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svartalfimposter

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Everything posted by svartalfimposter

  1. It seems to me that it's all about Control/Power. Communism promised a world where no one person had power over others. People who had power over others didn't like that idea. Fortunately for them, efforts to produce Communist nations failed or were undermined and became dictatorships - where power was exercised over others. During the 20th Century a great deal of money was spent to influence the minds of westerners, and many left-leaning politicians were persecuted for their beliefs. US media was purged. The film and media was flooded with anti-red propaganda; The Blob, Them Never underestimate the power of the media to control the minds of voters. We voted to be divided and ruled. We surrendered our power when we voted for Union busters. Nowadays Socialism is only for the rich and powerful - they look after and do favours for one another, this is something we've not been privy to until the age of the internet, we simply weren't aware of it before. There were rumours, but those people were dismissed as cranks and kooks, as conspiracy theorists - you know the ones who would take shaky video footage of black cars driving to hotels in remote locations for their secret Bilderberg or WEF meetings. We know so much more now. In the 1990s, Media Studies was mocked by people as some ridiculous joke. People don't laugh so much about it now.
  2. I guess you might be able to tweak this, so they never register as leaving or something? exported/design/globalscripts.globalscriptbundle I guess you can just remove the sections that deliver a missive and remove a character... e.g. Where; 4371 is the missive in the gui.stringtable; <Entry> <ID>4371</ID> <DefaultText>Maia is no longer aboard the ship. She's left you a missive.</DefaultText> <FemaleText /> </Entry> and; 81700f52-4614-4c5e-baba-8a1cb1d44f24can be found in the items.GameDataBundle; "DebugName": "MISC_Maia_Missive_Post_Powderhouse", Which is; and;"b1a7e802-0000-0000-0000-000000000000" is Maia's ID. ... So if you want the missive without the person leaving you can just cut that bottom section, instead. This seems to be only part of the answer, though, because there are only four companion exits this way (2 maia, 1 pallegina, 1 tekehu).
  3. I've got someone reporting this too. I've even installed Vortex to try to evaluate it - I don't understand what's happened. I tried changing the version numbers in the mods to be compatible with Min 1 and Max 600 and still it reports an error. I suspect Vortex be busted.
  4. I think "RollGroup"s seem to be things that belong to the same roll. For example, if I have a lockbox This is a line from Grimy's (I don't know what the +- mean at the start). -LootTables = ( TableName = "Archon_TimedLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="EleriumCore",RollGroup=1), Loots[1]=(Chance=45,MinCount=1,MaxCount=1,TableRef="MidAlienWeaponUpgrades",RollGroup=2), Loots[2]=(Chance=25,MinCount=1,MaxCount=1,TableRef="LateAlienWeaponUpgrades",RollGroup=2), Loots[3]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="AlienDatapad",RollGroup=3) ) This one has TWO entries in rollgroup 2, which means there's 45% chance of 1 MidAlienWeaponUpgrades and 25% chance of 1 LateAlienWeaponUpgrades from that drop. You will also get 1 elerium core (100% chance) and 25% chance of 1 alienDatapad. I think.
  5. In response to post #60311576. #60314261, #60315341, #60315776 are all replies on the same post. On this point, compare; a mod that has five variations in the form of separate files with a configurable mod that give an option of the same five variations in a menu in just ONE downloadable file. Would the person who gets users to download five different files get more unique downloads than someone who gives the single configurable file?
  6. It sounds like you've already read this: https://www.tapatalk.com/groups/daitools/manager-can-t-find-mods-t1846.html but I'll put it here just in case. Did you unzip the files? If I understand it all correctly, nearly all mods in your Mods folder should be .daimod files.
  7. What is your measuring stick for upgrading a T1 one-piece to T4ish standard? I tried to make my Better DLC recipes between 30 and 36ish slots in total, which I think is slightly weaker than the usual T3. Having said this, all One-piece armours are all considerably weaker than what you can make with upgradable ones.
  8. Also, Frosty is being made compatible with old mods, so expect people to recommend that soon. You can join the DAI modding discord: https://discord.gg/tc2S2kz If you have questions, people there will be happy to help you.
  9. Yesterday, Galaxy/Eham (who made Frosty and the original DAIModMaker software) was testing Daimod files in Frosty. Here is a picture he posted of the configuration screen from MoreLootRemade in Frosty: The DAI modding community is on ths Discord server, which is a much better place to get help: https://discord.gg/tc2S2kz
  10. I had that yesterday :smile: Your antivirus probably has a thing called "Exclusions" or "Exceptions", where you tell it what NOT to check - add the game there.
  11. Instructions on how to look at those altered files are in my introduction to ModMaker: https://www.tapatalk.com/groups/daitools/a-simpleton-s-introduction-to-modmaker-by-a-simple-t1854.html
  12. This is interesting. It's Base 256 with reversed pairs? I suppose it makes sense in hex.
  13. I don't know what the problem is, but I made an installation guide for someone else on this thread. It goes into excruciatingly minute detail. Maybe it'll work for you? https://www.tapatalk.com/groups/daitools/manager-can-t-find-mods-t1846.html You shouldn't have to bother with verbose logging iirc.
