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XunAmarox

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Everything posted by XunAmarox

  1. I don't know about everyone else, but it really doesn't take me 3 hours to download and try something out, especially when it's something that doesn't require a ton of testing. Having to wait 3 hours (if I'm even around that long) is just a hassle. I (and likely many) usually just end up forgetting. I understand the desire to make it so people won't just give endorsements from the screenshots without testing, but honestly I'd rather have that than punishing everyone for it. Anyways, there's my suggestion. :P
  2. I don't know how hard it would be, but it'd be nice if we could zoom in closer to our characters without having to stand up against a wall to force the camera closer.
  3. As it is, we can have 10 or so hotkeys I think it is? And we can expand the bar itself much further than this, but can't map skills to anything other than the first 10. It'd be nice if we could assign hotkeys to more of them. :)
  4. I actually did this for myself... it's super easy. I'll upload it as soon as I figure out how to package mods into dazips... edit: aaaaaaaaand here we go: http://www.dragonagenexus.com/downloads/file.php?id=79
  5. It's not so easy as copy/paste as you might do a picture. The first problem is that the UV maps are going to likely be quite different, so you'd likely have to re-UV them to match the appropriate body. Assuming the textures are the same or can get photomanipped to match the current body UV, it still leaves the current issue that nobody can really edit models just yet. Well, we can... but we can't exactly get them back into the game because like Bethesda, Bioware isn't exactly coming forward with how to save into their format. That means it's going to take people weeks to months to hack a workaround so that people can start making real mods instead of just retextures and item stats. When that does happen probably the first thing you're going to see is a nude mod, then the body is going to get a smaller waist, then there's going to be lady of the forest and desire demon rips so you can wear their armors. There may even be desire demon style bodies, which would be pretty nice... I like their shape. I imagine there'll be a ton of custom mods at that point. But right now, that's what we're all waiting on. Some egghead genius to crack their file format so we can actually make our own models or edit existing models.
  6. By exporting the module you have created (I think it's Builder to Player, I don't have the editor with me here at work.) It creates a .dazip. Thanks! What about editing npc faces, anyone?
  7. to use the toolset to edit various attributes, skills and talents/spells, 1. go to the desired character's page: main character : SAVEGAME_PLAYERCHAR others: SAVEGAME_PARTYLIST -> SAVEGAME_PARTYPOOLMEMBERS -> select a character you know which character is being selected by looking at the template name: TEMPLATERESREF gen00fl_zevran --->you are on Zevran's page. 2. go to SAVEGAME_CREATURE_STATS -> SAVEGAME_STATLIST 3. edit the attribute you want with: 0 = str 1 = dex 2 = will 3 = magic 4 = cunning 5 = con 6 = hp 7 = mp/stam 34 = spare attribute pts 35 = spare skill pts 36 = spare talents/spells pts NOTE: for 6 attributes, edit the value in SAVEGAME_STATPROPERTY_BASE for hp/mp/stam edit SAVEGAME_STATPROPERTY_CURRENT for spare pts edit SAVEGAME_STATPROPERTY_INDEX if you don't have any spare pts, 34, 35 and 36 folder might not show up. Source: http://www.gamespot.com/pc/rpg/dragonage/s...&pid=920668
  8. How do you share stuff you've made? For example, if you made a new item, what files would you zip up? And, how do you edit an npc's face? :/
  9. Oh, whoops... nevermind. Apparently you have to load a new area before it takes affect I guess... my bad. Maybe you should add that. :P Hm, or maybe it's just not in The Fade, or has something to do with having to close the editor first...
  10. Nothing I change works. T.T... It shows up in downloaded content as being there, but the item doesn't spawn in inventories and other changes to existing items I made didn't work either. I pretty much just took away the restrictions on Morrigan's two robes and made a new one with better stats. I made sure the module was set to run the script too... No clue why it doesn't work. // All module events #include "utility_h" #include "wrappers_h" #include "events_h" void main() { event ev = GetCurrentEvent(); int nEvent = GetEventType(ev); Log_Events("", ev); switch (nEvent) { //////////////////////////////////////////////////////////////////////// // Sent by: The engine // When: The module loads from a save game, or for the first time. This event can fire more than // once for a single module or game instance. //////////////////////////////////////////////////////////////////////// case EVENT_TYPE_MODULE_LOAD: { // this event can fire multiple times, and we only want to do this once // So we save a flag inside a number variable. We check it here and if its // set already then we know we've already done this before. The name of the // variable in quotes can be whatever you want. int iModuleLoaded = GetLocalInt(OBJECT_SELF, "000_wildsrobe"); if (iModuleLoaded == 1) break; // get the object which contains the player object oPlayer = GetHero(); // The flag we save won't persist beyond the game session, so its a good idea to actually // look to see if the player already has the item, unless you WANT them to get another one // The name in quotes is the TAG of the item. So what we do is see how many of the item // the player already has, and if its 0, we know we haven't given it to them yet (or they sold it :p) int iItemCount = CountItemsByTag(oPlayer, "000_wildsrobe"); // if its 0, then let's give them the item. Now this first parameter is a RESOURCE identifier. Note // how its formatted. R"resource_file_name" // The "R" part is important and identifies it as a resource. The filename is just the filename of the // resource. You can see this in the toolset on the tabs up top. // The number 1 means give 1 item. if (iItemCount == 0) UT_AddItemToInventory(R"000_wildsrobe.uti",1); // lastly we set that number variable we talked about earlier, to save the fact that we've // done this already. SetLocalInt(OBJECT_SELF, "000_wildsrobe", 1); break; } default: { break; } } } http://i49.tinypic.com/5uh1cn.jpg http://i46.tinypic.com/2i07pcg.jpg http://i47.tinypic.com/iz7xpv.jpg Any idea?
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