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apomorph

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Everything posted by apomorph

  1. Maker's balls, you did quite a wonder here, apomorph! And you got it in the end, while I still don't know how to use Save Editor...at all :sweat: I was away on another Skyrim modding spree, but I eventually remembered to check on DAI. Going to the mod page to check it out! :thumbsup: The Save Editor can be seriously tricky! It took me like 45 minutes to figure out that to change boolean values, you have to double-click on that line item, and not enter in a 0 or a 1... hope the mod helps you out!
  2. I finagled a way to have the PC wear an earring all the time (during cutscenes, too), using the excellent earring meshes from Misc Armor Edits. I currently have a personal mod set up for EM, but the other race/sex combinations are definitely possible. There's a bit of work/write-up I'd need to do to get the mod ready for uploading, so I wanted to gauge whether there's some interest before I invest the time. And every race/sex combination would require a different version of the mod, so right now I would be prioritizing combinations people actually want. Lmk.
  3. I had trouble recently working on a different mod with creating new dialogue wheel options, and ultimately couldn't figure out how to do it. That said, it's easy enough to REMOVE dialogue options (I have done this for a personal mod successfully). The thing about the dialogue/subtitle text is that they're all packaged as pre-existing strings, and I don't know if there's a way to edit them. (Please someone let me know if there is and I just don't know about it.) I haven't tested this, but I think it would be doable to swap the audio file/dialogue choice text string/subtitle text string to effectively convert an existing dialogue exchange to a new one. I have a bad habit of modding games but not playing them until after I've done a lot of modding, so I didn't know about Krem and am happy he exists. And frustrating in a game that leaves so much of your character's backstory/experience open-ended that you're locked into responding in particular ways.
  4. Last spam. Mod is up: https://www.nexusmods.com/dragonageinquisition/mods/3427/
  5. Alright, I promise this is the last post I'll make for now... but I got a question. My idea was to add a new dialogue option to Cassandra, Vivienne, and Leliana during this party. Again, the idea was that if you pick that dialogue option, it'd force that candidate to become Divine, regardless of points. My problem is I can't seem to add new dialogue trees. I can add the forcing to only existing dialogues in the party. OR I can just add one check to Leliana's Divine conversation "I'd support you" option that flags her to become Divine and negates the other two candidates. The problem with this is that if you do anything that invokes the Divine point logic AFTER that, it's gonna reset the booleans according to the points tally. And there's something wrong with the logic that is messing with Leliana's booleans in the first place. So I guess the question is-- how do you want this to be implemented? I hope this makes sense...
  6. Hey! Okay, I actually have a semi-functioning thing, and figured out how to attach boolean swaps to conversations choices... meaning, I can attach "make cassandra divine false, make leliana divine true" to specific conversation choices! I think what I am going to do is try to make it so you can talk to Leliana/Cassandra/Vivienne during the party and have an option to confirm that person as Divine in the conversation.
  7. So here's what I've found so far: The Choose Your Divine mod is working just fine. I used the DAI Save Editor (https://www.tapatalk.com/groups/daitools/plot-flags-t277.html) to check each candidate's points on your save file, and Leliana's are indeed the highest (270 points for her vs 0 for Cassandra and -4 for Vivienne). So, as we kind of already knew from whoever wrote the wiki entry on the Divine election process, there is a bug somewhere in the Divine selection logic that is picking Cassandra in your game over Leliana, despite Leliana's vast lead in points. Using the Save Editor, you can at least swap the booleans to get your game how you want it to be. You'll need to set "Cassandra is Divine" to False, and set "Leliana is Divine" to True. I'm embarrassed to say it took me a while to figure out how to use the Save Editor's GUI for the booleans-- you need to double-click on them to get them to change. But I did verify that this swap works with your save file and gets you the right (Leliana) ending. I am looking in Frosty as to WHY that boolean is being set incorrectly despite the Choose Your Divine mod working correctly, but Frosty logic is poorly labeled and I may or may not be successful... my initial thoughts are: a) Cassandra is defaultly truthy and sometimes swapping the default doesn't get triggered in some save files? b) Some other condition is overriding the boolean for Leliana to reset it I know this isn't really a mod solution to prevent the problem in the first place... still trying there.
  8. Thank you for the saves! It really helps a lot... hopefully I can poke around with this this week (I could honestly use a thing to work on to relax). I'm more used to modding Bethesda games and having a console to easily get to where I want to test parts of the game, and my understanding is that the DAI console is pretty useless for modding. I apologize that my description for the rogue/mage combo mod was kind of poor/breathless. It was complicated/fun for me to figure out how to edit those files, but the result has been really satisfying in-game (and hasn't caused me any issues for a couple hundred hours of play). I may at some point make a tutorial of how to do some class/skill tinkering and post that since there are so many potential combinations... and it might be a little clearer than a post explanation.
