mambomassacro Posted March 25, 2010 Share Posted March 25, 2010 Hi, this board is amazing! Good Work!!!!! My request: Is there a mod or a way to add the unique items of DAO in our inventory? For example the "Juggernaut set", "Effort Armor Set" ecc.... Thank you in advance! Link to comment Share on other sites More sharing options...
hdhd Posted March 25, 2010 Share Posted March 25, 2010 As far as I know there isn't any console command or mod that adds items. You can only make a script that adds items but for this you need the toolset. Try something like this: #include "PLT_YOUR_PLOT" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); switch (nEventType) { case EVENT_TYPE_MODULE_LOAD: { if (WR_GetPlotFlag(PLT_YOUR_PLOT, YOUR_MAIN_FLAG) return; UT_AddItemToInventory(R"YOUR_ITEM", 1); WR_SetPlotFlag(PLT_YOUR_PLOT, YOUR_MAIN_FLAG, TRUE); } } } Link to comment Share on other sites More sharing options...
mambomassacro Posted March 25, 2010 Author Share Posted March 25, 2010 Thank you for the script "hdhd" ;) ......hope that someone build a chest or a custom merchant that have all the items of DAO! (like "Vishalas_Penance" or "Rasanas Armory") Link to comment Share on other sites More sharing options...
DarkeWolf Posted March 26, 2010 Share Posted March 26, 2010 jburrows posted a script on how to add them to a vendor in DAA, along with a list of the vendors that are available in the expansion. http://thenexusforums.com/index.php?showtopic=190666basically all you'd need now is the list of the filenames for the particular items that you're wanting sold on them, replace the particular vendor name, edit the filenames for the items, then load and compile in toolset. BTW- Hdhd- how do you compile in toolset? (dumb question time for me). Link to comment Share on other sites More sharing options...
hdhd Posted March 26, 2010 Share Posted March 26, 2010 My script basically adds items when you start the game. You probably forgot to add the plot flags and therefore it doesn't compile. I used plot flags to prevent doubling of items with every savegame loading. Edit:Here's a small example how I am using the script. Maybe this will explain it better:http://pastebin.com/4g4tpTd1 Link to comment Share on other sites More sharing options...
mambomassacro Posted March 26, 2010 Author Share Posted March 26, 2010 My script basically adds items when you start the game. You probably forgot to add the plot flags and therefore it doesn't compile. I used plot flags to prevent doubling of items with every savegame loading. Edit:Here's a small example how I am using the script. Maybe this will explain it better:http://pastebin.com/4g4tpTd1thanks again ;) Link to comment Share on other sites More sharing options...
DarkeWolf Posted March 26, 2010 Share Posted March 26, 2010 hdhd- Ok, let me rephase my question. After creating, and saving the script.... is there anything that I need to tell the toolcrap to do, to make it compile, or will it do it automatically? Could you point me towards a tute for saving and compiling scripts? Mambo- omg, I've been a total idiot the last few days. I totally forgot about a mod called Enigma Battle Arena. http://www.dragonagenexus.com/downloads/file.php?id=315This mod adds a new area to your world map. You can travel to this area, and talk to Vashala, a merchant that is there near the entrance. But DO NOT RECRUIT Vashala! Vashala is a recruitable merchant which carries a vast assortment of rare (non-dlc) items. I do know that she carries the effort armor, I believe she has the juggernaut, all of master wade's armors, just to name a few. And a vast array of the weapons that are hard to find, or difficult to get. She Does ask a pretty HEFTY chunk of change for them tho (the author's price for making these available without doing quests etc). So gear up on gold :wink: There is also a mod called The Winter Forge- http://www.dragonagenexus.com/downloads/file.php?id=122this mod can allow you to custom create custom items IN GAME, duplicate (non-dlc) items in game, and modify existing items, in game. This is one of my favorite all time mods (despite it's learning curve and serious aggrivating time it takes to track down scrolls). Lets just say that my Warden Commander armor from Warden's Keep isn't nearly as wimpy as BioWare originally made it, after I got done modding it out :wink: Link to comment Share on other sites More sharing options...
hdhd Posted March 26, 2010 Share Posted March 26, 2010 Just make a new script, put your code in it, click on compile script and if it compiles without errors Export --> Export without depended resourcesLook at this tutorial http://dragonagemodding.wordpress.com/2009/11/11/a-start-creating-a-module-to-give-your-player-an-item/ under the section "Exporting Your Module" is a more detailled explanation. Link to comment Share on other sites More sharing options...
DarkeWolf Posted March 27, 2010 Share Posted March 27, 2010 hdhd- thanks very much for the info. I will check it out as soon as I get a chance.I just wanted to say that I really appreciate you taking the time to help me out with this :thumbsup: Link to comment Share on other sites More sharing options...
mambomassacro Posted March 28, 2010 Author Share Posted March 28, 2010 Thank you for the links "DarkeWolf"...let's try :thumbsup: Link to comment Share on other sites More sharing options...
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