-
Posts
157 -
Joined
-
Last visited
Everything posted by hdhd
-
Builder-to-Builder Import Woes
hdhd replied to Kamajii's topic in Dragon Age: Origins's Builder Troubleshooting
You're welcome. Always glad to help :biggrin: -
Builder-to-Builder Import Woes
hdhd replied to Kamajii's topic in Dragon Age: Origins's Builder Troubleshooting
I think the toolset can't find the other references if you click on the resource properties you see that gheyna is referenced by many other dlgs so you maybe have to import first the other *.dadbdata before you can import the IA_Dialogs.dadbdata. Edit: Tested it myself. Works now flawlessly: -
I tried again doing something with Warden's Keep. I was able to get the area layout in the toolset with http://social.bioware.com/wiki/datoolset/index.php/Tutorial:_Using_DLC_areas_in_your_mods Problem is only I can't remove the blood or restore the destructed areas because area layouts aren't editable. Next I tried creating a new area but this doesn't seem to be that easy especially placing the correct objects so it looks like the Keep. At least creating quests, spawning merchants etc. is now all possible (except changing the interior). However I think that the original idea of a Warden headquarter with destroyed areas would be kind of strange because Levi said that it had been restored (to some degree).
-
Builder-to-Builder Import Woes
hdhd replied to Kamajii's topic in Dragon Age: Origins's Builder Troubleshooting
The error says that the author of the mod hasn't included a reference resource for ntb100cr_gheyna.dlg. Maybe post which mod you try to import into the toolset. I will then try to import it myself. Otherwise you also can open the dabdata with winrar/winzip/7-zip, extract the resource and open the xml file with the notepad. -
I think I broke something :(
hdhd replied to DJPooka's topic in Dragon Age: Origins's Mod Troubleshooting
I would simply spawn him with a script. The toolset name is spo000cr_levi, you can find in My Documents\BioWare\Dragon Age\Offers\dao_prc_onrx_1 the creature, scripts etc. It is also possible that the dragon age updater process couldn't download the offer file (which is responsible for spawning Levi). Maybe try reinstalling: http://na.llnet.bioware.cdn.ea.com/u/f/eagames/bioware/dragonage/offers/DAO_PRC_ONRX_1/DAO_PRC_ONRX_1_1.0.dazip If the location on the map doesn't appear maybe reset all plot flags (you can get them with logging http://social.bioware.com/wiki/datoolset/index.php/ECLog.ini) so you have to talk again to him. -
The health can be changed in the creatureranks.xls. Every time you enter a new area the health, damage etc. is set so you can't change it afterwards (e.g. Lothering if you already were there you can't change anymore the health/damage etc.). A good creature scaling add-in is http://www.dragonagenexus.com/downloads/file.php?id=354 (Combat Tweaks - Creature Scaling Tweaks). I think tweak 1 is sufficient, with tweak 2 and 3 my companions always died due to too much damage. To change just the health open C:\Program Files\Dragon Age\tools\Source\2DA\creatureranks.xls and change the fHealthScale at your convenience and compile it then with the ExcelProcessor.exe
-
Put the harden.ncs file in packages\core\override, open the console, and type in runscript harden. If you did it all right a message should be displayed. Source: #include "wrappers_h" #include "plt_genpt_alistair_main" void main() { WR_SetPlotFlag(PLT_GENPT_ALISTAIR_MAIN, ALISTAIR_MAIN_GOLDANA_TOLD_HARDEN, TRUE); DisplayFloatyMessage(GetHero(), "Sucessfully hardened Alistair.", FLOATY_MESSAGE, 16777215, 4.0); } Compiled: http://filebeam.com/1e92087ab629a3f8b4218a5fd7ecad91
-
Maric's Blade from Return to Ostegar
hdhd replied to Weatherby's topic in Dragon Age: Origins's Mod Ideas
I have no problem opening the ERF files. As far as I know there isn't any tool other than the toolset to open the erf files. But maybe tell me exactly in which package (texturepack.erf?) they can be found then I can send them you. -
I don't think that the developers of the game made it so complicated. When you enter a conversation a script will be run that hides your helmet and does other things like setting music etc. Or am I wrong? I found for instance the script gen00cs_cutscene_end which is run by many cutscenes at the ending. Has anyone tried overriding maybe the EVENT_TYPE_ENTER/EVENT_TYPE_EXIT? Simply let the cutscene start as usual and then at the beginning/ending use the EquipItem/UnEquipItem command so that the helmets are hidden/shown again.
