MildBill Posted September 30, 2017 Share Posted September 30, 2017 Hi All, I'm hoping I can get some help. I downloaded some new armour, installed the dazip and it's working correctly. I'd like to use the new armour on Duncan. Using the Toolset I opened the Single Player module and exported bhn100cr_duncan.utc (wanting to test on human noble first), cir350cr_duncan.utc and pre100_duncan.utc without dependencies. I edited the Equip_ItemList in each, saved and dropped the 3 utc files in "...\Documents\BioWare\Dragon Age\packages\core\override\" folder. But when I start a new game I don't see the change in equipment. Duncan appears with his default armour which makes me think I've missed some step in getting the game to recognize the override files (if it was recognizing the override files but I made a mistake in my changes then I would expect the game to crash or do something like not show any armour). Can anyone suggest what I've missed? Thanks. Link to comment Share on other sites More sharing options...
theskymoves Posted September 30, 2017 Share Posted September 30, 2017 (edited) 1 - Do you have any other *_duncan.utc files in override? 2 - Are you starting a new game from chargen or picking up an existing 'new game' save? For the origins stories, Duncan's gear is likely baked in as soon as you exit chargen. 3 - Is the new armor a multipiece set (chest, boots, gloves) or a unibody chest-only 'robe' model like his default appearance? If it is multipiece, when you added the new armor are you certain the pieces were assigned to the proper slots? (UTC editing pro tip: If I'm changing the TYPE of gear equipped by an NPC, rather than just swapping in modded items of the same type, I first export that character's UTC equipped with the kind of gear I'll want them to end up with.... for example, I'd remove Duncan default robes, equip him with a set of Bioware armor, and then export that UTC without dependencies. Then I'd edit the exported UTC and replace vanilla chest with modded chest, vanilla boots with modded boots, and vanilla gloves with modded gloves... that's a LOT quicker and easier than using TlkEditor to manually create the required fields with the correct slot/equipped variables.) See this craptastic 'tutorial' for information on those equipment slots. 4 - Note also that Duncan is a 'special' NPC. He does not (by default) use the 'Human' body model, rather, he has a unique model (NPC: Duncan) which looks like his equipped default robes. I'd hazard a guess that you probably need to change that to Human in the Appearance dropdown, to get anything but those default robes to show up in game. Edited September 30, 2017 by theskymoves Link to comment Share on other sites More sharing options...
MildBill Posted September 30, 2017 Author Share Posted September 30, 2017 Thanks for the help. I believe point 4 was the one. I changed the Appearance_Type under the appearance data and that got rid of Duncan's default robes but now when starting a new game he loads with no equipment. Which creates for me a new question. Is editing UTC files to use modded armour as simple as changing the resref text in the structure that corresponds to the item slot? I found the resref text for the modded item I want by looking at equipped items from a save game file. However simply changing the resref text doesn't appear to work unless I stick to vanilla equipment items. Link to comment Share on other sites More sharing options...
theskymoves Posted September 30, 2017 Share Posted September 30, 2017 My save editing experience is pretty much limited to changing my toon's voiceset and bumping up inventory slots, so I can't speak to whether the information contained there maps to what is required in the UTC file. :ermm: I do know that using the UTI file name in the TemplateResRef field (as I describe in the explanation I linked to above) worked reliably for me, dozens of times. Link to comment Share on other sites More sharing options...
Recommended Posts