Jump to content

TWF with Add Any Item


dcinroc

Recommended Posts

@dcinroc I've been using TWF for a couple of days and "any item visual deluxe"{damn good mod!} for a lot longer ...am running about 30 mods and have not had any "vases" ...both mods seem to be working without any major problems...I say major because TWF seems to have slowed some of the load times {am guessing it's cause of all the scrolls/essence/formula/junk in TWF}<<would actually like to remove those. Also find TWF works well with "utility sack"....maybe you've got something else conflicting...Although i will say that "runscript get" does take a while to load IE: 1267 odd items or more..."getx" = a lot quicker....but no probs here...TC.

 

 

I only have a few mods installed that run scripts and TWF is the most recent. Also, the problem appeared immediately after installing TWF 1.04.

 

When I run AAVD's scan, it'll show 1817 for regular items and 9890 for custom (562 files scanned). I expect the load times to be longer and the AAVD readme said that it could happen as more items are added, so not an issue for me.

 

The vase is literally a giant vase that appears right on top of my toon, covering everythhing but his head. If I click on it, then the inventory interface opens with all of the TWF items on the left side, but no other custom items, except for Shadow Leather Armor. It's pretty strange.

 

Maybe I'll try uninstalling them both and re-installing in opposite order.

 

 

Uninstalled TWF and everything went back to normal. Re-installed and the problem returned.

Edited by dcinroc
Link to comment
Share on other sites

@dcinroc HA HA LOL.... your'e right it looks too funny IE: character standing in vase!!!!...I didn't scan with siramods prior to your call..and then I did LOL.

Workaround: uninstall TWF using DAmodder thingy...{.no need to click on barrel ingame}..just right click uninstall from left list ALL TWF lelianas, witch hunt etc...

Then go to siramods scanner and scan......the list should be considerably smaller {not 100003 items} {for makers sake!!!} .....WTF phaenan!.

Then just re-instal TWF ...BUT DO NOT scan with siramods scanner.

 

am thinking you probably saved with the fault and you may or may not {try without first} have to start game and make new save with TWF uninstalled. {not sure how that will go}

 

But damn there is too many items in TWF ...am using cheat tweak ....personally HATE all the fiddlin' and diddlin. things like that....although I understand some people do, It would be nice if phaenan could release a trimmed cheater's version...without the "junk"...like there isn't enough in the standard game.....good luck TC.

Edited by jmalkavian
Link to comment
Share on other sites

Interesting! Nice info Malkav! :thumbsup:

Kudos for sharing!

 

One thing that I can say, as far as consequences for uninstalling TWF is that ANY items you've made in it, will not be in the game after uninstalling.

I had to uninstall mine when I tried to update to a later version. (Turns out I couldnt update, because the later version required a newer patch than what my game is to) And afterwards, everything I'd made was gone.

Started out the game with several nekkid toons! :laugh:

I'm not sure but I think that TWF may have a database of the items made in it, and the uninstall removed it.

Link to comment
Share on other sites

@DW thx mate! ...yeah seems you could be right about a "storing" database IE: when i re-installed TWF all my uber god of gods items where still intact..phew [wipes sweat from brow] { couldn't have me "champ" any less equipped} ...but i did use the same save un- altered. &..was only done to replicate dcinroc's problem....

 

However I see a very legitimate request to have phaenan make a "trimmed down version" TWF...{for "lazy cheaters" like me anyway}...if not, any other mod items we add will not be able to be scanned with siramods "any item visual deluxe" without first uninstalling TWF...{ I got to salute phaenan for having such "diligence & persistence" for producing such an enormously complicated mod}...from a technical perspective !...and because he/she knows the mod perhaps it would be just a simple script to add that would disable or remove the items involved or perhaps prevent those particular items from being scanned by siramods any item visual deluxe.....personally I'd like them removed altogether as one who likes to clear all chests & crates etc... while playin' it only adds to more "junk" needed to be removed {thanx whaddaflock for "utility sack"}... yet another damn good mod!....as phaenan has given us the "cheat tweak" perhaps it could be altered to do as requested....although I'd have no idea...am not "tech savvy" and by nature tend to look for "simple solutions". TC.

Link to comment
Share on other sites

@jmalkavian

 

I think you are right about the workaround. Since I'm not planning on adding any new mod items any time soon, then uninstalling, running a new AAVD scan, then re-installing TWF without scanning is probably the best solution until there is a permanent fix.