-
Sorry that I haven't answered for some days but I totally had forgotten this thread :whistling: Here's the complete gift list for Origins (except DLCs, the items can be found under Items --> _Global --> Gifts): 19.12.2009 22:43 2.156 gen_im_gift_ale.uti 19.12.2009 22:43 2.326 gen_im_gift_alistair_amulet.uti 19.12.2009 22:43 2.242 gen_im_gift_antivan_boots.uti 19.12.2009 22:43 2.197 gen_im_gift_armband.uti 19.12.2009 22:43 2.256 gen_im_gift_blkgrimoire.uti 19.12.2009 22:43 2.356 gen_im_gift_book.uti 19.12.2009 22:43 2.293 gen_im_gift_book2.uti 19.12.2009 22:43 2.287 gen_im_gift_book4.uti 19.12.2009 22:43 2.348 gen_im_gift_book5.uti 19.12.2009 22:43 2.212 gen_im_gift_bracer.uti 19.12.2009 22:43 2.214 gen_im_gift_brclet.uti 19.12.2009 22:43 2.207 gen_im_gift_brclet2.uti 19.12.2009 22:43 2.258 gen_im_gift_brooch.uti 19.12.2009 22:43 2.280 gen_im_gift_cake.uti 19.12.2009 22:43 2.284 gen_im_gift_chantam.uti 19.12.2009 22:43 2.247 gen_im_gift_dalish_gloves.uti 19.12.2009 22:43 2.179 gen_im_gift_dogbone.uti 19.12.2009 22:43 2.195 gen_im_gift_dogbone2.uti 19.12.2009 22:43 2.186 gen_im_gift_dogbone3.uti 19.12.2009 22:43 2.213 gen_im_gift_dogbone4.uti 19.12.2009 22:43 2.165 gen_im_gift_dogbone5.uti 19.12.2009 22:43 2.350 gen_im_gift_dppant.uti 19.12.2009 22:43 2.319 gen_im_gift_duncan_shield.uti 19.12.2009 22:43 2.221 gen_im_gift_earring.uti 19.12.2009 22:43 2.195 gen_im_gift_earring2.uti 19.12.2009 22:43 2.365 gen_im_gift_fanbot.uti 19.12.2009 22:43 2.354 gen_im_gift_fanbot2.uti 19.12.2009 22:43 2.361 gen_im_gift_fanbot3.uti 19.12.2009 22:43 2.351 gen_im_gift_fanbot4.uti 19.12.2009 22:43 2.358 gen_im_gift_fanbot5.uti 19.12.2009 22:43 2.208 gen_im_gift_fanscrl.uti 19.12.2009 22:43 2.401 gen_im_gift_flmgrimoire.uti 19.12.2009 22:43 2.245 gen_im_gift_flower_andraste.uti 19.12.2009 22:43 2.202 gen_im_gift_hdband.uti 19.12.2009 22:43 2.232 gen_im_gift_hlysymb.uti 19.12.2009 22:43 2.214 gen_im_gift_hlysymb2.uti 19.12.2009 22:43 2.255 gen_im_gift_hlysymb3.uti 19.12.2009 22:43 2.209 gen_im_gift_hlysymb4.uti 19.12.2009 22:43 2.245 gen_im_gift_hlysymb5.uti 19.12.2009 22:43 2.268 gen_im_gift_locket.uti 19.12.2009 22:43 2.239 gen_im_gift_map.uti 19.12.2009 22:43 2.225 gen_im_gift_map2.uti 19.12.2009 22:43 2.235 gen_im_gift_map3.uti 19.12.2009 22:43 2.237 gen_im_gift_map4.uti 19.12.2009 22:43 2.276 gen_im_gift_map5.uti 19.12.2009 22:43 2.283 gen_im_gift_mdpnt1.uti 19.12.2009 22:43 2.343 gen_im_gift_mdpnt2.uti 19.12.2009 22:43 2.174 gen_im_gift_mgold.uti 19.12.2009 22:43 2.293 gen_im_gift_mirror.uti 19.12.2009 22:43 2.179 gen_im_gift_msilver.uti 19.12.2009 22:43 2.210 gen_im_gift_ncklace.uti 19.12.2009 