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Noticed something about mods...


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#1
jlg6184

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 Alright, as I have stated in other threads, I have been looking for mods as of late. Well, slowly but surely I am running into various issues with mods I have found. Some of which I can rectify (very, very beginner-like knowledge of toolset), and others not so much. My issues I find now, is that quite a few weapons/armor mods feel kind of cheap like as they are added directly to the players inventory. Now I don't mind weapons being superpowered, or non-lore, but for some reason it bugs the ****** out of me if they are just placed in my inventory or in Bodahn's for me to purchase. So my questions are as follows:

1. What mods (item - armor/weapons/etc) are out there that add the item directly in the world for me to stumble across, as opposed to just giving them to me?

2. Where can I find more information (or a tutorial, if one exists) on possibly editing mods that just give you the item to be placed either at random in the in-game world or as added loot to higher-end bosses, or possibly a heavily guarded chest?

#2
TimelordDC

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There is one mod here - Tevinter Twin Blades - that adds a dagger set to the game that you have to find through questing. Not overpowered by any means but decent early to mid-game weapons.

Most mods that add weapons/armor etc just create a .uti file (that is the item template) and have a script (usually a PRCSCR script or a dumbed-down one that loads every time) to place those items into the inventory (either player or Bodahn).
To do what you require in (2), you first have to extract the .uti files from the mods (you can do this using the Erf Editor present in the Tools folder under the Dragon Age install folder)

Then, for random loot in chests and body bags:
- open the various TS_Category_ xls files from the tools\\Source\\2DA folder (read Treasure System)
- add the items to the required creature categories and ranks
- save the files with a different name [each worksheet]
- run the excelprocessor.exe to generate GDAs (read Compiling 2DAs)
- place these in the packages\\core\\override in your My Documents Dragon Age folder

You are good to go.

#3
jlg6184

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TimelordDC wrote...

There is one mod here - Tevinter Twin Blades - that adds a dagger set to the game that you have to find through questing. Not overpowered by any means but decent early to mid-game weapons.

Most mods that add weapons/armor etc just create a .uti file (that is the item template) and have a script (usually a PRCSCR script or a dumbed-down one that loads every time) to place those items into the inventory (either player or Bodahn).
To do what you require in (2), you first have to extract the .uti files from the mods (you can do this using the Erf Editor present in the Tools folder under the Dragon Age install folder)

Then, for random loot in chests and body bags:
- open the various TS_Category_ xls files from the tools\\\\Source\\\\2DA folder (read Treasure System)
- add the items to the required creature categories and ranks
- save the files with a different name [each worksheet]
- run the excelprocessor.exe to generate GDAs (read Compiling 2DAs)
- place these in the packages\\\\core\\\\override in your My Documents Dragon Age folder

You are good to go.


Thank you kindly for your response and the thoroughness of said response. As I said, I am rather new at modding, and am only migrating toward in now as I feel some mods are just done to add the item, and not give it any true value of searching for it and what not. Seeings you were capable of not only answering my questions, but give reasoning for why things are done a certain way, do you think you could answer one further question? My first edits to mods I have done today was extracting / editing a .uti file to add a restriction to an armor. The mod was in the form of a dazip. I edited the files that needed edited, and just threw them in the core/override folder as I had the dazip of the mod already installed. It appears to work fine, but are there any possible problems with using that method, or should I update the dazip to include the recently edited .uti flie?  

Thank you again for the help you have provided, and hopefully I will have a chance to mess around some with the toolset tomorrow and make some adjustments to other mods. My end-game goal is to be capable of making my own mods for the game, but I must admit I am a far cry away from that right now.

#4
bowlie1

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the armour of the devout puts it in the gauntlet near the ashes. it is also the best looking armor in the game. modded or not. it is #1 in dragon age nexus

#5
TimelordDC

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Editing a file already provided in a dazip and placing it in the core/override folder is not an issue. In fact, that is how it is supposed to work so you are doing it right.

Keep in mind though that almost all these weapon mods extend the Single Player campaign and either add on to the content or replace something so these mods have already been tested for compatibility with the main game. By compatibility, I mean resources have distinct names (or the same names in case of overrides) from the ones in the Single-player campaign and Core resources. Hence, overriding as you are doing will cause no issues.
However, if you install any 'quest' mods that come with their own campaign, there is a slight possibility that resource names might come into conflict with other mods. If that happens, the files in packages/core/override gain precedence and can potentially break those 'quest' mods.

Once you become comfortable with the toolset, I suggest creating a new module and putting all the modified and un-modified .uti files from the different modules into that module to make it easier to maintain. Alternatively, you can edit the Erf file that comes with the module (usually in module/data) and replace the .uti with the one you have modified.