Aller au contenu

Photo

Awakening resources


  • Veuillez vous connecter pour répondre
21 réponses à ce sujet

#1
TheButterflyEffect

TheButterflyEffect
  • Members
  • 1 407 messages
HOW do I get the Awakening resources into my toolset so I can edit them
and customize things in Awakening?? I've tried extremely hard to figure
it out and have tried a lot of things but it isn't working! Image IPB



Specifically I'm most interested in having the Creature UTCs so I can edit NPC's equipment and inventories and such...

#2
ladydesire

ladydesire
  • Members
  • 1 928 messages
Short answer is that you can't; Bioware needs to release them for us to use.

#3
TheButterflyEffect

TheButterflyEffect
  • Members
  • 1 407 messages
are you... sure?

#4
Trylane

Trylane
  • Members
  • 183 messages
The creature UTCs are stored in files called designercreatures.erf in \\addins\\dao_prc_ep_1\\module\\data\\ and \\packages\\core_ep1\\data\\. Don't forget to include the patch-erf-files in your hunt for that one special creature file. You will likely need the GFF editor here, because the one included with the toolset might horrifically and violently explode in your face trying to edit them.

#5
Khavos

Khavos
  • Members
  • 961 messages
So essentially what this means - forgive the noob question - is that Awakenings is essentially unmoddable in any way, right? You couldn't even add a new sword or shield or something to Awakenings without the resources?


#6
Trylane

Trylane
  • Members
  • 183 messages
You can add items, use Awakening's new item variations and tiers, mod shops, add creatures and so on. You can even check plot progressions. It's probably a fiddly job, though, since the actual database resources aren't available and you have to dig through erf/gff files and somewhat guess their purpose.
You can't modify existing scripts, though, which puts any hope of fixing bugs to a grinding halt. Modifying dialogue is probably impossible from a practical point of view.

Adding an item to Awakening into the player's inventory is as easy as ever, adding it to an existing shop is just marginally more complicated. 

#7
TheButterflyEffect

TheButterflyEffect
  • Members
  • 1 407 messages
I already tried the new module method before but did not work. I tried copying the Awakening files into the module but nothing showed up in the toolset...

#8
Khavos

Khavos
  • Members
  • 961 messages

Trylane wrote...

Adding an item to Awakening into the player's inventory is as easy as ever, adding it to an existing shop is just marginally more complicated. 


So if I wanted to make a Volcanic Aurum or whatever sword and throw it in my dude's inventory, I could do that?

Don't s'pose there's a tutorial anywhere?  I used weriKK's guide for Origins, and that was easy as pie, but I assume I'll have to go digging around to load, for example, the new weapon/armor tiers and whatnot into the database or something?

#9
Trylane

Trylane
  • Members
  • 183 messages

Khavos wrote...

So if I wanted to make a Volcanic Aurum or whatever sword and throw it in my dude's inventory, I could do that?

Don't s'pose there's a tutorial anywhere? I used weriKK's guide for Origins, and that was easy as pie, but I assume I'll have to go digging around to load, for example, the new weapon/armor tiers and whatnot into the database or something?


Tier data stuff is in GDA files, which aren't in the toolset's database to begin with, I believe. You can extract those files form the Awakening ERFs just fine, throw them in the proper override folder, et voilà. Models, textures and such could complicate the procedure, but if you stick to Awakening, you're fine.

weriKK's guide is pretty good, especially for creating the module, but in my opinion it's better to set the module's event script to "(none)" and use the PRCSCR method for the script. That way you don't have to worry about events. The only thing you have to know is the area, but if you're making a mod like "The Edge", where a weapon gets spawned into the player's inventory no matter where he/she is, you use "any" as the AreaListName in your PRCSCR file.

Obviously when making a module in the toolset, you're making it for the single player campaign. The toolset does not support Awakening.
If you're only spawning an item onto something, you might be more comfortable by making a plain old stinky override mod instead of an actual module.

If you want to make a module just for Awakening, you might get away by exporting a Builder-to-Player-package and then changing the package dazip's Manifest.xml to read ExtendedModuleUID="DAO_PRC_EP_1" instead of ExtendedModuleUID="Single Player" as described in the wiki.
Be careful, though, this will overwrite the original Single Player campaign mod (from which you created this one) when installing. There are several ways to shoot yourself in the foot and I'm not very sure I know the best way to circumvent this.

