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DA2 Weapon Replacer work with DA:O?


Thacker

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(I originally posted this over in Mod Troubleshooting. But that forum doesn't seem to get a lot of traffic, so I am trying again here. Apologies for the quasi-double post.)

 

Greetings

 

I want to try to use Adonnays Assorted Armoury in DA:O. I realize it's a DA2 mod, but I think I've heard that it's possible to do so. I've spoken, in brief, to Adonnay and he agrees that in theory it should work.

 

I've tried porting the method for DA2 installation to DA:O (editing the <weapon>_variations.gda with the new model) but that has proven unsuccessful. I've likewise just stuck the .erfs in the override and folder and looked to see if the new models became available in the Toolset, but that was a dead end as well.

 

Considering that the file types are the same between DA:O and DA2 (right...?) this should be possible to do (right...?).

 

I'd greatly appreciate any help with this endeavor.

 

Thanks.

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Ok, so after doing some digging and reading, I've made some progress.

 

I made a new (extension?) greatsword_variation_<mod>.gda that pointed to the models from Adonnay's file.

 

Placing that .gda into the override folder, the new weapon was selectable as a variant in the Toolset. Unfortunately, no model shows up when it's selected.

 

I believe I have the .gda is set up correctly, however I'm wondering if the naming scheme that Adonnay used (since this was a DA2 mod) is incompatible with DA:O. Looking at some other weapon mods I have installed, I saw that they all have "gsw" listed for the MODELTYPE, whereas Adonnay's models use different names ("lbl", "wbl", and "lsb"). Can DA:O not handle these MODELTYPES? Apparently DA2 can, since the install instructions say to just point the .gda to the files as is (i.e. using "lbl", "wbl", and "lsb"as the MODELTYPE).

 

Assuming that was the case, I tried simply renaming the .mao, .mmh, .msh, and .phy files from "w_lbl_ad01.xxx" to "w_gsw_ad01.xxx" and adjusting the .gda. However the model still did not show up in the model view in the Toolset.

 

Is there some referencing to eachother within the .mao, mmh, .msh, and .phy files that needs to be edited manually if I change the filenames? Any other ideas as why the model is not showing up?

 

I've attached a screenshot of my current folder structure for this mod along with a view of the .gda.

 

I'd appreciate any help.

 

Thanks

Edited by Thacker
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(I just realized I am competing with Skyrim for attention, a losing battle I'm sure. Though hopefully someone might be looking here and knows what to do...)

 

So slight progress, in that I'm pretty sure I know the problem and the general way to fix it...

 

According to this thread at Bioware Social, the DA2 models are indeed slightly different and can't directly be imported into DA:O (startling revelation I'm sure...).

 

So I am now trying to tackle the task of converting the models to the appropriate DA:O format. From what I've gathered, I need:

 

1). 3d software that will handle the files

-currently trying with Blender and the DragonBlender .20 script

 

2). A way to extract/convert the DA2 files so they can be imported by Blender via DragonBlender

-using Tazpn's DA2 Tools

 

I believe the basic steps I need to take are:

 

1). Use Tazpn's DA2Tools to turn the .mmh into a Blender importable file (.fbx, .3ds, .dae, or .obj)

 

2). Import file from #1 into Blender

 

3). Export the file from Blender as an .fbx using Dragon Blender

 

4). Take that .fbx and convert it into an .mmh.xml/.msh.xml via Tazpn's DA:O Tools

 

5). Comple those .xmls into the .mmh and .msh files via Tazpn's DA:O Tools

 

Is any of that near correct? If it is or isn't, does anyone have any more specific details as to how to do each step? I've tried puttering around in Blender but I'm not sure if I'm even doing anything. Further, I'm not sure I'm even getting past step 1. When I try to use Tazpn's DA2 Tools, it outputs an .fbx/.3ds/.dae/.obj file, but I get an error that says "unable to open <file>.msh". This seems like a critical problem, since I'm trying to get that .msh into Blender to re-export as DA:O compatible.

 

I think my next step might be pulling out some hair. I'll see where that gets me. If anyone has some insight into this, I (and my hair) would greatly appreciate the help.

 

Thanks

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