 

Hopefully my TWF items won't disappear, but I should be able to do it all using the same save, so I doubt it will be an issue.

 

Thanks for taking the time to check it out. :thumbsup:

Link to comment
Share on other sites

Problem is, that's not really an incompatibility. For instance, TWF doesn't use anything modified by Add Any Item, or anything like that. It's just that TWF comes bundled with a lot of (usually hidden) items required for two reasons:

- Insure retrocompatibility between TWF releases,

- Hold the crafting system together.

Aside from slightly tweaking the Add Any Item mod, there is no easy fix for this issue from the players' end or mine. I already made a suggestion to the author about that, especially since fixing the issue by adding a built-in filter to Add Any Item would only take a few seconds, but I'm not sure whether (s)he still active. You can nonetheless try to contact the author directly. That's actually your best shot.

 

 

However I see a very legitimate request to have phaenan make a "trimmed down version" TWF...{for "lazy cheaters" like me anyway}

Not interested I'm afraid. But the source code for TWF is fully available so somebody else can easily do it, provided credits are given yada yada.

In the meantime, you can just use the addon configuration to disable enchantment. The resources (essences, scrolls, etc) certainly won't be removed from the addon package, but they'll stop showing in your games. It's actually because players can freely configure TWF that there is only one TWF flavour coming with everything else. Well, that and bad design on my end: I should have kept the enchanting & forge/cheating parts in two separate addons. But TWF was my first ever mod, so by the time I got a clue about that design flaw, it was already a bit late to fix it. ('cause, once again, retrocompatibility is a pain. :sweat:)

Anyway.

 

I'm not sure but I think that TWF may have a database of the items made in it, and the uninstall removed it.

There is a database used to store and restore stuff that is not directly saved by the Dragon Age engine (e.g. modified item names) but the reason behind the disappearance of custom items upon TWF uninstallation lies in item resources. TWF uses a handful of custom UTI resources, basically one for each model save community-made models, and uninstalling TWF removes those resources. As a result, the items created from those resources won't remain in-game without TWF.

That doesn't happen for items which are neither created nor "remodelled" through TWF. For instance if you only change an item properties, material or add a VFX, then it won't become TWF dependent.

Edited by Phaenan
Link to comment
Share on other sites

@phaenan thnx for quick response!, Yeah figured the "addon configuration" around the time you were replying {am still learning the ins&outs of TWF}...nice .

 

For a "first ever mod" .....mate, That kicks butt !!...you obviously must have some "in-depth" technical know-how.

 

"adding a built-in filter to Add Any Item would only take a few seconds"......Would that be at all possible to do by having a list/script/file that could be placed in Add Any Item's overide folder {or somewhere else} just to tell it not to look at "phae_" .......I'm just thinking of "worse case scenario" if sirA cannot be contacted and/or add a filter to Add Any Item Visual Deluxe........Sorry !!... if that's a stupid question but I am pretty clueless when it comes to these things...am NOT tech savvy at all.

 

Again thnx for quick response, I've noticed that you answer a lot of queries from people rather quickly ...how do you keep up with it all?? [scratches head].............

.....Much Respect....TC.

Link to comment
Share on other sites

Again thnx for quick response, I've noticed that you answer a lot of queries from people rather quickly ...how do you keep up with it all?

 

I don't really. I just throw a "winter forge" query every now and then, and the search engine from the nexus forums does the rest. ;)

 

 

Would that be at all possible to do by having a list/script/file that could be placed in Add Any Item's overide folder {or somewhere else} just to tell it not to look at "phae_" .......

 

The source for that mod doesn't seem to be available, so while that kind of blacklist/ignore list would be a nice way to deal with the issue (since it would allow players to ignore whatever they choose) that's not going to happen without Siramods help.

 

I had a look at how the mod works, and players can manually the list of items known to the get/getx scripts. Even if it's not perfect because you'll have to modify that list everytime you run DAOItemScanner.exe, that's still possible.

  1. Simply locate itlst_user.gda. It should be somewhere in My Docs / Bioware / DA / Packages / Core / Override
  2. Open it via GDApp
  3. Export it to excel format


  4. Open the new xls file with something
  5. Look for the first "phae_" row, select every "phae_" rows, and delete these


  6. Sort the indexes out to have them flow nicely. May not be required depending on how the addon is coded, but since we don't know being on the safe side doesn't hurt.