  9. @Katarsi, I think a save before that conversation after the battle with Corypheus sounds like a good place to start testing. My guess without digging into Frosty yet is that's where it'd be best to start manipulating things to see if you can force one Divine to be selected regardless of prior points/other plot events. I can definitely post my rogue/mage combo class mod, but the main reasons I haven't are a) It has some other mod dependencies (I think just the Rogue to Mage is a hard dependency that I've been too lazy to outright integrate into the mod, but I highly recommend Armor - No Class Restrictions Remade and particular portions of All Skill Trees for Inquisitor. There's also a few miscellaneous other mods to make accessories/potions/exploration abilities available to all classes that I use as well...) b) It's a bit "made to order." I have to know your character's race/gender/desired starting skill trees/desired specialization quest/desired unlocked skill trees. In its current form, the mod is built for my male elf who starts with the dagger/stealth/lightning/fire trees, and gets the mage specialization quest instead of the rogue one. I also was able to get it so when he unlocks the Knight Enchanter tree, he also gets the Assassin tree, because why not. And because I was having fun, I changed some of his equipment slots around so he wields one dagger in the main hand slot but does an electric mage attack with the unequipped offhand. I didn't bother giving him the ability to equip staves because my idea for this character was a mage who was not formally trained and instead focused on rogue abilities (canon be damned). But there are other good mods that would give you the ability to equip whatever weapons regardless of class. Also, other class combos (e.g. Warrior/Mage) are definitely possible, and I was a little overwhelmed at the possibilities... and not sure of the interest in something like this... sorry for the long, and getting off-topic, post!
  10. I imagine it's possible to force Leliana as Divine if you just delete/inactivate the activators for the other two options. I am moving currently and don't have much time, but I would like to look into it. My current playthrough is a custom combo rogue/mage class character, and it took some doing to force the game to only provide the mage specialization options, but I was able to get it done. It turned out the warrior and rogue class events were higher priority than the mage event, meaning that if a character was flagged as both a rogue and a mage, just the rogue event would trigger. My point is I'm wondering if there's a similar situation with Cassandra and Vivienne where those two always have priority over Leliana, and whether that causes the bug. If anyone is able to provide a vanilla (or vanilla ish) save file near the final announcement of the Divine, that would be amazing to modtest...
  11. I'm using the "Choose Your Divine" mod as well, but have never gotten to the point of Divine election in-game. As someone who really wants Leliana for this play-through... I'd be interested in this as well.
  12. Aw man. I had this problem a while back and I... do not remember what I did to fix it. Which skill tree mods?
  13. Also, what are the circumstances of the crashes specifically? I am tired and assumed at first you weren't able to even boot the game. But knowing what's making you crash and where would be helpful. Anecdotally, I know many people have had issues with eye texture mods and certain parts of the game. Textures and DLCs also don't always cooperate.
  14. I apologize if you've already done this, but can you start the game with no mods? If so, try only installing one mod at a time, and then booting the game. Tedious, but you'll find what's breaking where that way. I don't know all of your mods, but I will say hair retextures for the vanilla hair (sk's) + hair mods that have their own textures conflict and cause insta-crashes on boot (at least for me).
  15. I had read about modded textures causing issues in the BE (and elsewhere), but not edited scripts. But I maybe (probably) missed something. I actually have no issues with script edits and the BE as long as you don't open the hero menu. Opening inventory, etc. menus through their direct shortcuts doesn't cause the freeze. Entering/exiting/using the BE is totally fine as well.
  16. I found a little bug that may be helpful for others to keep in mind: Editing scripts seems to cause the Black Emporium to freeze when opening the "hero menu" (Esc). Other authors' mods and my mods both appear to do this when I have no other mods installed. I so far haven't run into any other game locations that crash when running mods that contain edited scripts. I guess I'll add them to this post if I discover them...
  17. Glad I could help! Lemme know if you try editing the Start_Weapon_Warrior_2H file and the method I described doesn't work. I was looking at these files the other day because I wanted to have my rogue start with just one dagger, but I ended up just removing the second dagger from the file that loads in the starting weapon cutscene meshes (Layer0_dsg_0200_pro_firstcombat) instead of touching the dagger's actual appearance.
  18. This is probably doable by just disabling the condition that lets you switch equipment under the inventory tab during battle. EDIT: I still think it's doable, but I'm having trouble finding what specifically triggers the combat inventory lock.
