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Module help


Lehcar

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I read somewhere that in order to get the Awakening resources into my toolset I need to copy the files from core_ep1 into the override folder of a fresh module.

 

Problem is I tried to create a new module, and for some reason I cannot find the folder for it anywhere? The only one I can find is the "single player" one. Help please:sad:

 

Has anyone else had success in getting the Awakening stuff into theyre toolset?

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do not fear possible help is here, i gotcha covered. i didnt see this topic earlier, i am terrible with threads

anyway you can in fact make the toolset detect "outside" resources, whether from another mod or daa's sources

 

here's how i do it - ready?

 

make sure toolset is closed

 

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before anything - anyone with any sort of information/corrections/ANYTHING at all!/consider this your thread/, please feel free to post whatever you like, sharing knowledge results in leading others to places you may later need help with yourselves!!! lets be one big happy information sharing family :]

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make sure you have any .erfs that are related/required by the custom content you need inside your override directory

lets say you want additional armor models, thats a good example right?

 

make a new folder called "_daa_resource"

since we want the armors and any possible model/texture/general resource files any of this new stuff may call upon, lets go ahead and copy the following .erfs

 

C:\Program Files\Dragon Age\packages\core_ep1\data\anims.erf

C:\Program Files\Dragon Age\packages\core_ep1\data\designerscripts.erf

C:\Program Files\Dragon Age\packages\core_ep1\data\guiexport.erf

C:\Program Files\Dragon Age\packages\core_ep1\data\materialobjects.erf

C:\Program Files\Dragon Age\packages\core_ep1\data\modelhierarchies.erf

C:\Program Files\Dragon Age\packages\core_ep1\data\modelmeshdata.erf

C:\Program Files\Dragon Age\packages\core_ep1\data\tints.erf

C:\Program Files\Dragon Age\packages\core_ep1\textures\high\texturepack.erf (199mb)

 

place them into "_daa_resource" (or whatever you named it)

now we've made sure the we plug-in with the new lists will have what it needs when called for

 

next, start looting the C:\Program Files\Dragon Age\packages\core_ep1\data\2da.erf, do not copy 2DA.erf into override directory - trust me (an complete stranger) it can only cause issues IN-GAME

instead, create a temporary folder on your desktop, and extract C:\Program Files\Dragon Age\packages\core_ep1\data\2da.erf into it so you never have to touch that archive ever again

 

find the following files

 

armor_massive_variation_gxa.gda

boots_massive_variation_gxa.gda

gloves_massive_variation_g.gda

helmet_massive_variation_g.gda

 

copy & paste those charts into your mydocs/bio/override/_daa_resource directory or whatever you may ahve named it

(keep unmodified extracted versions of any files you work with a lot so you dont get annoyed having to do this over & over again)

 

fire up the beast

open up an equipped item and see if you have a new variation set available

 

http://lh3.ggpht.com/_eDFSZ9OcaOA/S_lZZXM4CAI/AAAAAAAAAwM/DRCUDE8WP2w/Untitled-3.jpg

 

that was your question yeah?

 

oh, regarding "I can't find my module folder"

that'll be in your mydocs\bioware\dragon age\addins\_hello_im_over_here

 

i think that covers it, if not i subscribed but be waerned im a new guy and my advice may cause fires :]

Edited by veteran_gamer
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i forgot to mention some important things

 

pretty much any "variation" style list will be detected, you just have to dig through the files and see exactly what it is you need

it'll detect everything from AI packages to a dozen custom tints to anything, as long as IDs are in order i have seen no limitations to what this beauty can handle :D

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