My mod is basically a better Ancient Elven Armor set, and it seems people would like my armor to replace the AEA. That way, the treasure hunt is actually worth it, etc. I imagine this is quite possible, but does anyone know what general process this would need, and where I should post further questions? thank you much, forumites
Replacing in-game armor with modded armor?
Débuté par
yasuraka.hakkyou
, mai 15 2010 10:51
#1
Posté 15 mai 2010 - 10:51
Not totally sure where this would go...
My mod is basically a better Ancient Elven Armor set, and it seems people would like my armor to replace the AEA. That way, the treasure hunt is actually worth it, etc. I imagine this is quite possible, but does anyone know what general process this would need, and where I should post further questions? thank you much, forumites
My mod is basically a better Ancient Elven Armor set, and it seems people would like my armor to replace the AEA. That way, the treasure hunt is actually worth it, etc. I imagine this is quite possible, but does anyone know what general process this would need, and where I should post further questions? thank you much, forumites
#2
Posté 16 mai 2010 - 12:02
create a new mod. under manage modules > heirarchies, select single player so your mod uses the single player resources (as well as core). In Manage Modules > Properties ensure that you select the original campaign for the "extended nodule" field.
n the resources palette, head to items and find the armour you want to change. Make the changes, check in the resource and export it without dependant resources.
I believe that should do the trick. I am unsure whether this will affect the armour if it is already in the world (in your inventory or whatever)... it may, it may not - i simply havent tried this. it should, however, be correct for the next time it is spawned.
I havent actually tried this so if anyone else corrects me, theyre probably right
n the resources palette, head to items and find the armour you want to change. Make the changes, check in the resource and export it without dependant resources.
I believe that should do the trick. I am unsure whether this will affect the armour if it is already in the world (in your inventory or whatever)... it may, it may not - i simply havent tried this. it should, however, be correct for the next time it is spawned.
I havent actually tried this so if anyone else corrects me, theyre probably right
Modifié par mikemike37, 16 mai 2010 - 12:06 .
#3
Posté 16 mai 2010 - 12:22
If the armor has already been acquired, it won't be updated by the method above. You will have to destroy it and create it again in the inventory (make sure you check if it is already equipped and re-equip it, if necessary)
#4
Posté 16 mai 2010 - 04:27
Ok. I've made the changes to the armor, and I imagine all I have to do is export and build the package now?
oh yeah, had a quick question: under manage modules > properties > extended module, did you mean core game resources or single player?
oh yeah, had a quick question: under manage modules > properties > extended module, did you mean core game resources or single player?
#5
Posté 17 mai 2010 - 12:32
single player.
#6
Posté 22 juin 2010 - 04:17
How do you make your armor replacements apply to only the females?
#7
Posté 22 juin 2010 - 03:39
if you are changing the armour model and or any of the textures associated with it, thats a different question to the one above (which is concerned with modifying the stats). You need only replace the female version of the armour using a simple override (male and female versions are different models)
If however you intend to change the armour stats based on the gender of the character, then I would guess youd need to have two versions of the item and have it update its stats whenever it is equipped, or something? not too sure, but It'd be a scripting question.
If that doesnt cover it, please clarify what you're trying to do.
If however you intend to change the armour stats based on the gender of the character, then I would guess youd need to have two versions of the item and have it update its stats whenever it is equipped, or something? not too sure, but It'd be a scripting question.
If that doesnt cover it, please clarify what you're trying to do.
#8
Posté 22 juin 2010 - 03:57
To restrict it to one gender, you'd need to create a new property for it, because Bioware didn't do it. It doesn't look very difficult, though, because it will follow the same model as class and race restrictions :
You need to define a new property in a 2da that extends itemprps, taking example on the existing restriction properties, then you need to create a condition script for it, the original ones are in _Global/Item_scripts/, shouldn't be difficult to figure out how to check for the gender of a creature.
You need to define a new property in a 2da that extends itemprps, taking example on the existing restriction properties, then you need to create a condition script for it, the original ones are in _Global/Item_scripts/, shouldn't be difficult to figure out how to check for the gender of a creature.
#9
Posté 23 juin 2010 - 01:52
I'm just wanting to change the model and textures used for the female versions of some armor and clothing. So far I've gotten it to change over for the females but I have floating heads for males.