  19. ^ This method works great, but yes, unfortunately items in the headgear slot won't show up in Skyhold (as well as Haven I think) cutscenes. I use this mod for the Venatori earring replacers: https://www.nexusmods.com/dragonageinquisition/mods/2439. It is a very ramshackle solution, but I managed to make my character keep their bling during all cutscenes by adding the helmet as an extra part_app on armors. That does mean you can't take that particular headgear off since it's now part of the armor, but in this case I wanted my character to have their earring 24/7.
  20. This is pretty easy to do in Frosty. There's a few things you'll need to change: Search for "prefab_chargen_equipment." Open that up, and under the Object tab, find the commands for giving and equipping two-handed warriors with their great sword (all classes' starting weapons and armors are in here, and not in any order, so it's a bit of a mess). (To save you some work, it's nodes [7] and [8].) Now find the great ax you want her to start with. You'll want the file name for it that starts with "equip_." This file includes the weapon's stats, appearance, etc. For example, if you wanted her to start with the Barbarian Battleaxe, it's "equip_greataxe_t1_1." You can either open up files in Frosty until you find it (the DisplayName will be visible once you open the file), or save yourself some time and use the wiki to look up the item ID: https://dragonage.fandom.com/wiki/Barbarian_Battleaxe (lower right column). Okay, now make sure you are highlighting the great ax you want in the bottom left hand box of the file explorer in Frosty. Back in that prefab_chargen_equipment file, click the arrows that are next to the "equip_greatsword_t1_1" under nodes [7] and [8], and you'll see it replaced with "equip_greataxe_t1_1." Now, after you save and export your edits to a mod, when you start a new game as a two-handed warrior, she'll equip that greataxe. There's one more thing to do for immersion if you want. In the cutscene before fighting the first two demons, do you want the mesh of the greatsword to be a greataxe as well? That's pretty easy to do as well, but takes a bit more work. Essentially, you'll want to swap out the weapon part meshes under "Start_Weapon_Warrior_2H." There's a greatsword blade, grip, and pommel mesh there. You'll need to swap out the ObjectBlueprint files of the greatsword (W_GSW_001a_head, _grip, and _pommel) for the corresponding ax components. I haven't tested this in-game like I have with editing prefab_chargen_equipment, but that (very probably) should work. The only difficult part here is finding which ObjectBlueprints actually correspond to your ax's meshes. I personally don't know of an efficient way or searching for them, because the part_app files don't declare the ObjectBlueprint files as an outright reference. Sorry, explaining the part_app thing is probably another paragraph you don't want to read. Here's my cheat: go to da3/equipment/weapons/part/models/w_gax in Frosty. You can open up the files that end in "_mesh." When you have a mesh open, change the view mode on the upper center bar to BaseColor so you can actually see it. A lot of the meshes are names similarly to the weapon "equip_" file they correspond to, but not always. Once you've confirmed which meshes are your ax's blade, grip, and pommel, there should be another file in that folder with the same name but no "_mesh" ending. These are the ObjectBlueprint files. You can replace the greatsword's component ObjectBlueprints in "Start_Weapon_Warrior_2H" the same way you swapped out the "equip_" files under "prefab_chargen_equipment." I hope this helps!
  21. So I think I figured it out-- because I seem to not be having the issue anymore. I had to lower my computer's resolution from 3840x2160 to 2048x1152. Magically, no more camera flipping. And that also seemed to help certain GUI elements that I had also noticed looked "too-fast" suddenly (like the loading screen cards). Changing the game's resolution seems to have no effect. I don't know why that worked, but maybe this will help someone else.
  22. This is not a mod issue per se, but maybe could be helped by a mod, and I am desperate for some help! I'm newly/suddenly having a problem where moving my character (especially in an arc around an object) results in the camera suddenly doing a 180 degree flip. I have tried to research the problem and have had no luck. - I've tried re-installing the game, deleting profileoptions files, verifying game files - I own the game through Steam and have disabled all controller/game-overlay options in both Steam and Origin - The problem is still happening of course with no mods whatsoever! - I play with a keyboard/mouse, which have not changed - There are no random extra controller drivers on my computer that I can find, and I've tried reinstalling the drivers for my mouse already - I'm not using any launch options (the 60 fps cutscene trick always has resulted in the camera-flipping problem for me, which is why I don't use it) Any tips at all would be greatly appreciated! The game is near unplayable for me with this.
  23. I'm new to modding DAI, but not modding generally, so just trying to understand all the tools available now. I can't get FrostyMM to launch the game without mods (haven't even installed any), even after uninstalling the latest Origin version and installing the older 10.5.82 version. I'm hoping I'm not just crazy, and that it's part of the issues others are having above... ugh.
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