22:43 2.250 gen_im_gift_ncklace2.uti 19.12.2009 22:43 2.218 gen_im_gift_ncklace3.uti 19.12.2009 22:43 2.221 gen_im_gift_ncklace4.uti 19.12.2009 22:43 2.255 gen_im_gift_ncklace5.uti 19.12.2009 22:43 2.254 gen_im_gift_nugg.uti 19.12.2009 22:43 2.297 gen_im_gift_paintsky.uti 19.12.2009 22:43 2.341 gen_im_gift_pitcher.uti 19.12.2009 22:43 2.196 gen_im_gift_ring.uti 19.12.2009 22:43 2.194 gen_im_gift_ring2.uti 19.12.2009 22:43 2.237 gen_im_gift_ring3.uti 19.12.2009 22:43 2.206 gen_im_gift_ring4.uti 19.12.2009 22:43 2.246 gen_im_gift_ring5.uti 19.12.2009 22:43 2.215 gen_im_gift_runston.uti 19.12.2009 22:43 2.220 gen_im_gift_runston2.uti 19.12.2009 22:43 2.169 gen_im_gift_sgold.uti 19.12.2009 22:43 2.298 gen_im_gift_shoe.uti 19.12.2009 22:43 2.250 gen_im_gift_smlpnt1.uti 19.12.2009 22:43 2.261 gen_im_gift_smlpnt2.uti 19.12.2009 22:43 2.176 gen_im_gift_ssilver.uti 19.12.2009 22:43 2.192 gen_im_gift_stat.uti 19.12.2009 22:43 2.205 gen_im_gift_stat2.uti 19.12.2009 22:43 2.193 gen_im_gift_stat3.uti 19.12.2009 22:43 2.204 gen_im_gift_stat4.uti 19.12.2009 22:43 2.271 gen_im_gift_sword_sten.uti 19.12.2009 22:43 2.281 gen_im_gift_tatbook.uti 19.12.2009 22:43 2.175 gen_im_gift_tiara.uti 19.12.2009 22:43 2.217 gen_im_gift_totem.uti 19.12.2009 22:43 2.202 gen_im_gift_trbneck.uti 19.12.2009 22:43 2.256 gen_im_gift_tyarn.uti 19.12.2009 22:43 2.152 gen_im_gift_wine.uti #include "wrappers_h" #include "utility_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); switch (nEventType) { case EVENT_TYPE_MODULE_LOAD: { resource[] Item; Item[00]=R"gen_im_gift_ale.uti"; Item[01]=R"gen_im_gift_alistair_amulet.uti"; // ... and so on just add the item names int i = 0; while (i < GetArraySize(Item)) { UT_AddItemToInventory(Item[i], 1); i++; } } } } Here's a tutorial: 1. Make a new module (File --> Manage Modules) --> New --> type in a name under "Name" and "UID", set extended module to single player 2. Make a new script (File --> New script) 3. Paste the code in the script (you can extend it with more items if you want) 4. Set under File --> Manage Modules --> Properties --> Script --> the name of your script 5. Go on the page http://dragonagemodding.wordpress.com/2009/11/11/a-start-creating-a-module-to-give-your-player-an-item/ if you still have issues
-
Maric's Blade from Return to Ostegar
hdhd replied to Weatherby's topic in Dragon Age: Origins's Mod Ideas
I don't know what files you need for tinting but you can find them in the *.erf archives in My Documents\BioWare\Dragon Age\AddIns\dao_prc_cp_1 e.g dao_prc_cp_1\core\data\designeritems.erf\kcc_im_wep_mel_lsw_mar.uti -
Can't we all just... get along?!
