zordonias Posted July 1, 2010 Share Posted July 1, 2010 I know you can make da zips i would just like to know how to 1.) make a dazip 2.) exract a downloaded da zip 3.) edit da zip items such as, armor, weapons and shields. for instance if i wanted to edit a longsword mod from a da zip to make a awakeing version like, change damage to max for a awakeing longsword from 11.20 damage to 13.something or whatever the max damage for a longsword in awakeing is.. i would appreciate the insight. Link to comment Share on other sites More sharing options...
DarkeWolf Posted July 2, 2010 Share Posted July 2, 2010 Heyas!1 + 2 are actually pretty easy. .dazips really arent that much different from .zip files which are so much more common. You can change a .zip extension to and from .dazip just by renaming the file. So for 1, all you would need to do is bundle all your files/folders up into a .zip file like mymod.zip then right click on the .zip file and rename it something like mymod.dazip windows will give you a message saying that changing the extension may make it unusable, just tell it to do it anyway, and it's good to go.The opposite is just the same for 2. If you want to extract the contents of a .dazip file, you just right click the file and rename it something like themodname.zip Once you've got it converted to .zip and extracted from that folder, you can then edit them in the toolset. Most weapon and armor mods are contained in a .erf file. You drag and drop the .erf file into the toolset. Once Toolset opens the file, you will see what is inside the .erf For weapons/armor/gear its usually .uti or .utc files. Each of those is the file that the toolset made for the weapon, armor piece, character, w/e.So, say that you've got a file in there named ModSword.uti you would want to right click on it, and choose extract. This makes it so that you can open and edit the file. You then go up to the top, click on file, open, then browse to where you extracted the file to, then double click (x2c) it. Then edit it as you will, and click save. On a method like this, you SHOULDNT have to repack it up into the module, or the .erf. If you drop the file into your documents/bioware/dragon age/packages/core/override folder, it will override the file that exists inside the mod itself. (the game reads files that are NOT contained in subfolders inside the Override folder, BEFORE it reads whats in subfolders. So if you put the new folder into say.... override/my mods it might not work. Now... however, here's the snag. Toolset will NOT normally see or be able to utilize AWAKENING or DLC stuff. So it won't have the mat files for say... starmetal, or the two new materials used in DAA. So tier 7 would be the highest you could make the sword. Now a friend of mine has a mod installed called Awakening in the OC http://www.dragonagenexus.com/downloads/file.php?id=920 and when he used the toolset, his TS could see the new materials and weapons and such. I'm NOT sure if it was the mod itself which allowed the TS to do this, but I thought I'd mention it. Hope this helps! :smile: Link to comment Share on other sites More sharing options...
Aranox Posted July 5, 2010 Share Posted July 5, 2010 Making a DAZIP is alot easier you know ? just make a builder-to-player package in the toolset :) Link to comment Share on other sites More sharing options...
Tussle56 Posted May 1, 2012 Share Posted May 1, 2012 Where do i find/get a toolkit for making DAZIPs? Link to comment Share on other sites More sharing options...
jcmacdows Posted May 2, 2012 Share Posted May 2, 2012 Hello? Perhaps this can help you mate: http://damodder.tenderapp.com/kb/beta-test/getting-started-as-a-beta-testerI hope so. :confused: Link to comment Share on other sites More sharing options...
Thandal Posted May 3, 2012 Share Posted May 3, 2012 And here I would have sent him to the actual BioWare download page: Dragon Age Toolset... :thumbsup: Link to comment Share on other sites More sharing options...
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