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Basic Builder's Overview


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This is for those who may have only just downloaded the Toolset, simply have only edited or created UTIs or UTCs, or have just started some minor modding. If you know what all these files mean and how to use them—then you probably do not need this.

Basic File Types:

  • UTCs are the Characters/NPCs/Enemies/etc.
  • UTIs are the Items/Weapons/Armor/etc.
  • UTMs are the Merchant's Stores
  • UTPs are the Placeables visible or invisible
  • AREs are the Areas
  • LSTs are the Area Lists (some areas like Denerim tie multiple areas to one list)
  • DLGs are the Dialogues
  • DLBs are the Animations tied to the Dialogues
  • MRHs are the toolset Morph files
  • MOPs are the files MRHs convert to for the Character Creator
  • MORs are the files MRHs convert to for Characters/NPCs
  • NCSs are the Complied Scripts
  • NSSs are the Source (or Include) Scripts
  • PLOs are the Plot source or mapping files
  • GDAs are the converted Excel-format source files used in game

Note: When modding something specific you may need one or multiple files to achieve what you want. If you are running into issues it can be one or more of those files which means you have to be careful and check your work as you progress.

UTCs:

Usually used to redress NPCs and Characters, add or change loot drops or stealable items via inventory. You can also set rank and treasure category. You can edit an NPCs ambient behavior via UTC, however, if the UTC is altered via the ARE file, the ARE file version will supersede it.

UTIs:

Usually used to add/edit Item Properties. Change Item Variation (to let's say a new exported model from DA2 or DAI). It is also where you can via Variables change or assign an item set # or projectile type (Projectile Override).

UTMs:

Usually used to change a stores inventory, set pricings, etc.

UTPs:

Usually used to change the chest/placeable's inventory. But also where lock rank or if a key (requires a corresponding UTI file) is needed to open/unlock.

AREs:

Usually used to edit NPC/Creature/Placeable ranks and treasure category for looting/stealing. Where to set ambient or movement patterns. Adjust trigger sizes, add stores, etc.

LSTs:

Unlikely your would or will need to edit/create unless you are creating a new area.

DLGs/DLBs:

Changing a dlg is often used to fix mistakes but can be used to create dialogue with placeables via Plots and Scripting. Voice dialogue and animation editing is more advanced.

MRHs/MORs/MOPs:

Single Player and core resource source files core and single player head morphs file has all the MRH files from Origins. You will have to disable the Read-only but then you can edit any morph in Origins. I recommend DAO Toolset Headmorphs Unlocked for more options.

NCSs/NSSs:

Scripting is probably the more advance form of modding. If you struggle with any sort of coding and can't even edit source mode editing this may be too advanced for you. However, if you are a quick learner and some scripting shouldn't be too hard after a while.

PLO:

Used for quests, dialogue triggers (via Plots and Scripting), scripts, rewards (via the rewards.gda), etc. PLO files can have parent PLO files, they often are tied to a corresponding NCS file usually named the same.

GDAs:

Modding isn't all done in the Toolset, do not discount GDAs or the xls resource files. Converting the xls files to GDAs see here. This post is a basic builder's guide to point you in the right direction.

Locating the GDAs you need can be tricky, you may not even know you need the GDA file, then when you do—where is it? The source files of the GDAs can be in tab(s) of a xls file(s), so often you can end up opening countless files, get lost and may even want to give up. Reference 2DA_base.xls (M2DA_base tab) for a basic/quick overview but it doesn't really map or index well enough. Dragon Age Toolset Wiki may be more helpful. But here are some basics and more used/modded files, most you may never ever need to look at or reference.

Note: DO NOT EDIT THE XLS SOURCE FILES DIRECTLY! It is better to copy and paste in another location entirely and use that version, you will want the original sources files for reference!

ABI_base.xls:

  • abi_base
  • passive_abilities

This is where you can tweak some data for Abilities, Skills, Spells, Talents, etc. Like mana/stamina cost or upkeep cost, prerequisite attribute and value,  prerequisite ability. Some passive attribute values can be altered as well.

APR_base.xls:

  • apr_base

This is usually used for faster running mods and no decaying corpse mods.

areadata.xls:

  • areadata

This is where you can set min and max level scaling of NPCs and Creatures. Also, where you can adjust the Colour Curves, brightness, contrast and hue of an area.

BITM_base.xls:

  • bitm_base
  • itemstats

bitm_base is where you can adjust basic item data like how runes are enabled and increasing stack sizes of items. itemstats is where you can modify damage, armor penetration, crit chance modifier, speed, etc. for weapons. Defense,missile deflection, etc. for shields.

CLA_base.xls:

  • cla_data

This is where you can set base and per level stat values for each class.

creatureranks.xls:

  • autoscale
  • creatureranks

autoscale is used for difficulty mods, making ranks scale higher, but it also is where the treasure system (TS) defines is low or high loot table chances, TS money multiplier, TS item number,  TS equipment drop chance, stealing modifier, etc.

creatureranks is mostly to adjust the chances of a player preforming a deathblow animation, if they can be affected by special items and special talents/spells (Crushing Prison and Shattering)

itemprps.xls:

  • itemprps

This is where you adjust or add item properties to weapons and armor.

ItemVariations.xls:

  • mace_variation
  • greatsword_Variation
  • gloves_heavy_variation
  • gloves_medium_variation
  • gloves_light_variation
  • gloves_massive_variation
  • boots_massive_variation
  • boots_heavy_variation
  • boots_light_variation
  • boots_medium_variation
  • helmet_mage_variation
  • helmet_massive_variation
  • helmet_heavy_variation
  • helmet_medium_variation
  • helmet_light_variation
  • armor_massive_variation
  • armor_medium_variation
  • armor_light_variation
  • armor_heavy_variation
  • longsword_variation
  • staff_variation
  • wand_variation
  • dagger_variation
  • waraxe_variation
  • battleaxe_variation
  • maul_variation
  • lround_shield_variation
  • sround_shield_variation
  • kite_shield_variation
  • tower_shield_variation
  • crossbow_variation
  • shortbow_variation
  • longbow_variation
  • bolt_variation
  • arrow_variation
  • clothing_variation
  • dog_collar_variation
  • dog_warpaint_variation

This is used mostly for adding new models to the game. When a modder imports a model from DA2 or DAI, it has to be assigned an item variation number for the appropriate type. However, there is a number cap, hence lots of mods have item variation conflicts.

materialtypes.xls:

  • materialrules
  • materialtypes

materialrules is where you can adjust basic material data. materialtypes are the types. But note for material progression that is in TS_System.xls under ts_material tab.  So if you where to add your own unique material you'd need to add it yo all three files.

properties.xls:

  • properties

This is where properties/attributes have there min/max ranges set.

rewards.xls:

  • rewards

This is where you can adjust your coin, xp and item rewards from plots/quests.

shapechange.xls:

  • shapechange

This is where you can edit and add shapeshifter forms.

Edited by HollownessDevoured
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