#10
Posté 24 juin 2010 - 11:56
did you somehow change the filename its looking for? youd have done this in a variations 2da. if this is the case, then duplicate the existing male models to match. if you havent done this then... hmm.. i dont know why youve broken male models?
did you simply override the female model without changing any names? this is the easiest thing to do. although I understand if you didnt want to change all instances of that female model throughout the game youd need to add a new variation.
if in doubt, share up your files and i might be able to spot whats up.
did you simply override the female model without changing any names? this is the easiest thing to do. although I understand if you didnt want to change all instances of that female model throughout the game youd need to add a new variation.
if in doubt, share up your files and i might be able to spot whats up.
#11
Posté 26 juin 2010 - 03:46
I opened a copy, selected female, and changed it to the model I was wanting. and then I exported without dependents. It seemed to work at first as it showed up fine in my party camp but I forgot to try it on a male character.
how do I find the file names to override?
how do I find the file names to override?
#12
Posté 26 juin 2010 - 10:28
you can duplicate an existing male set to prevent it being an issue... or add a female-only restriction to the armour. I'm going to talk you through duplicating an existing set, because in my opinion its a better solution 
choose any male armour in the toolset and remember the variation name of it. open Program Files\\Dragon Age\\tools\\Source\\2DA\\rules\\ItemVariations.xls and select the armor_medium_variation tab (or whichever weight of armor).The filename of the armor you're looking for can be calculated from columns C, D and E for each of human, elf and dwarf and each LOD (Ill get to this bit). For example, Medium Armor C (type arm, subtype med, variation c) would be "arm_meda" and similar. Remember this "original name" for a moment. Repeat this process on the variation name of your female armor to find out the model name for your new armor. If the armor is a custom one, your armor_medium_variation will not be in the core ones, but appended by whichever mod you're using. Check their files for a GDA and view with GDApp (google it). We'll call this "new name". Im going to pretend this is "arm_medmike"
Now open Program Files\\Dragon Age\\packages\\core\\data\\modelhierarchies.erf in the toolset. extract all male mmh files with this "original name". in my example, youd need hm_arm_meda_0, 2 and 3, dm_arm_meda_0, 2 and 3 and em_arm_meda_0, 2 and 3. extract these out. You only need the mmh files.
Now rename all of the mmh files to the "new names". Open them in the toolset and you'll get a series of branches. Change the value of MMH_NAME to your new name ("hm_arm_medmike_0.mmh" and so on). and save. Place your new mmh files in your override folder and you *should* now have male models for your armor variation. with a bit of luck
you will need to restart your toolset to see the changes.
good luck, let me know how you get on.
choose any male armour in the toolset and remember the variation name of it. open Program Files\\Dragon Age\\tools\\Source\\2DA\\rules\\ItemVariations.xls and select the armor_medium_variation tab (or whichever weight of armor).The filename of the armor you're looking for can be calculated from columns C, D and E for each of human, elf and dwarf and each LOD (Ill get to this bit). For example, Medium Armor C (type arm, subtype med, variation c) would be "arm_meda" and similar. Remember this "original name" for a moment. Repeat this process on the variation name of your female armor to find out the model name for your new armor. If the armor is a custom one, your armor_medium_variation will not be in the core ones, but appended by whichever mod you're using. Check their files for a GDA and view with GDApp (google it). We'll call this "new name". Im going to pretend this is "arm_medmike"
Now open Program Files\\Dragon Age\\packages\\core\\data\\modelhierarchies.erf in the toolset. extract all male mmh files with this "original name". in my example, youd need hm_arm_meda_0, 2 and 3, dm_arm_meda_0, 2 and 3 and em_arm_meda_0, 2 and 3. extract these out. You only need the mmh files.
Now rename all of the mmh files to the "new names". Open them in the toolset and you'll get a series of branches. Change the value of MMH_NAME to your new name ("hm_arm_medmike_0.mmh" and so on). and save. Place your new mmh files in your override folder and you *should* now have male models for your armor variation. with a bit of luck
good luck, let me know how you get on.
#13
Posté 26 juin 2010 - 07:16
It works! Thank you very much! I've been beating my head against the wall for days trying to figure this out.
#14
Posté 26 juin 2010 - 09:33
oh wow. i was pretty confident that it would work but i didnt expect you to get it first time lol! i normally make at least three mistakes in anything i do! nice work
thread solved.
thread solved.
Modifié par mikemike37, 26 juin 2010 - 09:35 .





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