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Everything posted by hdhd
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You probably have the old version of the Blood Armor: http://dragonage.wikia.com/wiki/Blood_Dragon_Armor_Set
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my game can't see any mods
hdhd replied to Nllegendz's topic in Dragon Age: Origins's Mod Troubleshooting
@iggy17 Every DLC that doesn't requires authorization is free so you don't need always to buy them (http://dragonage.wikia.com/wiki/DLC) and I never needed windows live or to complete some quests to get DLCs working. @Nllegendz Best you follow the guide on http://www.dragonagenexus.com/articles/article.php?id=19. If it still doesn't work you could provide some more informations for example which mod did you try to install, in which format it was (*.dazip, *.uti etc.) etc. -
UTI editing questions
hdhd replied to DarkeWolf's topic in Dragon Age: Origins's Builder Troubleshooting
The talktables are mostly in the folder talktables :tongue: (search for files with *.tlk as extension e.g the talktable for origins is located in C:\Program Files\Dragon Age\modules\single player\data\talktables\) and I meant with TBD: http://img138.imageshack.us/img138/250/22920180.jpg so you only need to change the locname or if this is not possible recreate the file with the informations from the utc file. -
Item property script
hdhd replied to NightprowlerAlpha's topic in Dragon Age: Origins's Builder Troubleshooting
The command to add spells is: AddAbility(oPC,spellid); the remove command: RemoveAbility(oPC,spellid); look at the script I proposed (IDs can be found on dragonagewiki) Maybe try this (I just added the add and remove spell command): #include "log_h" //you need this only for debugging (PrintToLog) so you could remove it #include "utility_h" #include "wrappers_h" #include "events_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); string sDebug; object oPC = GetHero(); object oParty = GetParty(oPC); int nEventHandled = FALSE; switch(nEventType) { //////////////////////////////////////////////////////////////////////// // Sent by: Engine // When: The current creature has equipped an item //////////////////////////////////////////////////////////////////////// case EVENT_TYPE_EQUIP: { object oItem = GetEventCreator(ev); // the item being equipped AddAbility(oPC,3023); break; } //////////////////////////////////////////////////////////////////////// // Sent by: Engine // When: The current creature has unequipped an item //////////////////////////////////////////////////////////////////////// case EVENT_TYPE_UNEQUIP: { object oItem = GetEventCreator(ev); // the item being unequipped RemoveAbility(oPC,3023); break; } } if (!nEventHandled) { HandleEvent(ev, RESOURCE_SCRIPT_CREATURE_CORE); } } The problem is that this script will always give the spell to the player (oPC) and not to the creature that equipped the item so you have to find out who wears your item (perhaps again with GetEventCreator) or restrict the item that only a specific person can wear it. -
Item property script
hdhd replied to NightprowlerAlpha's topic in Dragon Age: Origins's Builder Troubleshooting
You could make a script, override event_type_unequip and equip, if equipped item is "..." then AddAbility(oPC,3023); if unequipped then RemoveAbility(oPC,3023); or alternatively you have to edit the itemsets code. I didn't try it but maybe it also will work if you just add the script to the item: void main() { object oPC = GetHero(); if (GetTag(GetItemInEquipSlot(YOUR_SLOT, oPC)) == "YOUR_ITEM_TAG") { AddAbility(oPC,3023); } else { RemoveAbility(oPC,3023); } } Edit: I think the removeability line won't work but test it if it doesn't work you still can do it with event_type_equip -
UTI editing questions
hdhd replied to DarkeWolf's topic in Dragon Age: Origins's Builder Troubleshooting
I thought you wanted to edit an creature name, you don't need the talktables for that. To make Zevran a human female you have to open gen00fl_zevran and set gender to female, race to human, appeareance to human and Head Morph to e.g hf_arl150cr_bella. -
Unlock Class Specifications Help
hdhd replied to Soli2de's topic in Dragon Age: Origins's Builder Troubleshooting
I don't understand why you are using two events instead of one why don't you just put all code into EVENT_TYPE_MODULE_LOAD. Also the specs below EVENT_TYPE_MODULE_LOAD are twice there so you can remove the ones that already are there. And now to the original question it means that the variable doesn't exist, that Bioware has named the spec other than SPEC_ROGUE_LEGIONNAIRE_SCOUT (or it doesn't work because the toolset can't access awakening files). You could look in the awakening files how the spec is really called or make script and add yourself the specs via the manuals (see code). Try this code, it will add all spec books to your inventory on module load (just think on either setting the script as core resource, changing in the addins.xml the extendedmodule or putting the script in the override folder.) #include "utility_h" #include "wrappers_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); switch (nEventType) { case EVENT_TYPE_MODULE_LOAD: { UT_AddItemToInventory(R"gxa_im_manual_battlemage.uti", 1); UT_AddItemToInventory(R"gxa_im_manual_bloodmage.uti", 1); UT_AddItemToInventory(R"gxa_im_manual_guardian.uti", 1); UT_AddItemToInventory(R"gxa_im_manual_keeper.uti", 1); UT_AddItemToInventory(R"gxa_im_manual_legionnaire.uti", 1); UT_AddItemToInventory(R"gxa_im_manual_reaver.uti", 1); UT_AddItemToInventory(R"gxa_im_manual_shadow.uti", 1); UT_AddItemToInventory(R"gxa_im_manual_spiritwarrior.uti", 1); } } } -
What do you exactly mean with "disciple"? Is this a class or a background like e.g Noble?
