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Dexterity Modifier Doesn't Appear in-game


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Guest deleted187826421
Hello,
I'm having an issue where the Dexterity modifier doesn't show up in the tooltip of my weapon, even though it has a Dexterity modifier. Only the Strength modifier appears in the tooltip. Is there a mod available that can fix this issue? If not, which files should I modify to fix this issue? I would greatly appreciate any help that anyone can provide.

Image

Update:

I managed to create a string file with a proper ID that defines "Dex modifier" and exported it. I also edited itemstats.xls and itemstatdefines.xls accordingly. However, when I try to transform itemstats.xls to itemstats.gda, instead of showing the name for the dex modifier, a set of random symbols show up. This causes the string.tlk text to not show up in the game, yet the dex modifiers' values actually show up.

Image2

Appreciate any kind of help.

Update #2:

Partially_Solved.

Edited by Vesper94
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GDAs often do not show names of certain fields (either because it is unneeded field for in game or is converted to a string). Example, have you ever opened a weapon GDA, it will not show the name of the item in the GDA.

 

What does it look like in game?

Edited by HollownessDevoured
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Hello,
I'm having an issue where the Dexterity modifier doesn't show up in the tooltip of my weapon, even though it has a Dexterity modifier. Only the Strength modifier appears in the tooltip. Is there a mod available that can fix this issue? If not, which files should I modify to fix this issue? I would greatly appreciate any help that anyone can provide.

Image

 

Update:

 

I managed to create a string file with a proper ID that defines "Dex modifier" and exported it. I also edited itemstats.xls and itemstatdefines.xls accordingly. However, when I try to transform itemstats.xls to itemstats.gda, instead of showing the name for the dex modifier, a set of random symbols show up. This causes the string.tlk text to not show up in the game, yet the dex modifiers' values actually show up.

 

Image2

 

Appreciate any kind of help.

 

None of the databases you've mentioned have a field named "Dex modifier". None of the DA vanilla code looks for such a field in those databases. The daggers in DAO normally have a strength modifier.

 

If you edited itemstats.xls and itemstatdefines.xls, you've probably opened BITM_base.xls, and might have noticed that Strength Modifier does exist in that database whereas "Dex modifier" is nowhere to be found.

 

If you're trying to modify a dagger to give its user more dexterity, create a dagger in the toolset, select item properties, add a bonus property of increase dexterity and set its value. There is a tutorial explaining how to create items in the toolset wiki.

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GDAs often do not show names of certain fields (either because it is unneeded field for in game or is converted to a string). Example, have you ever opened a weapon GDA, it will not show the name of the item in the GDA.

 

What does it look like in game?

Image3

 

 

Ok, at first glance it looks like the itemstatdefines' NameStrId is missing (or perhaps typo?) it's string or something is up with the .tlk file.

 

I had some hiccups from making my own item stats with the tlk files, did your tlk file go to your module file folder ok, when you exported it?

Edited by HollownessDevoured
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Guest deleted187826421

 

 

GDAs often do not show names of certain fields (either because it is unneeded field for in game or is converted to a string). Example, have you ever opened a weapon GDA, it will not show the name of the item in the GDA.

 

What does it look like in game?

Image3

 

 

Ok, at first glance it looks like the itemstats' NameStrId is missing (or perhaps typo?) it's string or something is up with the .tlk file.

 

I had some hiccups from making my own item stats with the tlk files, did your tlk file go to your module file folder ok, when you exported it?

 

Yes, I put the edited .tlk file in modules folder but I can't get the game to recognize it for some reason. Could you please tell me the correct path ways for edited.tlk and edited.gda files ?

Also will I need a manifest.xlm file as well?

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Thank you for responding! On a completely different note, Did you take your brain pills this morning?

 

Of course, there is no explicit "Dex modifier." That IS the issue. Because some weapons have both STR and DEX modifiers that affect the total damage output value. (Daggers, Short bows, Longbows)

I'm aware that those weapon types use STR and DEX to calculate damage. I got the impression from your initial post that you were trying to add a dex modifier field to the database, which the vanilla code is not looking for and would not use (not to mention the world of other problems inherent in adding fields to the M2DA). And, as you mention, the functionality you seek seems to exist in the attribute fields in the itemstats database - and now I understand that your goal all along is to get that data to display in the UI.

 

For example, 1 - 0 - 0 makes it so a weapon's DEX and STR modifier is equal to 0, or 1 - 1 - 2 makes it so DEX and STR are both 50% effective, etc. There is also a formula that determines the multiplier value based on the numbers you enter, Such as for 3 - 1 -2 : Multipler = 3 / 2 * 0.9 = 1.5 * 0.9 = 1.35 --> meaning that if you level up STR or DEX by one point damage will go up by 1.35 points.

Interesting. What I see when I read the database (in-game, not the xls) are typically values that look like this:

Attribute0 - 1 (which is the value of PROPERTY_ATTRIBUTE_STRENGTH)

Attribute1 - 2 (which is the value of PROPERTY_ATTRIBUTE_DEXTERITY) for shortbows, longbows, and daggers.

The other melee weapons I've looked at have Attribute0 set to 1 (strength) and Attribute1 is blank.

 

But I haven't come across that particular formula in the code - could you kindly point out where it is? Thanks.

