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psychophat

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Everything posted by psychophat

  1. It's not about how many MOD's the limit is at 254. It's all about conflicting and resource available to handle, if you know that your system is capable of handling that amount the problem always returns to which MOD is co-friendly or not which each other.
  2. Currently I'm playing around with the GFX of DAO UI and plotting DA2 over DAO. But I'm inclined to modifying DAO but not to the extent to porting DA2 to DAO because it's gearing to the console look and leaving the RPG feel. The anims can be ported back to DAO when the proper file tree grouping can be accomplished.
  3. Found that most files of DA2 are backward compatible to DAO toolset as resource and can be used. Haven't checked the rest but currently loading file sets to archive via hierarchy for internal use on 1.01 toolset. Heavy resource mapping still required. Scripts would still be required to be done manually as no NSS reference available. Viable and tested within DAO toolset: - interface - textures - models - effects - areas - placeables - anims Looks good already if you'll be modding DAO using the graphics, anims, maps and effects from DA2; will post import steps and tree later.
  4. Can't get home, fear of radiated water . . . hahahah
  5. Have you ever encountered a script for an item which requires an ammo, I can probably work my way through that. Its basically for the MOD that am making, lets just say is D&D style and am plotting my own DM to DAO.
  6. Can somebody be a nice guy and make a script to require a quiver for bow to attack. Because even without a quiver (ammo) the bow fires by itself.
  7. That would be quite a list but here's what you can do, use: DATool: DA model manipulator http://social.bioware.com/project/41/#files - Browse the model list - Select either Characters or Weapons The names will be shown on the title bar of the model you are viewing. Here's the list of all models. Added [ spoiler ] tags to save screen space for others.
  8. Your referring to this one: Character Respecialization http://www.dragonagenexus.com/downloads/file.php?id=14 Allows the player to reset the base attributes, specialization points, spells, talents and skills of the hero character and any of the party members to the default values and returns the remaining points so they can be spent again.
  9. Just one more piece, can it be scripted to load that entry automatically after completion of the cinematics or like insert it an entry after to create a spawn point in a custom map so that you can exit again? Thanks I'll look into BG2 - Redux if their path would be like this as well.
  10. That already cross my mind but still is not quite the extended play I have in mind. See it like this you finish DAO after the cinematic instead of credits it goes back to the map or the final area on exit you will gain one quest which is to go to the next map which you'll have a new task or importing Awakening to DAO but without the core scripting just areas with new quests. Basically editing the final scene of DAO then from there branching to merge DLC's, expansions and new locations to continue playing and have the ability to go back to previous areas. What do you think is it possible?
  11. Actually am moving everything backwards to DAO because I prefer they way it was done there to the way they did it in DA2.
  12. Just overlap it to emulate a much more seamless area. Snapping would be great but unless you cover the back part seriously the gaps would not show.
  13. I was looking on into the concept of staying within the boundaries of DAO per se and extending gameplay after the final cinematic. Switching to Awakening is not the option I am looking for because that would be starting a new and not extending play.
  14. I am inquiring the possibility of creating a quest after "The Final Onslaught", is it possible to add an entry after the last cinematic? If so would you kindly shed some light on what path to take for this MOD undertaking?
  15. Home saved from fire.
    1. Spaceritual

      Spaceritual

      glad to see you are back :)
  16. What version of FalloutNV.exe do you have? eg. NVSE 1.0 beta 6 requires that FalloutNV.exe is v1.2.0.314
  17. Navy Nanny
    1. myrmaad

      myrmaad

      That is an adorable picture!
    2. psychophat

      psychophat

      She is so . . . makes me happy.

       

      Thank you!

  18. Will there be a time that the admins can filter the files in the categories, I mean some mods/plug-ins don't belong on the category they are at and belong to another category that's much more suitable to their mods/plug-ins description or what it does.
  19. So that's why I saw pages not loading and files not being able to be accessed a couple of weeks ago, I thought it was my connection acting up. Good to know that all is good now and working fine again.
  20. Nice work guys keep it up! Now I need to make a mod that's 301MB for me to be happy.
  21. Yes, kindly go to http://fallout.wikia.com/wiki/Fallout:_New_Vegas_companions view the companion you want to respawn, then view the "base id" of that follower use your this is what you will type on the "<ref_id>" replace the quoted with the base id of your companion. Here <ref_id> is an internal number for the companion - for Veronica this seems to be 000e32a9 - you can get the ID's of others from the Wikia site as well. This will move the companion to your location: prid <ref_id> moveto player This will move you to the companions current location: player.moveto <ref_id> If these don't work the recommendation is to kill and resurrent the companion. First use these two: prid <ref_id> OpenTeammateContainer 1 This should give you their inventory windows - empty it into your own. Then do the following, and hopefully the companion should be back: moveto player resurrect 1 disable enable P.S. Give a Kudos if it works or not*
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