hdhd replied to ariinya's topic in Dragon Age: Origins's Mod Troubleshooting
You can try replacing the spell_modal.ncs in the "My Documents\BioWare\Dragon Age\packages\core\override\denl_combattweaks" with the one from Bardic Haste, but this could cause some errors. If you have some experience with the toolset you can download the combat tweaks source and add a new effect to the spell eEffects[1] = EffectModifyMovementSpeed(HASTE_MOVEMENT_SPEED_MODIFIER); in line 162 (spell_modal.ncs) -
Try this script: #include "wrappers_h" #include "plt_quickitem000pl_main" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); switch (nEventType) { case EVENT_TYPE_MODULE_LOAD: { object vendor = GetObjectByTag("store_camp_bodahn"); if (WR_GetPlotFlag(PLT_QUICKITEM000PL_MAIN, QUICKITEM_ADDED) || !IsObjectValid(vendor)) return; resource[] Item; Item[00]=R"your_item1.uti"; Item[01]=R"your_item2.uti"; int i = 0; while (i < GetArraySize(Item)) { CreateItemOnObject(Item[i], vendor); i++; } WR_SetPlotFlag(PLT_QUICKITEM000PL_MAIN, QUICKITEM_ADDED, TRUE); } } } Of course you can have it much simpler. In the above script I have added a while loop (you can also use a for loop or none at all is maybe even better) and a plot check so that the items aren't added with every game loading. If you just want to add the items: void main() { UT_AddItemToInventory(R"your_item1.uti", 1); // e.g gen_im_gift_alistair_amulet.uti UT_AddItemToInventory(R"your_item2.uti", 1); //etc. } Edit: Here is my script for adding all awakening items to the player inventory http://pastebin.com/NVzH9JEK
-
I don't think that anyone yet has done that mod but it is really simple to do in the toolset. If you want to try it yourself make a new script and use the command CreateItemOnObject. For Awakening gift items I have already made such a script that I can upload (if you need it). It gives the merchant/player all Awakening gift items.
-
I don't think that anyone will make such a mod therefore you probably have to create it yourself. This will mean much work (writing dialogs, creating scenes etc.) and if you're not familiar with the toolset it can be quite difficult. But theoretically yes, it is possible to create such a mod.
-
Maybe look in the sys_traps_h and reduce the fDelay. I don't know if this will work you might have to look somewhere else (traps.xls?) /**----------------------------------------------------------------------------- * @brief Arms a trap after fDelay seconds. *-----------------------------------------------------------------------------*/ void Trap_ArmTrap(object oTrap, object oOwner, float fDelay = 5.0f) { Log_Trace(LOG_CHANNEL_SYSTEMS_TRAPS, "sys_traps_h.Trap_ArmTrap", "Arming trap " +ToString(oTrap) + " in " + ToString(fDelay) + " seconds, Owner: " + ToString(oOwner)); event evArm = Event(EVENT_TYPE_TRAP_ARM); evArm = SetEventObject(evArm, 0, oOwner); SetLocalObject(oTrap, PLC_TRAP_OWNER, oOwner); DelayEvent(fDelay, oTrap, evArm); // Unlock achievement for setting traps ACH_TrapAchievement(oOwner); }
-
Problem is you can't open the area files, because the DLC files aren't integrated into the toolset. It would be possible to spawn some npcs there via script or open it but nothing complex. So the best choice is to make a new area. I as well would like to see such a mod especially if in the Keep could be found some additional quests.
-
For Arrow of Slaying you have to open the talent_arrow_slaying.nss. I think int nDifference = Min(GetLevel(stEvent.oCaster) - GetLevel(stEvent.oTarget), 5) + 1; is what you need to change or open the talent_constants_h there you can also edit some things. For Holy Smite open the talent_aoe_instant or talent_constants_h. For Critical Strike open the talent_constants_h and edit CRITICAL_STRIKE_DEATHBLOW_PERCENTAGE.