  14. I made an installation guide for someone else on this thread. It goes into excruciatingly minute detail. Maybe it'll work for you? https://www.tapatalk.com/groups/daitools/manager-can-t-find-mods-t1846.htm
  15. What we REALLY want is for the grip as a recipe, right? I had a go, the problem is that the model is a one-piece with blade and handle together. I cut the blade off it in blender, but I can't import it back into modmaker over an existing grip (I think it's because the number of vertices and file size are different than the file they're replacing). You can't say we didn't try, but my project died at this stage, sorry.
  16. You could possibly put the unlocks in a shop. Here is the download for ModMaker: http://daimodder.tumblr.com/post/130001021704/modmaker-11019 Here is a guide that INCLUDES A SECTION on how to put items in shops: https://www.tapatalk.com/groups/daitools/set-plot-flags-an-easy-way-t1769.html The items you are looking for are probably in data/da3/designcontent/plots/skyhold/customization\sky_throne_INSERTNAME_available Good luck!
  17. Try disabling/deleting that one. :) If you read the posts on the mod page, you can see it's not 100% working because it was made when Bioware were still updating the game: https://www.nexusmods.com/dragonageinquisition/mods/444/?tab=posts
  18. I'm still extremely interested in how NameHash and the Talkttable work, but for now I have gone back to the original name of the schematic. "Dwarven Helmet" doesn't look half as cool as "The One Hat", but; it fixes my issues with the Talktable - the entirety of which was saved as part of the Daimod in the original version of the mod, making it a 2.5Mb download instead of it's now much more reasonable 67k,it means that any mod that edits Talktable entries doesn't get overwritten by my mod if placed above it in the load order,it fixes the issue with the suggested name being a random line from the talktable.
  19. UPDATE: I've had a go at using oldschool tools to do the same edit: I followed this guide, but I get this crash at the click "Make MOD" stage (no file is created). I still haven't found ANYTHING ANYWHERE about NameHash. It's as though it's some big secret that's been wiped off the internet ...
  20. My mod is coming up with a random line (could be text from the codex or dialogue) from the talktable because I changed the name of a hat recipe from; [0001C385] Dwarven Helmet to The One Hat in the talktable editor in ModMaker. Here is the mod: https://www.nexusmods.com/dragonageinquisition/mods/1967?tab=description I tried importing this line as an XML file instead (I put 3 spaces at the end so it's the same length as "Dwarven Helmet" <entry><id>0001C385</id><text>The One Hat </text></entry> But this crashed ModMaker. I couldn't understand how the hashname works, and didn't change it - I suspect this is the problem, so I need some information on it, I've literally got NOTHING to go on. Tirnoney's guide, which I have used for all my other information, says only that the game uses it to refer to the talktable, but I found no entries that say anything like NameHash : C32FE609. Even the format is different from the data I've examined. I couldn't find anything on the internet about NameHash. Is there anybody around who knows anything about such things please?
  21. Please make a new post about it. This is Katarsi's thread. Meanwhile, I made an installation guide for someone else on this thread. It goes into excruciatingly minute detail. Maybe it'll work for you? https://www.tapatalk.com/groups/daitools/manager-can-t-find-mods-t1846.html Conflicts happen when people mod the same file (obviously), but those cosmetic things tend to be very specific. I consider this the best hairdo for females in Inquisition: https://www.nexusmods.com/dragonageinquisition/mods/1143/ You will also find a bunch of great links on that page - obviously they work together to create that look. There are lots of personalised characters on the nexus like this. Bear in mind that mods that change graphics tend to, at worst, crash Trespasser or at best fail to show up in it. -it looks like this will change over time as modders move over to Frosty.
  22. This would be great if it weren't for one problem: I can't install ModManager from the Suite. Whenever I try to download using the Tools menu I get a message saying "An error occurred while trying to contact the server." I'm not having trouble installing mods. I can't even point to the DAI executable from ModManager. Maybe you have a firewalll or antivirus that blocks it? Did you try run as administrator and all that gubbins?
  23. SOLVED (I hope). Turns out the item I'm modifying has a TurnOffFaceWhenEquippedAsHelmet flag that I need to change... *cough* [edit]This will take a while, I have to mess about with beards and face flags now :/ I'm also going to change which helmet I'm modifying and the daimod assets, so sit tight. [edit]It's complete. It's complete!
  24. SOLVED: I missed a flag. This is my Config menu. I'm writing a script to allow the user to choose which skin to put on a (specific) helmet (and materials and slot sizes). It's almost ready to go, the numbers all work, but there is one small problem. ... equipping it makes the character's head disappear. For the first time in about five days I haven't got my computer saying, "you're doing it wrong". No more compiler errors, no more crashes in modmanager. Now I have no feedback at all... Does anybody have any experience with this sort of thing?
  25. I made an installation guide for someone else on this thread. It goes into excruciatingly minute detail. Maybe it'll work for you? https://www.tapatalk.com/groups/daitools/manager-can-t-find-mods-t1846.html
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