  7. Recompile the excel file into a GDA sheet (how to)
  8. Make sure the new GDA file replaces the previous one. Meaning you'll prlly have to delete the old one and rename the new one to itlst_user.gda
  9. Go in-game, have a go at runscript getx, and tchak, no more stealing thunder:

 

 

Alternatively, you can simply move the TWF folders away from My Docs / Bioware / DA / Addins whenever you're using the DAOItemScanner.exe program to build the content list for the ingame scripts. The folders you'd have to move away are: phae_mainmodule, phae_twflgt_goa, phae_twflgt_lel, phae_twflgt_twh, phae_twforgedaa. Once the scanning is done, you can simply put the folders back in My Docs / Bioware / DA / Addins, and everything should be fine.

 

The first method described is a tad more complex if you never edited a GDA before, but it's easy enough and through it one can freely decide what will be shown by the Add Any Items scripts. May be especially useful when third-party campaigns or quests-driven addons are installed.

Edited by Phaenan
Link to comment
Share on other sites

@phaenan Whoa... a mini tutorial !!!...got the GDApp and converted to XLS...that was easy.

Got stuck using excel trying to highlight and delete rows / columns....have NEVER used excel before so that's gonna be fun...will need to have dig at using it..{it almost seems as daunting as photoshop} which I have a very un-orthodox way of using...self taught and some things still not learnt....even after 2-3 years with it.!!!.

 

However I did notice in your highlight of deleting on the png pic that you only had about 2000 items... ??is that correct??....which is interesting because dcinroc, myself and other peoples posts are getting about 10000 items...that's like 7-8000 items difference ......although with my stumbling with excel somehow it checked for duplicates and there were none....so hmmm idk.

 

Although we can open GDA files is there not some way that we could put some sort of coding that says "ok we scanned that item but let's not put it in the storage inventory when get/getx is applied...like {i don't know if it's called scripting or not} but i have seen files that use < : >>// ""_ ....< those kind of things that tell the program to either yay nay or yay but leave it there and so forth when placed in front of listed item....but Yeah i'm guessin' that would be something sirA would probably be doin' if he made a filter..........But the reason I ask is does the game use some similar code and perhaps we could put the appropriate symbol{s} in front of the item that would prevent the item being read into the storage inventory upon get /getx but still allows sirA's scanner know that it's been accounted for.............GAH !!!!! ignore last paragraph .....dysfunctional at best.

 

Anyways, Thank you for the mini tut' am gonna see if can get head around excel.......any tips would be appreciated.

~Hail~ TC.

Link to comment
Share on other sites

However I did notice in your highlight of deleting on the png pic that you only had about 2000 items... ??is that correct??....which is interesting because dcinroc, myself and other peoples posts are getting about 10000 items...that's like 7-8000 items difference ......although with my stumbling with excel somehow it checked for duplicates and there were none....so hmmm idk.

 

Yep, odd, but actually normal. I'm not using the end-player package of TWF and unlike players I don't have one TWF addon for each campaign (Origin, Awakening, Leliana's, Golems, Witch Hunt) since everything is included in a single addon on my PC. Makes things easier as far as development is concerned. Anyhoo, when Add Any Items finds 10'000 TWF related items on a player's PC, what happens is that Add Any Items finds each item five times, once for each TWF addon.

 

 

Although we can open GDA files is there not some way that we could put some sort of coding that says "ok we scanned that item but let's not put it in the storage inventory when get/getx is applied...

 

If you had the source code of Add Any Items, sure, that would be possible. Without it and/or without support from Sir A, that's not really an option and deleting the rows seems the easiest option. Plus, deleting 10k rows will certainly help avoiding the get/getx from being killed by the DA engine. (TMI, too many instructions = getting the axe)

 

Anyways, Thank you for the mini tut' am gonna see if can get head around excel.......any tips would be appreciated.

 

The procedure should be roughly the same in both Excel or OpenOffice. Left click the ID of the first row (164 in my picture, the column to the far left), scroll down until you reach the last TWF row, press SHIFT, keep SHIFT pressed, left click on that last row ID. Then right click on the selected bit to bring out the contextual menu. Something like that.

Edited by Phaenan
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...