jonpetro Posted March 1, 2010 Share Posted March 1, 2010 Pretty simple, but I'm completely new to this. I essentially want to make all mob's spawn at twice their given level. Which file(s) set mob level, and where exactly? Thanks. Link to comment Share on other sites More sharing options...
hdhd Posted March 1, 2010 Share Posted March 1, 2010 I think you have to open the areadata.xls to change the level of areas. E.g ntb200ar_brecilian_forestnw has a Minlevel of 7 and a Maxlevel of 15, so you could increase it the Minlevel to 14.But I'm not sure if it works like that I just found the file by chance.C:\Program Files\Dragon Age\tools\Source\2DA\areadata.xls In the script sys_autoscale_h is more explained if you understand it :P Link to comment Share on other sites More sharing options...
jonpetro Posted March 1, 2010 Author Share Posted March 1, 2010 I think you have to open the areadata.xls to change the level of areas. E.g ntb200ar_brecilian_forestnw has a Minlevel of 7 and a Maxlevel of 15, so you could increase it the Minlevel to 14.But I'm not sure if it works like that I just found the file by chance.C:\Program Files\Dragon Age\tools\Source\2DA\areadata.xls In the script sys_autoscale_h is more explained if you understand it :P When I try to open areadata.xls in the toolset I get an error - "The editing of the game resource failed. Reason: Unable to locate editor for object. Isn't there some sort of script that sets mob level based on area level? (I am also assuming mob stats are subsequently scaled to mob level, which *hopefully* is the case.) Like I said, this is pretty new for me, and while I have some coding experience, my problem lies in navigating as well as understanding where everything is in the source files, and how they relate to one another. ETA: I am familiar with sys_autoscale_h - and have modified it with some success thus far, though any attempts to alter mob level within this header has yielded poor results. Perhaps I am not exporting the file properly? I understand that with .h files you need to recompile all dependent/associated files, which I believe is done through the export tool? I must confess I am not sure exactly how the export tool works, or when and how it needs to be used to ensure that all the included files are updated. Sorry I am so clueless, I really appreciate any help with this. :) Link to comment Share on other sites More sharing options...
hdhd Posted March 1, 2010 Share Posted March 1, 2010 Because *.xls is an Excel file you need openoffice or office to open it. It is never good to override core files try rather to override the events http://social.bioware.com/wiki/datoolset/i.../Event_override. I never needed to edit the files, so I don't know anything more myself. Edit: I found this site http://social.bioware.com/forum/Dragon-Age...t-334085-1.html. Link to comment Share on other sites More sharing options...
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