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Guest deleted187826421

 

Thank you for responding! On a completely different note, Did you take your brain pills this morning?

 

Of course, there is no explicit "Dex modifier." That IS the issue. Because some weapons have both STR and DEX modifiers that affect the total damage output value. (Daggers, Short bows, Longbows)

I'm aware that those weapon types use STR and DEX to calculate damage. I got the impression from your initial post that you were trying to add a dex modifier field to the database, which the vanilla code is not looking for and would not use (not to mention the world of other problems inherent in adding fields to the M2DA). And, as you mention, the functionality you seek seems to exist in the attribute fields in the itemstats database - and now I understand that your goal all along is to get that data to display in the UI.

 

For example, 1 - 0 - 0 makes it so a weapon's DEX and STR modifier is equal to 0, or 1 - 1 - 2 makes it so DEX and STR are both 50% effective, etc. There is also a formula that determines the multiplier value based on the numbers you enter, Such as for 3 - 1 -2 : Multipler = 3 / 2 * 0.9 = 1.5 * 0.9 = 1.35 --> meaning that if you level up STR or DEX by one point damage will go up by 1.35 points.

Interesting. What I see when I read the database (in-game, not the xls) are typically values that look like this:

Attribute0 - 1 (which is the value of PROPERTY_ATTRIBUTE_STRENGTH)

Attribute1 - 2 (which is the value of PROPERTY_ATTRIBUTE_DEXTERITY) for shortbows, longbows, and daggers.

The other melee weapons I've looked at have Attribute0 set to 1 (strength) and Attribute1 is blank.

 

But I haven't come across that particular formula in the code - could you kindly point out where it is? Thanks.

 

My sincere apologies for my previous post. After spending hundreds of hours on this silly little project, it becomes easy to lose one's cool. Still, it's no excuse.
I manually tested over 100 variations of AttributeMod, Attribute0, and Attribute1, and then I fed the data to AI to develop a formula. Then I tested approx. Twenty more variations to make sure the formula was working as intended. Formula might fail at certain combinations but "mostly" works as intended. I aim to do more tests and use AI to come up with a better model.
I managed to contact one of the developers who worked on this game 15 years ago, and they told me the exact formula was in one of the scripts, yet even after searching through scripts with a Python script, I couldn't find it.
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Yes, I put the edited .tlk file in modules folder but I can't get the game to recognize it for some reason. Could please you tell me the correct path ways for edited.tlk and edited.gda files ?

Also will I need a manifest.xlm file as well?

 

I never needed the manifest files.

 

Just out of curiosity, have you tried to export the tlk file as Single Player instead and move the core_en-us.tlk file to the packages core override folder?

 

When I had issues with my module, it worked as Single Player export and put in the override folder. If it works then you know it is a tlk file issue. Then try to troubleshoot back as a module tlk file. It took me a few times to figure out how to export tlk files properly in a module.

Edited by HollownessDevoured
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Guest deleted187826421

 

 

Yes, I put the edited .tlk file in modules folder but I can't get the game to recognize it for some reason. Could please you tell me the correct path ways for edited.tlk and edited.gda files ?

Also will I need a manifest.xlm file as well?

 

 

 

I never needed the manifest files.

 

Just out of curiosity, have you tried to export the tlk file as Single Player instead and move the core_en-us.tlk file to the packages core override folder?

 

When I had issues with my module, it worked as Single Player export and put in the override folder. If it works then you know it is a tlk file issue. Then try to troubleshoot back as a module tlk file. It took me a few times to figure out how to export tlk files properly in a module.

 

No, I don't think I tried what you mentioned. Just to be clear, I need to

 

> Export single player module .tlk file ( SinglePlayer_en-us.tlk ? )

> Edit exported .tlk file

> Move this edited .tlk file to C:\Users\username\Documents\BioWare\Dragon Age\packages\core\override

 

Sorry if I'm mistaken, I'm a bit confused. I'd be very glad if you could help me. Thanks in advance.

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No, I don't think I tried what you mentioned. Just to be clear, I need to

 

> Export single player module .tlk file ( SinglePlayer_en-us.tlk ? )

> Edit exported .tlk file

> Move this edited .tlk file to C:\Users\username\Documents\BioWare\Dragon Age\packages\core\override

 

Sorry if I'm mistaken, I'm a bit confused. I'd be very glad if you could help me. Thanks in advance.

 

You do not edit the file after exported (editing after export might be messing this up). And I think it already technically exports to the proper location, you do not need to move, but you should make sure it is there.

 

How I export the .tlk table for my module is:

I open the string editor in the toolset, look up your StringID (or you can search/filter it), it should be under your module's name, to make sure you have it. Then Export -> Export Talk Table, then it should export to the addin/module (you can keep it there or move somewhere else in that override folder) it will already be named after your module, you do not need to edit nor rename.

 

But previously when I couldn't figure it out I did this:

I open single player module then open string editor, find it and change to core game resources talk table/core game resources. Then Export -> Export Talk Table, then it should export to C:\Users\...\Documents\BioWare\Dragon Age\packages\core\override\toolsetexport as core_en-us.tlk (you can keep it there or move somewhere else in that override folder) but you can delete the SinglePlayer_en-us.tlk (it didn't seem to have use at least for my modding/edits and if anything caused issues/errors and bugs) under C:\Users\...\Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport.

Edited by HollownessDevoured
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