-
Here's a script: #include "utility_h" #include "wrappers_h" #include "plt_YOUR_PLOT" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); switch (nEventType) { case EVENT_TYPE_MODULE_LOAD: { if (WR_GetPlotFlag(PLT_YOUR_PLOT, YOUR_PLOT_FLAG) return; UT_AddItemToInventory(R"your_item1.uti", 1); //for instance gxa_im_upg_run_ar1_arm.uti WR_SetPlotFlag(PLT_YOUR_PLOT, YOUR_PLOT_FLAG, TRUE); } } } To find the item names open the designeritems.erf with the toolset (C:\Program Files\Dragon Age\packages\core_ep1\data or C:\Program Files\Dragon Age\addins\dao_prc_ep_1\module\data). Minor things like adding items are no problem, only when you want to modify e.g existing Awakening scripts, you will have to wait for a toolset update.
-
Use this tool: http://www.dragonagenexus.com/downloads/file.php?id=500 or http://www.dragonagenexus.com/downloads/file.php?id=271 I haven't tried any of these tools myself so I can't really help you with it. If the mod doesn't have a talktable this thread might help you: http://social.bioware.com/forum/1/topic/8/index/337236/1#639422
-
Here's the script: #include "wrappers_h" #include "plt_YOUR_PLOT" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); switch (nEventType) { case EVENT_TYPE_MODULE_LOAD: { object vendor = GetObjectByTag("store_camp_bodahn"); //camp merchant if (WR_GetPlotFlag(PLT_YOUR_PLOT, YOUR_FLAG) || !IsObjectValid(vendor)) return; CreateItemOnObject(R"your_item1.uti", vendor); WR_SetPlotFlag(PLT_YOUR_PLOT, YOUR_FLAG, TRUE); } } } PS: This question was already answered many times here, just use the search button. :biggrin:
-
Mod Request: Awakening contents in Origins
hdhd replied to AuraofMana's topic in Dragon Age: Origins's Discussion
Here's a better solution than copying all files in the core folder: http://social.bioware.com/forum/1/topic/72/index/1843446/1?forum/1/topic/72/index/1843446/1&lang_id=6 Edit: I found also a mod that does this: http://social.bioware.com/project/2375/#details -
The problem is that it would take far too much time to create a mod that skips until Lothering. With Skip the Fade I only had to get the exact amount of codex entries and experience but to skip Lothering I would need to add all items and every Origin story (this means I would need to play again all Origins stories and write down how many creatures and items I got) If you have no problem with missing all these items, codex entries etc. then I maybe would create such a mod.
-
Item property script
hdhd replied to NightprowlerAlpha's topic in Dragon Age: Origins's Builder Troubleshooting
I don't think that it will work with item properties because they usually just increase your attributes. Maybe if you could add to the existing itemproperty list an attribute that adds a spell it could work. The existing list can be found in C:\Program Files\Dragon Age\tools\Source\2DA\itemprps.xls look at http://social.bioware.com/wiki/datoolset/index.php/2DA for more informations. Maybe the best solution is still to use a script but this time without attaching it to an item but instead using it as a general script. You can use then GetItemInEquipSlot to check if the item is equipped. -
Item property script
hdhd replied to NightprowlerAlpha's topic in Dragon Age: Origins's Builder Troubleshooting
Try to find the error with debugging (http://social.bioware.com/forum/1/topic/71/index/462740/1?forum/1/topic/71/index/462740/1&forum/1/topic/71/index/462740/1&lang_id=5&lang_id=6) for instance maybe the event is not overridden: PrintToLog("Handling event type " + IntToString(nEventType)); or test this script: #include "log_h" void main() { PrintToLog("****** Adding spell ******"); object oPC = GetHero(); AddAbility(oPC,3023); } If in the log isn't the message "Adding spell" you did something wrong and the problem is not the script itself but that the mod isn't loaded properly.