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Six Toolset Questions


RustyBlade

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This last week I haven't been playing the game as much as playing with it; an experiment turned into a set that turned into... questions :blush:

 

1. How can I assign a non-standard tint to weapons/armor made in the toolset. Is it even possible? Example: I made a tint using Nezroy's UDK and I want it to show up in a mod where the entire party is dressed and armed similarly without having to run each set through the dye kit.

 

2. If I assign an "On Hit Effect" to armor and/or accessories will it trigger on a successful hit?

 

3. If I assign an "Activated Ability" to a weapon such as ITEM_FLAMING_COATING am I just wasting time or is there a way to activate it?

 

4. Cost... has me really confused. I try to enter a price I want, something sane like 10g, 50s for a chest-plate and it shows up in the game as 432 gold. I enter a price of 1-3 copper and I get something in the 32g range which is better and is actually inline with what I was going for but I need to know how to set the value to be what I want it to be so I know it will be right every time. Any help?

 

5. Does anyone know which DLC's or expansions "[gxa]Staff 5" (TWF calls it the Tevinter Staff) and the "prc_" icon set (sword icon looks like Maric's) come from?

 

6. Is there anyway to delete a messed up file from the mod folder in toolset? I had a brainfart and made a script when I needed to make an item and now I can't seem to get rid of the useless script file. Wow, today I get a delete option that I didn't get yesterday :wacko:

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I think I can help a little on this, but not sure how much.

 

1.The tinting I would like to know myself. I know it's an erf file, but how to implement it not sure. (Know this from using the T7/Dragonbone retint mod which work with the UDK)

 

2. It should, but remember to place a value to it in the properties. My Warden's Oath mod I made with an attribute to weaken nearby darkspawn. Left at the default 0 does nothing, so I changed it to 2 and it works fairly well, especially in the deep roads.

 

3. Not sure, but would think would need to do something similar as #2.

 

4. No clue. I cannot figure out the values as they almost seem like arbitrary numbers. Chug-n-Plug like you have been doing might work at least for the interim.

 

5. I have only seen that model used in the DLC's. Starmetal blade, Maric's, and the one made by Wade in Awakening. However, and I could be wrong on this as it's been a while since I have gotten it, but the sword from the mage/demon in Denerim by the Pearl I think has this look. This last not sure on though, and I think the quest is Unbound and sword Keening Blade.

As for the staff, not sure since I am not sure which one you are referring to.

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I think I can help a little on this, but not sure how much.

 

1.The tinting I would like to know myself. I know it's an erf file, but how to implement it not sure. (Know this from using the T7/Dragonbone retint mod which work with the UDK)

 

2. It should, but remember to place a value to it in the properties. My Warden's Oath mod I made with an attribute to weaken nearby darkspawn. Left at the default 0 does nothing, so I changed it to 2 and it works fairly well, especially in the deep roads.

 

3. Not sure, but would think would need to do something similar as #2.

 

4. No clue. I cannot figure out the values as they almost seem like arbitrary numbers. Chug-n-Plug like you have been doing might work at least for the interim.

 

5. I have only seen that model used in the DLC's. Starmetal blade, Maric's, and the one made by Wade in Awakening. However, and I could be wrong on this as it's been a while since I have gotten it, but the sword from the mage/demon in Denerim by the Pearl I think has this look. This last not sure on though, and I think the quest is Unbound and sword Keening Blade.

As for the staff, not sure since I am not sure which one you are referring to.

 

Thanks dan :thumbsup:

 

1. If I figure it out or find something out I will let you know then.

 

2. Glad you told me about the weaken darkspawn (and others) needing a value, seems I have some more work to do.

 

3. Seems I need a crash test dummy :laugh:

 

4. I wonder what a negative value would do... (hey y'all, watch this!)

 

5. Staff is this one, any info on the bow would be appreciated too: model is heartwood (TWF) and the icon for it is purple? Keep in mind I am using Adonnay's Weapon Replacer.

http://www.miccofl.net/DAO/StaffAndBow.jpg

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The icons are dds files, and most of the dlc is encrypted for opening their erf files. In the programs route to DA, you can access the Awakening's erf files in the addins folder, then it's listed usually as dao_prc_ep_1. The route I have is program files x86 (I use W7)/DragonAge/addins/dao_prc_ep_1/module/data and from there I would guess the designerplaceables for get the icons, but I have not tried it to know for sure. You can get the file names from there, but I have not had much luck in getting the files visible in the toolset as far as seeing what they look like. veteran_gamer posted in the builder board some time ago about how to access them in the toolset to edit them. But I only got it to work once, then have not been able to repeat it.
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good morning rust, let's see if i can help knock some of these out, i've done all of these things for my own game and became quite familiar with the system, i really wish you werent stuck with my sloppy tutorial/explanation style. im a mod grunt not a mod tutor, bear with me ill do my best buddy

 

1. How can I assign a non-standard tint to weapons/armor made in the toolset. Is it even possible? Example: I made a tint using Nezroy's UDK and I want it to show up in a mod where the entire party is dressed and armed similarly without having to run each set through the dye kit.