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I don't how you can get out of an item tag the actual name of the item for instance out of the amulet Apprentice's Amulet the itemtag gen_im_acc_amu_am17. Maybe if you override the event of a specific merchant (something like DarkeWolf suggested) then you could get the item tag with GetEventObject but as far as I know there isn't such a event (perhaps try something with EVENT_TYPE_USE, EVENT_TYPE_CLICK, EVENT_TYPE_UNEQUIP?). I think it is possible but I have know idea how to actually script this. Maybe the simplest solution would be to just look the item name in the toolset up and then add it with the console command: runscript createitem <creature> <item> <creature> - the tag of the creature to create the item on. <item> - the tag of the item to create P.S.: Another idea: maybe look at the code from http://social.bioware.com/project/463/ (Example package: Camp storage chest).
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These are the mods I'm using: Advanced Party Advanced Tactics Alistair Dialog Patch Auto Highlight Combat Tweaks Detailed Tooltips Dialogue Tweaks Dragon Age Mutator Dragon Age Redesigned Version Far Song for Owen Gift Guide - Awakening Improved Atmosphere Interesting Boss Drops Item Set Descriptions - Codex Entry Less Barking Dog Madd Gift Guide New Morrigan Face (Based on Concept Art) No Starting Abilities Skip the Fade Tactics Table Fixes TheIcons White Teeth WolfShop Adonnay's Weaponry
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There are better tutorials than the ones from Bioware. I recommend instead following the guide from SilentCid: http://social.bioware.com/project/527/#discussions Are you trying to create a standalone module (own campaign) or do you just want to add to the existing world map a new point where you can travel to? For a standalone campaign you probably need this script: #include "events_h" #include "global_objects_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); //extract event type from current event int nEventHandled = FALSE; //keep track of whether the event has been handled switch(nEventType) { case EVENT_TYPE_MODULE_START: { PreloadCharGen(); //preloads resources needed for character generation StartCharGen(GetHero(),0); //initiates character generation break; } } if (!nEventHandled) //If this event wasn't handled by this script, let the core script try { HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE); } } This script will start the character generation when you load the module.
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The templar Cullen as a party member
hdhd replied to Autofirefreak's topic in Dragon Age: Origins's Mod Ideas
It stills works you just copied the address with a dot so the right link is: http://social.bioware.com/wiki/datoolset/index.php/Follower_tutorial (without the . at the end) -
Tutorial on adding stuff awakening stores
hdhd replied to jburrows's topic in Dragon Age: Origins's Discussion
It did work the way you described. I always made a new AddInItem but your solution is much easier. PS: I gave you some kudos. -
The templar Cullen as a party member
hdhd replied to Autofirefreak's topic in Dragon Age: Origins's Mod Ideas
If you want to try creating such a mod yourself look at this tutorial http://social.bioware.com/wiki/datoolset/index.php/Follower_tutorial. Of course you still need to write dialogs, banters and if you do this mod for Origins a nightmare in the fade. -
[Request] Class restrictions removed from gear
hdhd replied to someoneod's topic in Dragon Age: Origins's Mod Ideas
It is really simple. Open the item you want to remove the restrictions (e.g gen_im_cth_mag_mor = Morrigan's Robes), click on Item properties --> Restriction: Morrigan and press the button "Remove". I don't know if it works also with other restrictions but normally it should. -
Tutorial on adding stuff awakening stores
hdhd replied to jburrows's topic in Dragon Age: Origins's Discussion
You also can use an already existing one I for instance exported sandal and renamed him to camp_sandaltwo. The extended module is awakening so you need to export the npc from origins otherwise awakening won't find any file called camp_sandal. But this will only spawn the npc, creating a merchant is a bit more difficult. http://dragonagemodding.wordpress.com/2009/11/18/creating-a-custom-merchant-for-the-player%E2%80%99s-camp-%E2%80%93-part-3/ describes how to add to your dialog script a merchant. Edit: @jburrows How did you make it work in Awakening and Origins? I know only of the method creating in the addins.xml a new AddInItem with ExtendedModuleUID="DAO_PRC_EP_1". -
It is no problem to create such a mod (I'm referring to the first post). I looked again at some Awakening files and made a new area in the first mission. http://img192.imageshack.us/img192/2360/screenshot2010033013280.jpg http://img291.imageshack.us/img291/2845/screenshot2010033013281.jpg http://img6.imageshack.us/img6/2558/screenshot2010033013284.jpg So just look at some tutorials and then you should be able to spawn Alistair. Edit: Look at this thread http://thenexusforums.com/index.php?showtopic=190666. I posted some links there that might help you.
