MarkJDK Posted August 18, 2010 Share Posted August 18, 2010 Recently I downloaded this set of armor:http://www.dragonagenexus.com/downloads/file.php?id=1066 Once I got it into the game I noticed that it's properties were a bit too much overpowered in my taste.Being a toolset noobie that I am, I am here to ask if it is possible to change it? Also, the armor is automatically added to the player's inventory.I am familiar to C-oriented language and would like, if possible, to change the script. I saw script files are identified with a .ncs extension, though I found none in the modder's resouce availableNeither by opening the .erf with ErfEditor. Link to comment Share on other sites More sharing options...
DarkeWolf Posted August 20, 2010 Share Posted August 20, 2010 what folder are you looking in, for the resources? Are you looking in documents/bioware/dragonage/packages/core/overrideor are you looking in documents/bioware/dragonage/addins? If you installed it with a mod manager like DA Modder (DAM) or DA ModManager (DAMM) then most likely the files that you're lookin for will be in the addins folder. Once you find the correct .erf files, the properties for the item will be a file called "itemname".uti right click on that file, and choose either EXPORT or OPEN. Now.... if this is your first time doing this, you're going to have to choose EXPORT. Export it, then find the file on your computer. RIGHT click it while holding down the shift key. Choose open with and set it to always open this type of file with the toolset.exeyou should be able to find the toolset.exe in your INSTALLATION directory of Dragon Age (not the documents folders, usually on C:/program files if you are using the default instal directory) in a folder called Tools. Once you have the file type associated with the toolset, you can choose open, and the TS will open it up.Then open the uti file in the toolset. Now, you will not have as much functionality with that file, as you would with making the new item. So, I recommend using the uti file as a resource for the filenames and such, and then go to create a new item using the original as your information resource. This new file you can just place in documents/bioware/dragon age/packages/core/override folder and it should override the original. BUT.... here's the kicker. The game WILL NOT show modifications to an item that is already spawned. So IF your character already HAS the item, it will NOT show the changes that you made to it. So what you need to do is go to a vendor, sell the item to them, and then buy it back from them. That SHOULD make the changes go into effect. If its on a new character, there's no issue with it. A much simpler method is to alter the stats of the item INGAME with a mod called The Winter Forge. http://www.dragonagenexus.com/downloads/file.php?id=122just strip it of it's enchantments and add what you feel would be more appropriate, and if you feel that the material that it's made of it too OP, then reduce it to a lower mat by changing what its made of.However, this method will only change the item in the savegame of the PC that you're playing at the time. It woudlnt change the item for other characters that you would play later on down the road. As for the scripts, all I really know about that is that you need to change the name of the character that it gets loaded to. You can change to whatever vendor's name or to the name of a particular container. Afraid thats not much help, but thats about all I know :( ALSO- to prevent problems with your mod items loading, when you go to make new characters go either into your content manager of DA or DAMM (if you use that) and disable all mod content mods. Start up the new character, and play it till you can reach a save point. Save the game, exit DA, re-enable those mods, then restart your save game. Its a pain, but its a lot easier than trying to get those mods to show up on your character if you dont do this ;) EDITED FOR CLARIFICATION. Sorry about that! Link to comment Share on other sites More sharing options...
MarkJDK Posted August 21, 2010 Author Share Posted August 21, 2010 DarkeWolf, thank you for taking your time to help me out! I got the .uti files from the .erf files inside the AddIns folder.So I opened them with the toolset, edited the PropertyIDs and PropertyPowers to those I want. But I am confused, I just have to put the modified uti file in the override folder?Because I tried, loaded the game and the attributes had not changed.Even tried to seel & buy back, disable the mod save and enable again, used the additem script too, but no dice. You mentioned "I recommend using the uti file as a resource for the filenames and such, and then go to create a new item using the original as your information resource." I have to create like another .erf file to replace the original?For example, I would need to import all the content I exported from the original erf, do my changes, and save it back.How I do that? :/ Sorry, I am completely new to Toolset, I have found some tutorials on how to make custom armor and stuff, but nothing that helps me to modify.I will try that mod you mentioned, seems interesting and pretty useful, though I really want to learn how to do this... Link to comment Share on other sites More sharing options...
DarkeWolf Posted August 21, 2010 Share Posted August 21, 2010 Ok, well I am glad that you've made progress :) No prob, and always glad to help out ;)Hmmm Ok. Lets try this. Throw your modified file into the same folder as the mod's erf file is in, and check to see if that makes it work. When working with modifying Characters, all you need to do is drop into the override folder. Perhaps, since there might already be a folder for it in there, its reading the modified file last, instead of first. (the game only acts on the file that it reads last). You shouldnt have to create a new .erf file. Unless, that is what the toolset extracts it to. I havent done armor before, just characters, and those save as a utc file (C for character, I for item). So try dropping the edited file into the same folder that you found the .erf in and see if that works.Sometimes when you extract a file, it loses some of its functionality, Like with weapons, you sometimes no longer have the drop box options for their properties, and end up having to use their numbered (hex) equivs. Which sucks big time. Which is why I suggested that you create the new item. However, since you have managed to change its props to satisfaction, you can ignore that about creating a new item based off the originals as resource ;) And no, don't apologize. Sometimes I have three to five different things going on in my brain all at once, and my wires get crossed. So yeah, try that with moving it to that folder, then sell and buy. See if that makes it change. If not, post back and I'll check into it, rather than trying to do it from memory ;) Link to comment Share on other sites More sharing options...
MarkJDK Posted August 21, 2010 Author Share Posted August 21, 2010 Can't thank you enough! :thumbsup: I got it working by doing as you said, put the modified .uti in the same folder as the .erf;Though I had to disable the mod, force a load, save again, and reload with the mod enabled.And the changes to the armors and weapons were there. Unfortunately the script to this mod is very bad optimized, if you load the game it will add 4 of the items to your inventory.If you put them in a storage chest for example, and load again, you will receive more 4 of them.Do you happen to know if there is a way to modify the script? I learned from this tutorial (http://social.bioware.com/5339/blog/576/) how it is done.And seems that this mod does not properly set flags to be saved along with the save, meaning it does not check if the items are already distributed in the event of loading without them being in the player's inventory. Kudos for you, for being so helpful and kind! ;) EDIT: I managed to replace the script with my own by creating a new one in the toolset, compiling it and exporting it.Then all I did was import the new ones inside the .erf that had those scripts (modules/data/<uid>.erf); I will not forget to send your cookie!But you know.. the people at the post office have a thing for cookies, so if you don't receive it, you know what happened! :teehee: Link to comment Share on other sites More sharing options...
DarkeWolf Posted August 22, 2010 Share Posted August 22, 2010 Thats awesome, I'm glad to hear that you got things worked out. And THANKS MUCH for posting on what you had to do to get the mod to update correctly. I will definitely try to remember that! :thumbsup:I think I know what armor you're talking about. yeah, I hated that set. It kept filling up my inventory with 16 items every time I loaded up a game. :mad:And thanks for the kudos! I'll be doing the same, as you took the initiative and found what you needed before I was able to report back ;) Meh, you cant trust those postal workers with cookies. They're worse than santa clause hahaha.Enjoy, and happy gaming! :thumbsup: Link to comment Share on other sites More sharing options...
Recommended Posts