 

this is most possible. you can place a GDA file in your override directory (i've used the mydocs>bioware>package>override since day one with everything i do) with the custom tint file definitions, and so long as the .TNT files are there. you can also edit these with the toolset or GFF editor while previewing a model real time, push F5 after edits to preview result, they will show up in your toolset with the NPC, ITEM or MODEL they are assigned to, saves time. i made you a template you can download and test (tint_override_rust,GDA). i think by looking at this alone, you will completely grasp the formula rather than my jibba-jabba psycho-babble

 

you will see the GXA tints for awakening (gxa_ prefix is for any awakening content/resources, which will answer your staff question in just a moment as well)

after that, you will see some random named examples for You to fill in the blanks as you please/see fit and for use in the toolset

 

[/line]

 

http://lh5.ggpht.com/_eDFSZ9OcaOA/TKBtUabXJsI/AAAAAAAABF0/zfp-r_HdmzI/rustchart.jpg

 

[/line]

 

one final tip rust, _arm is for armor, _wpn is for weapons, and so forth. so t3_arm_hst.tnt is armor, and t3_wpn_hst.tnt is for the silverite weapon

ill stop repeating myself

 

2. If I assign an "On Hit Effect" to armor and/or accessories will it trigger on a successful hit?

 

yes, indeed. if you were to set the OnHit to ...spirit damage>5, it will theoretically deal 5 spirit damage points on a successful hit, or 10, or 100, whatever you set it to.

 

i know what you're thinking "what if i set it to armor!!" 1 of 2 things can happen. a.) property is nullified and nothing happens b.) everytime you get hit, you'll take extra damage (theory)

the reason i sya theory, is becuase i have custom created entries in the <item properties> subsystem in which i cloned the "OnHit" properties/values for extra manipulable variations, and it resulted in taking fire,spirit, etc damage every 1-3 second intervals haha. however, this is probably due to batch experimention and incorrect flags, anything is possible im sure, hope that makes sense brother

 

3. If I assign an "Activated Ability" to a weapon such as ITEM_FLAMING_COATING am I just wasting time or is there a way to activate it?

hahahah, dude, i had NEVER seen that before!! i instantly checked a health potion, and it seems that section is used for exactly that. its possible when the weapon is equipped, it will give a one-time status effect, there is a very slight possibility it could be continuous depending on which effect is selected, but yes, you are on point it would seem

 

 

4. Cost... has me really confused. I try to enter a price I want, something sane like 10g, 50s for a chest-plate and it shows up in the game as 432 gold. I enter a price of 1-3 copper and I get something in the 32g range which is better and is actually inline with what I was going for but I need to know how to set the value to be what I want it to be so I know it will be right every time. Any help?

 

this value is measured in single..pennies/copper. so 3000, is 3 gold, 300, 3 silver. that simple! praise ghandi!

 

5. Does anyone know which DLC's or expansions "[gxa]Staff 5" (TWF calls it the Tevinter Staff) and the "prc_" icon set (sword icon looks like Maric's) come from?

GXA as i mentioned a bit ago is from awakening content. i have went ahead and included a seperate attachment for you to place in your override that will make the Listings alone accessible, you will need materialobjects.erf, modelmeshdata and modelhierarchies.erf, and tints.erf from awakenings into your override for these to show up and be tintable, etc, properly. the gda in the attachment will do the rest

 

so remember

 

everything into override, Before you launch toolset

 

Tints - fill in the blanks brother

gxa_model_var - will open up the gxa_stuff, staff, armor, whatever else, provided the ERFS i mentioned are within the override as well

 

hope it helps, i may not be able to follow up right away to confirm success, but im nearly certain this'll do what you need to get your started, sort of like a toolset starters kit. had i had a single hint when i was getting started, even the slightest, it would have saved me about a month of bleeding through the eyes, i hope that it does Just that for you rust (save you time that is bahah)

 

 

edited 9.27.2010 3:16AM - the "chart" (abomination) you see, is actually a screenshot taken inside the nexus editor. Because i suck - i had to paste the image since it looked weird in the post. it's pretty ghetto. well actually, its not pretty ghetto, it's extremely ghetto, hahah..... just look at it dude..... HAHAHAH, its okay to laugh, go ahead

 

anyway, take it easy

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Awesome! Thanks! :thumbsup:

 

Everything in its place, everything working except the money thing. I enter a value of 1 copper piece and the stupid thing is worth ~30 gold in game - I can live with that as the stuff is T9 with mega-powers but it would be nice if the stupid thing would accept the value I put in as the value.

 

Time to make a new set with all my ducks in a row (so they can be easily killed with one shot :whistling: )

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hell yeah, was hoping that was a big enough bone to toss, always glad to see confirmation that it served some sort of purpose

 

i remember those damned pink, purple & hawaiian shirt tints were one of the first thing i completely overhauled

it was just blasphemous to see npcs, especially male warriors with these runway model fashion designer tints

 

one tint in particular took me close to 3 months to nail though, only so many "plain" colors you can do, until nezroy released his tint creator

after going through his presets, i realized that certain values when lowered enough, actually could do a "black(ish)" tint...and so dragon bone was replaced, ending the mission for the proper tint replacers

 

you might find this interesting, with weapon tints and certain armor, try making the Specular section the opposite/inverted or whatever ya want color of the Diffuse section (base), and you end up with some chameleon paint style effects (for proof of concept), once you toy with those and get a hang of it, you can customize the paint job for all lighting conditions (try black base/gold specular - glorious :D)

 

anyway if you come across any issues later down the road feel free to post i subscribed to several threads a bit ago to make sure

i really gotta get back to batcave now and get some sleep soon

 

take it easy rust

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