely new tooltip...not how to edit an existing one. I found the string reference from the mod's source files (ABI_ct.xls), but the string editor refuses to let me edit that string, saying that it belongs to a resource that is already checked out? I can't find out what resource it is as it doesn't actually tell me and i didn't check out anything. To complicate matters, i had to go to the single player module to find that string because i can't see any way to import the source code for the mod in as a module...i want to edit the tooltips that are already present in the mod's source files, not the default single player ones. How do i do this? In regards to aura of pain in talent_aoe_duration.nss : case ABILITY_TALENT_PAIN: { // if hostile if (IsObjectHostile(oCreator, oTarget) == TRUE) { ApplyEffectDamageOverTime(oTarget, oCreator, nAbility, PAIN_INTERVAL_DAMAGE, PAIN_INTERVAL_DURATION, DAMAGE_TYPE_SPIRIT, Ability_GetImpactObjectVfxId(nAbility)); } break; } } If i wanted to make aura of pain not deal damage to the reaver using it, do i simply remove the oCreator lines?
  10. Thanks, but the scripting tutorial doesn't even mention the word "compile" for some reason. There would probably be a lot more mods if there had been better tutorials. To start off with, I created a new resource in the toolset titled "additem.nss". In the notepad like window, i copy pasted the script, which is the additem script modified with one extra line to spawn the amaranthine guardhouse key, and then clicked compile script. The toolset then tries to save the script, but it always hangs midway. What am i doing wrong? Nothing in scripting overview or the scripting tutorial says anything about the toolset hanging when you click compile. Edit : Language setting might be an issue here, testing now. I'm looking at the tutorial you linked btw, and it helped a lot, thanks. But what do i do when i already have the source code files for an existing mod, and am not trying to modify the core resources? Is there a quick way to compile all the .nss files other than individually adding new resources for them then compiling? I can't seem to open the .nss files in the toolset for some reason...
  11. mcgoy : the problem is, the wiki tells you nothing about how to edit a mod, if you look in the tutorial section it only has tutorials on how to create something from scratch, but not how to edit an existing mod. For example i have a mod's source code here, which is a folder of .xls files and a folder of .nss files. The wiki doesn't say anything about what file i am supposed to open or using what option in the toolset. theskymoves : Thanks, i opened up the engineevents.gda file for the two conflicting mods. But it just shows three columns, ID, EVENT_TYPE and string. It doesn't tell me what does what exactly. How am i supposed to make the two of them compatible then?
  12. I have the mod source files, but i have no idea how to open them in the toolset (or which ones to open actually). Im trying to edit talent/spells, just changing some numbers around and the description. How do i do this? (Also if anyone knows how to edit engineevents.gda like tinman said here : http://forums.nexusmods.com/index.php?/topic/229926-dragon-age-single-fixes-endorsements/page-53 that would be great)
  13. http://forums.nexusmods.com/index.php?/topic/229926-dragon-age-single-fixes-endorsements/page-53 According to this, having both the fix pack and combat tweaks installed will prevent you from turning blood thirst off. Does anyone have a workaround or fix for this? I tried this mod : http://www.dragonagenexus.com/downloads/file.php?id=759 and http://www.dragonagenexus.com/downloads/file.php?id=1041 but as far as i can tell the "fix" for blood thirst does not work at all.
  14. So you have to start a romance first before those options become available?
  15. You can advance quest states with the debug commands, but i noticed that the debugger does not appear to give you any option to reverse quest states (e.g. set a quest back to the beginning). Does anyone know if this is possible?
  16. I thought both the kiss/tent scene was supposed to be achievable outside of a romance? Thats what the wiki implies anyway.
  17. Im using disc, i dont know why there is a mods/override folder under my game install folder if you guys dont have it...maybe the mod manager put it there?
  18. The full path is Dragon Age/Mods/Override, AKA game folder/Mods/Override. All mods i put in that folder do nothing, whereas they work just fine if i put it into the bioware override folder.
  19. Dropping mods into that folder does not do anything because DA only looks at BioWare\Dragon Age\packages\core\override....even with DAModder pointed at Dragon Age/Mods/Override, mods in that folder do nothing.
  20. Are you able to get the kiss/tent scene WITHOUT entering into a romance with morrigan?
  21. The wiki isnt clear on this.... -How does +% chance to dodge attacks work? For example if you have 50% chance to dodge an attack due to defence, does +10% dodge chance make it +60% or +55%? -Walking bomb supposedly does a lot of damage, but even with 50+ spellpower, it obviously inflicts very little splash damage when the victim dies. Why is this?
  22. The way the game is setup, all you need is a tank in massive armor to draw aggro and thats it. Everyone else may as well be in light or no armor because they are not going to get physically hit anyway (except for some very rare physical AOE attacks). More armor = more fatigue = less stamina to spam abilities so i cant figure out why you would want to use medium armor. Heavy armor itself is only used till you get access to massive armor. There are so many top tier massive armor sets in the game that theres really no reason to use medium armor...and most of the massive armor sets are very easy to get (cailan's set and warden commander armor is easily obtained right after lothering).
  23. This seems like a pretty common problem but the mod creators have dissapeared and i cant get in touch with them. Im playing as a female warden and i have tried using both equal/free love mods and the equal love mod with the morrigan restoration patch (including the optional equal love fix) but i cannot get the kiss/tent scene options even at +55 approval. I can only get the tent scene option if i use the console to manually start the romance. Does anyone know how to fix this?
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