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A Weapon Request: Meredith's Two-Handed Sword from DA2 for DA:O


Rezer3n

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Hello hello. Quite a self-explanatory mod request I should think! I adore the design of Meredith's two-handed sword and would very much like to see it ported over to DA:O. Any takers? 😄

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I didn't expect to get any replies, so thanks! Reading people's posts on the mod page leaves me a bit uneasy, especially the latest comment saying how it ruined his/her pc, apparently. How long have you had the mod installed for? I want to be sure I don't download anything that could brick my game with how much of a pain it is to have it run smoothly on a modern hardware 😜

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I've used parts of the mod since 2011, and the only issue I've ever had was the oft-reported broken script for some of the Orlesian noble armors. (I fixed that with a script available here.) Note that I now extract the mod's files  and only install the items I actually intend to use, rather than installing the  DAzip as-is. Back in the day I did install and use the mod 'conventionally', though.

IMO, there's nothing in the mod that could ruin a PC or brick a game. It adds some weapon/armor assets (meshes, textures, UTIs), and simple scripts to deliver those items, in-game.

Other issues that I see reported, like parts of the mod not uninstalling correctly, seem to be situational. I tested that in my install, by installing and then uninstalling KE, and the mod manager I use (DAO ModManager) cleanly uninstalled the mod, with no stray files left behind.

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Posted (edited)

That puts my mind at ease somewhat, cheers. I hope you don't mind one more question: can DAO ModManager uninstall dazips that were installed with DAOUpdater that came with the installation of the game? I have using the latter exclusively but I don't think the program can UNinstall a mod like DAO ModManager can.

 

edit to ask about extracting dazip files... do you simply open them with an app like 7zip or WinRaR and stick the files you want into the override folder?

Edited by Rezer3n
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Yes, DAO ModManager will uninstall DAzips installed with daupdater.exe; that's actually my preferred method of dealing with DAzips (install w/ daupdater. manage with DO Modmanager). It's always a good idea to check the Documents/Bioware/Dragon Age/AddIns and \Documents\BioWare\Dragon Age\packages\core\data folder for stray files from an uninstalled mod... DAO ModManager usually uninstalls mods cleanly, but stuff happens and it's better to be safe than sorry.

It's usually okay to remove DAzips mid-game, but it's a case-by-case thing and dependent on what the mod does. For example, a gameplay overhaul probably can't be safely removed from an in-progress save, while a mod that just adds weapons or armor can be uninstalled with no ramifications (as long as none of the items from that mod are equipped by any characters at the time of removal). A mod that adds additional cutscenes can be uninstalled, but one that changes NPC attire cannot (unless NPCs with  missing gear are acceptable)... it is truly case-by-case. DAO sabve games retain a list of any DAzip mods that were installed at the time, and ;oading a save that has had a mod removed will result in a popup warning that the mod is missing. It's usually possible to 'force load' through that warning, but again, that depend on the kind of mod that was removed.

As for extracting assets from DAzips... DAzip archives can be 'unzipped' with 7Zip, which will result in a folder with a 'Manfiest' file and a 'Contents' folder (with nested 'addins' and 'packages' folders and a series of folders within those two). The mod assets are usually packaged within that folder structure in several ERF archives (ERF > Encapsulated Resource File), rather than as loose files.

A DAzip mod that adds items (like KE) can generally be extracted from the DAzip archive and as a manual override, by just placing the resulting extracted folder in override. (Omit the Manifest.xml file; that  isn't needed for an override.)

To  install just one item or a few (in case that is what you are asking), you'd first extract all the files from the ERFs (with pyGFF) and then isolate the files for the desired items. (List of file types used by DAO.) The files for an item will typically be

  • UTI
  • GDA
  • MSH
  • MMH
  • MAO
  • PHY
  • DDS
  • MET

and a delivery script

  • NCS
  • NSS

There will usually be three/four texture files (Diffuse/Normal/Specular/Tint), though there may also be an additional DSS (Emissive) if the item 'glows' (as with the Meredith greatsword).

For armor/clothing items, there will be a separate set of files for each race/gender that can equip the item.

There may be multiples of model/texture files, if LOD files for distance viewing are included.

A MET file is not always present. Ditto the NSS script source file.

If the mod includes multiple items of the same type, a single GDA will generally include information about all of them, potentially creating conflicts if other item  mods are installed. I use GDApp to remove the extraneous data for any items I'm not actually installing, though in a lightly modded game that is probably not necessary.

Once all the needed files are accounted for, it's just a matter of sticking them in a folder, putting that folder in the manual override, and then using the console script to deliver the item(s).

It's a lot of extra work and overhead, and probably unwarranted for the average player, but I use a truly stupid number of mods and paring things down to only the things I'm actually using helps avoid conflicts and keeps my install healthy. (And me, happy.)

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