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The issue is still very much solvable, unless your university PC prevents you from editing files or something. I'm guessing you have no mods on the university PC? In which case, the simplest solution is to go into where the game is installed, and then do the following, Try looking to see if one of these folders exists and going into whichever one of those two does exist: C:\Program Files (x86)\Steam\steamapps\common\Dragon Age Inquisition\Update\Patch C:\Program Files\EA Games\Dragon Age Inquisition\Update\Patch Then, if you find a folder with one of those names, look for a file called package or package.mft, and open it with notepad. There will be a number inside the file, change it to a higher number and save the file, then check if the saves load, and if they don't, increase the number higher until it does. But keep a mental note of that number since increasing this number will affect your saves and make them require this higher number back home, too, so you may need to employ a similar method back home to avoid that same message, or you could edit your savegames directly to decrease the required patch number whilst using a free hex editor, like HxD, as shown in 0:38 onwards in this tutorial. Let me know if you need any further help.
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The official download link for DA:I mod manager is still available on tapatalk. This is where updates for the mod manager used to get posted whilst it was still receiving updates, and the link there is still very much functional. At the top of that thread, on the first post, you will see a paragraph subtitled "download location", and under that, the third line in that paragraph begins "Direct Link (64 bits)", and next to that, is the dropbox link for the still functioning, official download of DA:I mod manager. Ignore the link to the tools suite, which is further above that, as the suite doesn't work, but the direct link to the mod manager does. After you've accessed the dropbox link, press the download button in the top left corner, ignore any sign-in/up pop-ups, then save. Now you have the DA:I mod manager, which you can unzip with 7-zip, and then set up and use.
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Hey! That error message means what it says - it's saying that, instead of the game's original patch folder, you have the DAI mod manager merged mods folder as the patch folder. This makes sense, since most tutorials about using both DA:I mod manager and frosty mod manager together involve renaming the DAI merged mods folder into the patch folder. So, basically, the DA:I mod manager is asking you to replace your modified Patch folder with the original games Patch folder - most tutorials should generally tell you to make a backup of the original somewhere for this reason, but if you didn't make a backup before you replaced it, you can repair the game to remedy that, I believe there should be a button for it in EA desktop somewhere, but if there's not, and you didn't make a backup of the Patch folder, you may need to take more drastic measures, and reinstall the game. It's also worth noting, that I'm pretty sure that all the DA:I mod manager mods you pictured are safe to load via frosty mod manager directly and they should work just fine, as non of them edit any files that would be problematic in frosty, and frosty mod manager does accept da:i mod manager files - it can be finicky about some of them, mainly, da:i mod manager texture edit files, but you don't have any of those, so, there's not really a need for you to be using 2 mod managers at the same time for that particular mod setup, anyways. Frosty may give you a message that "this mod was designed for a different patch version, it may or may not work", but this is just a generic disclaimer that shows up on all da:i mod manager mods and can be ignored, they should still work fine.
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RE this section: "We are also looking to solve a particular issue with closed permissions: When someone receives permission to port a mod, this is usually done via Nexus PM or Discord, and demonstrated via screenshot. Unfortunately, if these screenshots are called into question there is no easy way to confirm. The moderators’ only option is to have me, or a CM, manually reach out to the author. We need to simplify this process, and remove all of the uncertainty these screenshots cause." Does this just apply to bethesda games, or games in general? Because whilst I agree that "just trust me bro" isn't always the most solid of proofs of permissions, I don't think this the way to go about it either. For a number of reasons: 1) not all authors have their comments sections enabled, and we should be able to respect their want not to (be it because of trolling comments, or otherwise), whilst still being able to inquire about permissions. 2) some mod authors don't use nexus anymore, and can only be contacted for permissions on other websites that they frequent more. 3) comments can be missed, direct messages are easier not to miss. sometimes the notification system doesn't update you about all comments, so you can easily miss some, even if it doesn't miss out any, but you get a lot of comments, you could still miss a comment pretty easy. 4) some mod authors have comments on but just don't frequent them basically kind of the same as above. 5) personally, comments is not really a place i'd think to check for people asking me about permissions, anyways. 6) i have seen multiple cases of people granting permissions to specific people in comment sections and then other people going onto assume that it's blanket permission for everyone and then doing their own thing with the mod. despite the author only giving permission to a specific person. So, those are my thoughts anyhow. Also, I would wonder how this affects pre-existing mods. Would it be required to ask permissions again so you have public proof?
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Dragon Age Inquisition mods not working?
