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How to add a new slot ability


raedertc

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Hello people!!

 

I'm relatively new to modding in DAI, I only made personnal mods, not very complex. Mostly updating armors and weapons recipes, using other mods to learn how to do it. However, I could never figure it out how to add a new element, although I was able to do it when the recipe already had all the necessary slots I wanted to use.

 

I've been trying to modify a accessory. For starters, I want to start with something simple. Modifying the Guard Belt to have a new ability to gain guard. Here are the steps that I have already done.

 

1) Went to Frosty Editor and edited the easy things (description, class requirement)

2) I also clicked the button to add the new ability, however, I can't copy the ability I want to copy because the editor does not support it.

3) Export it the file to .ebx so I can modify it using DAI Mod Maker.

4) By looking at the modified file in DAI Mod Maker I can see that there is a new ability added, however it is blank. I can take the guid from the ability I want to add, but I don't know WHERE to add it in the HEX Editor. As the offsets doesn't really tell you where to add them.

5) I KNOW this is possible to do it. As I have seen a few mods that does exactly what I want to do, but I can never figure it out how they decide where to add the guids for the new ability. Also, all the offsets gets shifted by adding a new ability, which the mods also take in account.

 

Take for example the mod The Taken Shape, where he takes the belt and add a new ability to it (this belt already has 2 abilities). He simply, adds a third ability, make the necessary changes to the offsets, and adds the guid to the new ability below the guids of the old abilities. Ability 1 guid is A0, B0; Ability 2 guid is C0, D0; and the new ability right below it: E0, F0. But HOW? How does he tells to the file that the lines E0 and F0 belongs to a new ability, thus the entire file offsets for the rest are shifted a little bit?

 

If I try to do this, Mod Maker simply won't open the file and crash the application. Bottom line is, I don't know where to add the guid to the ability I want to add in the HEX editor, because I don't know where to tell the file where the new guid is suppose to be positioned.

 

As I told, I'm somewhat comfortable (although, I haven't modded the game is about a year and I'm replaying it now) with modifying guids and stuff, I did this to modify recipes, change recipes, modified sigils and stuff. But I have no idea how to add something new.

 

Can someone help me with this? I can try to clarify stuff if needed...

 

Thanks...

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How did you edit the description in Frosty? Or did you simply replace it with a description from another item?

 

To your issue... Perhaps I'm not understanding.

 

I loaded up the Guard Belt in Frosty and added an ability slot. I then looked on the DA Wiki for an item that had a similar ability and found a helpful list under the Guard page.

 

For this test, I used the Savage Thorn dagger, which has "On hit: gain 5 guard." If you hit the "..." button next to an asset, you can hit "find in data explorer" and it will take you to that asset. I did this, went back to the Guard Belt, and used that asset to add the ability. Frosty accepted it just fine.

I'm lazy and haven't tested it in the game.

 

Is this not what you did?

 

 

Finally, feel free to drop by the Frosty Discord for questions or general mod help. Even though it's dedicated to Frosty, some folks will also be able to answer other questions as well.

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How did you edit the description in Frosty? Or did you simply replace it with a description from another item?

 

To your issue... Perhaps I'm not understanding.

 

Yes, that is what I meant.

 

Also, you understand correctly, that is exactly what I wanted.

 

I just didn't know how to use Frosty properly, but after reading your reply I figure it out. So, thanks.

 

Problem was, I used to mod before Frosty came so I had no idea of that feature, but now I know, way easier than editing Hex.

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