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is theres a way to use dao mods in Awakening


NetDigger

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not so much cheats, but I was surprised to find that loading an Awakening save to test something did not spawn all my downloaded modded armour, weapons etc. in my inventory. I quite like my "Armour of the Elven Warden", amongst other things, it's a shame I will lose it when I import my character.

 

is this something that is up to individual modders, and some stuff is just not Awakening compatible, or is there some kind of blanket fix?

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If the mod was installed by dazip, you will either need to wait until the modder makes an Awakenings compatable version or you can go into the addins.xml file and do it yourself. To do it yourself, you need to find the mod's entry in the file and then find the line

ExtendedModuleUID="Single Player" and change it to read ExtendedModuleUID="dao_prc_ep_1"

When you want to go back to Origins, you may sometimes need to reverse the process.

 

For the few mods that need the process reversed, you can eliminate that hassle by making a duplicate entry of the entire mod's entry in the file, the original for the Single Player and the duplicate for the dao_prc_ep1. The entry will start out looking like this:

<AddInItem UID="inno_pp" Name="Name of the Mod" ExtendedModuleUID="Single Player" Priority="100" Enabled="1" State="2" Format="1">

<Title DefaultText="Name of the Mod">

 

Keep scrolling down through until you get to the end of it and you will see:

</Publisher>

<PrereqList/>

</AddInItem>

 

Copy it all, make a new line after </AddInItem> and paste. Then find the ExtendedModuleUID="Single Player" line in the new entry and change it to read ExtendedModuleUID="dao_prc_ep_1" and the mod should work in both Origins and Awakening without having to change it every time.

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seems to have worked on first little test :thumbsup: thanks again rusty, I won't bother blanket changing the XML until I actually am ready to import my character but good to know it works in principle.

 

one other thing though: do gameplay changes, like adding overrides for item stats and the way things behave, work fine across DAO and DAO:A?

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  • 2 months later...

If the mod was installed by dazip, you will either need to wait until the modder makes an Awakenings compatable version or you can go into the addins.xml file and do it yourself. To do it yourself, you need to find the mod's entry in the file and then find the line

ExtendedModuleUID="Single Player" and change it to read ExtendedModuleUID="dao_prc_ep_1"

When you want to go back to Origins, you may sometimes need to reverse the process.

 

For the few mods that need the process reversed, you can eliminate that hassle by making a duplicate entry of the entire mod's entry in the file, the original for the Single Player and the duplicate for the dao_prc_ep1. The entry will start out looking like this:

<AddInItem UID="inno_pp" Name="Name of the Mod" ExtendedModuleUID="Single Player" Priority="100" Enabled="1" State="2" Format="1">

<Title DefaultText="Name of the Mod">

 

Keep scrolling down through until you get to the end of it and you will see:

</Publisher>

<PrereqList/>

</AddInItem>

 

Copy it all, make a new line after </AddInItem> and paste. Then find the ExtendedModuleUID="Single Player" line in the new entry and change it to read ExtendedModuleUID="dao_prc_ep_1" and the mod should work in both Origins and Awakening without having to change it every time.

 

 

thanks you are right I used your help thankyou.!!!!!!!!!!!!!!!!!

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