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Tutorial on adding stuff awakening stores
hdhd replied to jburrows's topic in Dragon Age: Origins's Discussion
No, he shouldn't have all the items you sold to him on him. When you want some more items added to him just modify the .utm files. The script I posted above will only spawn the npc, you still have to bring him to speak (dialog) and make him a merchant (dummy area). My point had been anyway that it is possible to modify the Awakening campaign more than most think so many mods that had been labelled as impossible (without a new version of the toolset) are actually possible. I haven't yet tested adding new cutscenes or areas to existing maps but I will try to make them work. -
UTI editing questions
hdhd replied to DarkeWolf's topic in Dragon Age: Origins's Builder Troubleshooting
To your third question everything you put in the My Documents\BioWare\Dragon Age\packages\core\override folder will override any files including add-ins from Bioware so you don't need to repack everything. In the C:\Program Files\Dragon Age\tools\Source\2DA\ are mostly the numbers defined for instance itemprps.xls has the IDs for item bonuses. You probably need to find the right numbers out so you can't replace an integer with a string. The display names (e.g for Awakening) are stored in the talktables so if you open e.g an item mostly you will find "TBD" this means you have to look in the talk tables. Just override the TBD with your display name then you don't have to change the whole talktable. But I don't get what you really want to do HM_UHM_BASa_0 is the base of a morph file (Human - Male). Do you want to replace the race of another utc (I think you mean utc, uti is a item file) with your one e.g dwarf? -
Tutorial on adding stuff awakening stores
hdhd replied to jburrows's topic in Dragon Age: Origins's Discussion
It is also no problem to create merchant in Awakening without using an already existing one. Open "C:\Program Files\Dragon Age\addins\dao_prc_ep_1\module\data\designerareas.erf", look for the area where you want to spawn him, get the location (use the first script from http://dragonagemodding.wordpress.com/2009/11/15/creating-a-custom-merchant-for-the-players-camp-part-1/), make a new script and spawn him (using the second script on dragonagemodding). So basically there are a lot more things possible without an updated toolset than many think. An example spawning Sandal in the first mission of Awakening: #include "wrappers_h" void main() { object oPlayer = GetMainControlled(); object oMerchant = UT_GetNearestObjectByTag(oPlayer, "camp_sandal"); if (!IsObjectValid(oMerchant)) { object oArea = GetObjectByTag("vgk100ar_exterior"); location lMerchantLocation = Location(oArea, Vector(77.675064, 61.997501, -1.807399), 140.000106812); CreateObject(OBJECT_TYPE_CREATURE, R"camp_sandaltwo.utc", lMerchantLocation); } } Screenshots: http://img689.imageshack.us/img689/681/screenshot2010032920490.jpg http://img140.imageshack.us/img140/4341/screenshot2010032921531.jpg -
REQ - Party Walk mod or slow running mod
hdhd replied to leapinglizard's topic in Dragon Age: Origins's Mod Ideas
I know that it is possible to change the creature speed (C:\Program Files\Dragon Age\tools\Source\2DA\APR_base.xls) but I think without using a spell there isn't any way of changing the hero's speed. Maybe try something with the effect of Cone of Cold: eEffect = EffectModifyMovementSpeed(CONE_OF_COLD_SPEED_PENALTY, TRUE); ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, fDuration, stEvent.oCaster, stEvent.nAbility); Or open the spell_constants_h, change the const float CONE_OF_COLD_DURATION = 3.0f; to infinite and cast the spell on your party members. This is the best solution I can think of but perhaps somebody else has a better idea. -
For instance to teleport the player to the level 4 of the mage tower use: UT_DoAreaTransition(CIR_AR_TOWER_FOURTH_FLOOR,CIR_WP_PC_RETURNS_FROM_FADE); The command is: UT_DoAreaTransition("starting_area", "starting_point");
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Okay something like this: http://img132.imageshack.us/img132/2527/screenvpo.jpg ?
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Put them in My Documents\BioWare\Dragon Age\packages\core\override. For my addon it did work (Gift Guide - Awakening).
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You don't have to do anything else than putting them in the override folder.