Dmitrias replied to Draconerus's topic in Dragon Age: Inquisition's Troubleshooting
Oh man thanks, just ran into this today and see your comment FROM TODAY concerning this lol. If you get the "waiting for platform" message when platform launching is enabled for EA desktop in frosty mod manager, you can try disabling platform launching within frosty and instead either using the frosty fix program, or, you can use the data fix plugin from here, here are instructions for using the data fix plugin. -
If the tapatalk link is giving you a 404, you could grab the download from the DAI modding server instead. Invite link here, then go to the daitools_downloads channel under the daitools section, scroll up in that channel and there should be a download labelled ModManager_x86_1.0.0.59.zip - don't worry if discord says "potential dangerous download", I'm pretty sure that's just a generic message discord displays on most direct downloads (this is the official DAI modding server anyhow, so the download is legit.)
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So, ummm, go a little issue with this mod
Dmitrias replied to Faythnu's topic in Dragon Age: Inquisition's Troubleshooting
Skinquisition is a nude mod for the inquisitor - the purpose of that mod is to make the player character nude, so you're not experiencing any glitch of any kind, that is just the mod you installed doing it's intended purpose. -
So, ummm, go a little issue with this mod
Dmitrias replied to Faythnu's topic in Dragon Age: Inquisition's Troubleshooting
Do you have your mesh quality settings set to ultra? Because that is required for the trousers to fit Cullen properly. And you also need to ensure you installed BOTH parts of the frosty game awards/shirtless Cullen mod - it has TWO files, Cullen Shirtless.fbmod, and Mesh for Cullen Shirtless Frosty Mod.daimod, if you only import the .zip file to frosty, frosty is not going to detect the second part of the mod, the Cullen Shirtless Frosty Mod.daimod file which is the file needed for his pants to fit him, so what you need to do is extract the .zip file with some program like 7-zip, and then import both parts of the mod (ignoring any warnings saying it was made for a different game version - this doesn't matter, it will still work.) Also, does your inquisitor stay naked if you remove the shirtless Cullen mod? because I don't think that should affect the inquisitor. You may want to give a rundown of your full mods list to help narrow that issue down. -
So I mod the same game most the time and I have quite a number of mod pages for said game now, I usually have the same standard base requirements for each mod. However the website for my required files has been relocated a few times now, and each time I've had to individually update every single one of my mod pages to reflect this new location. Of course nexus has no bearing over the location of someone else's website, but, it struck me as a cool and time-saving idea if we had the ability to batch-edit the requirements of multiple mod pages at once, so then modders could update the required links quickly in situations like these. I know that nexus does sometimes remember what you have typed and you can click to fill in the box, but, I thought it could save even more time if you could just say "update this requirement on all the specified pages." Anyways, thankyou for reading. c;
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Is EA Beta not mod compatible?
Dmitrias replied to maddbookish's topic in Dragon Age: Inquisition's Troubleshooting
Alpha 5 is the latest version of 1.0.6, so you should be good. -
1. Shokra-Taar is called Arishock internally. Found under DA3 > Factions > Multiplayer > Appearances > bdy_qm_arishock > Models. 2. if you need to find an armour you cannot locate, frosty has a searchbar in the top left corner, you can type into the searchbar type:SkinnedMeshAsset AND contains:keyword of your choice, then hit enter, to search for all 3d models of outfits with that keyword in the name. you can add multiple ANDs to the search, for example, if you wanted to search for all outfits with a certain keyword for dwarf female, you could search: type:SkinnedMeshAsset AND contains:keyword AND contains:df, then hit enter. Generally bioware uses these abbrevations system for the different race/gender cobinations: DF = dwarf female DM = dwarf male QF = qunari female QM = qunari male EM = elf male EF = elf female HF = human female HM = human male 3. yes, you can use blender to do this, or 3ds max but that's paid and blender is free so your choice which. 4. Padme4000 has a tutorial series that can help you.
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Oh, you don't need to follow that guide if you're using the intel plugin - the tutorial was moreso for the nvidia plugin, which has those issues. The intel plugin does have it's own quirk when reading colour channels of normal maps, though - and that is that it blacks out the blue channel, which causes the normal map to look green. This can be fixed by inversing the blue channel. But honestly, considering that you already need to invert the red and green channel for your mesh, I would probably just invert the whole image in one go in this case, rather than doing each channel individually. I don't think the mod maker is all too fussy about the normal map format having to be saved with ATI2N - it does allow you to import DXT5/BC3 compressed images as you noted, and it doesn't seem to make much of a difference. So I wouldn't worry about that part. Last bit I would mention is to remember to generate mip-maps if you do not want your mesh to have a sort of fuzzy effect when zooming out, not generating mip-maps on the normal map can do that.