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LithIthilwa

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About LithIthilwa

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  • Website URL
    https://www.fanfiction.net/u/12479294/
  • Discord ID
    Lith Ithilwa#7211
  • Country
    Canada
  • Currently Playing
    DAI, Sims
  • Favourite Game
    DAO/DA2/DAI, Sims, Myst franchise

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  1. I am having the exact same issue where it wonât work for me. It will load for awhile and Iâll get the black screen with the green Inquisition symbol bottom right flashing, then... poof, window gone and Inquisition gone. I have: - set everything as administrator (game, origin client, Frosty...) - gave everything exceptions in my anti-virus - delete the mod data folder every time - changed the patch folder name so it uses the one compiled by daimod - I have no conflicting mods - all my daimod files are in one folder, and my frosty file mods in another, and the .archive files are in the frosty folder (are they supposed to be there..?) - I have copied Frosty and its files from the Frosty installation into the DAI executable folder as indicated to do (where the inquisition.exe is) - I have .NET installed (a later version than the one in prereqs), and I installed the 2017 version of Visual Basics C++ - as a last ditch effort, I tried the good olâ reboot - all the daimod only mods seem to work fine, because the game had launched well then. I canât fully actually test them yet because they alter Alistair and Iâm past that point Iâm honestly at a lost of what else to try.
  2. BINGO. Thx for the pointer Sky, that was exactly what was happening. Thought I'd share this in case someone has the same question. Here is how I worked around that. Note: Remember to delete the files in "MyDocuments\Bioware\Dragon Age\packages\core\override\toolsetexport\" after each export! I put the lines checking for if the plot flag was TRUE in comment form, so the script wouldn't compile that code. Also set in comment form the items I already had so it wouldn't create them again (optional, if you want them a second time, then leave them in code). Left the last line of code that sets plot flag and item flag to true, so my new items would be flagged. Re-export and load game. NEW ITEMS THERE. Yas. Return to script, remove comment forms, re-export, load game. STILL THERE. Yas x2. It's a bit of a work-around that I'm sure more skilled modders would know a better one, but it worked for now :thumbsup: Attaching an image of my script with the relevant lines in comment forms. :dance:
  3. Ahhh, makes total sense. Thanks :) I'll probably just create a new module for this time then. I thought it only set the flag to true per item, not for the whole script, and so adding more to the script would add the new ones and not the old ones :teehee:
  4. I followed the tutorial on Fextralife to create new custom items (https://fextralife.com/forums/t264474/custom-player-items-in-single-player/) a week or so ago. I made a series of items, exported, and got them in my inventory no problem. I went back in it today to add two new items (creating them + adding to the script), re-exported, load game... and no new items :sad: The old ones (well, those I created the first time) are still there. Can I add new items to an existing module as so? Or do I need to make a brand new modules? That would seem like I'd end up with a LOT of folders...
  5. Piggybacking on the conversation! From what I understand, if I go and make changes to items I've created, all I need to do it re-export? In more details: I created some items following the article on Fextralife (https://fextralife.com/forums/t264474/custom-player-items-in-single-player/), which at the end has us Export Without Dependent Resources, then Generate Module XLM, and Generate Manifest XLM. If I go back into my module and either edit items I had created, or make new one and add them to the script, do I need to re-export / gen module / gen manifest? Or do I simply need to save? (Also, will it still remember if it gave me the item?) I could, of course, simply create a whole new module to host new items, but I like to keep things tidy, if I can have them all into the one Custom Items module :teehee:
  6. I was wondering that too, in terms of softwares needed and special skills/specific coding knowledge. I'm just starting to dive into the toolset and various tutorials online - this should keep me busy for the next 9 weeks while I supervise the kiddos in the pool :happy: (I'm not much of a swimmer, the shaded patio works great for me :cool:) There's a thread full of great links - you might have seen it already, but if not, it's right here: https://forums.nexusmods.com/index.php?/topic/382203-how-do-i-create-a-mod/
  7. Thank you for the precision Thandal. Hopefully it will be available again sometime!
  8. I really want this mod too, after seeing so many videos of it. I'm using ARR atm, which needs to be either/or used at a time anyway, and I like it well enough, but I really, really want to do a playthrough with IRR. There just seems to be so many small, intimate moments between the two of them in that mod :sad: I suppose I'll try messenging cmessaz7 too, perhaps the mod can be unhidden while she works on the improvements... Maybe... Hopefully? :happy: I also realize that this reply is two months later than the original post... any luck since then finding it, or perhaps a reply? :cool:
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