Example: Let's say you make yourself a mod called Awesome for both the Single Player campaign and Awakening. It contains some passive talents with descriptions. Which means it also contains a talktable, which is an evil thing. As per weriKK's guide you used "awesomemod" for the UID field, just so we understand each other.
Naturally you respect where resource files go: Your crappily made talent icons go into awesomemod\\module\\override (I sure hope so...), the GDA files into awesomemod\\core\\override (well, I put them there...). The talktable gets exported by the toolset (it exports 2 of them, what's even going on anyway?), you export the manifest XML and the module XML. All in all a nice, working mod for the Single Player campaign.
Not you want to make that mod for Awakening also. The toolset is no use for that, as far as I know. But you could export a Builder-to-Player-package.
Edit that package (maybe with winrar, I use Total Commander).
- in manifest.xml change ExtendedModuleUID="Single Player" to ExtendedModuleUID="DAO_PRC_EP_1"
- in manifest.xml change UID="awesomemod" to UID="awesomemodA"
- in \\addins\\ rename the folder named "awesomemod" to "awesomemodA"
- change all filenames (erf files, cif files) from "awesomemod_whatever" to "awesomemodA_whatever"
- in \\addins\\awesomemodA\\module\\data\\ make a folder called "talktables", put your original module's talktable there, rename from "awesomemod_en-us.tlk" to "awesomemodA_en-us.tlk"
Done. No you can install that edited package for Awakening concurrently. If it doesn't work I can't help. I just kept cursing my screen until it did.

Modifié par Trylane, 29 juillet 2010 - 05:23 .


#10
Khavos

Khavos
  • Members
  • 961 messages

Trylane wrote...

Tier data stuff is in GDA files, which aren't in the toolset's database to begin with, I believe. You can extract those files from the Awakening ERFs just fine, throw them in the proper override folder, et voilà. Models, textures and such could complicate the procedure, but if you stick to Awakening, you're fine.

weriKK's guide is pretty good, especially for creating the module, but in my opinion it's better to set the module's event script to "(none)" and use the PRCSCR method for the script. That way you don't have to worry about events. The only thing you have to know is the area, but if you're making a mod like "The Edge", where a weapon gets spawned into the player's inventory no matter where he/she is, you use "any" as the AreaListName in your PRCSCR file.

Obviously when making a module in the toolset, you're making it for the single player campaign. The toolset does not support Awakening.
If you're only spawning an item onto something, you might be more comfortable by making a plain old stinky override mod instead of an actual module.

If you want to make a module just for Awakening, you might get away by exporting a Builder-to-Player-package and then changing the package dazip's Manifest.xml to read ExtendedModuleUID="DAO_PRC_EP_1" instead of ExtendedModuleUID="Single Player" as described in the wiki.


Hrm.  I understood about a quarter of that, to be honest.  It might end up being more trouble than it's worth; all I did in Origins was basically make a copy of The Veshialle with a different model because I wasn't a fan of the way the axe looked, and then because I was mixing and matching items on my character to get the right balance of stats and ended up looking like a clown, just created duplicates of said armor items with a uniform look.  That's probably all I would do in Awakening, and I may not even need to do it, though I can tell you right now I dislike the look of the Sentinel stuff as well as Vigilance...so I'm sure I'll want to. 

As far as extracting GDA files from Awakening ERFs and all that jazz...no idea what any of that means, so this sounds like it may be well beyond my very limited capabilities, and it sounds like I'd need to know what that stuff was in order to create a Vigilance duplicate with a different name and the proper tier of materials.

Modifié par Khavos, 29 juillet 2010 - 05:24 .


#11
Trylane

Trylane
  • Members
  • 183 messages
Do you want to duplicate it for Origins?

#12
Khavos

Khavos
  • Members
  • 961 messages

Trylane wrote...

Do you want to duplicate it for Origins?


Nope, all done with Origins.  I'd basically just be wanting to create something of the appropriate Awakening tier of material and import it directly into my inventory in Awakening.

#13
Trylane

Trylane
  • Members
  • 183 messages
OK, that's easy. I'm taking the override way and won't create an actual module for Awakening. You still need a module in the toolset to work with, though.

Tell the toolset about the tier 8/9 rules:
You need to extract the file "ts_material_gxa.gda", "materialrules_gxa.gda", and "materialtypes_gxa.gda" from Awakening's ERF files. Use the toolset or the toolset's separate ERFEditor (File -> Open File). That GDA files are in 2DA.erf in \\\\packages\\\\core_ep1\\\\data\\\\. You can put the GDA files in your work module's \\\\module\\\\override\\\\ folder or into \\\\packages\\\\core\\\\override\\\\ I believe. Since Awakening knows the rules anyway, you can delete them after your mod is done. You might have to restart the toolset.

Create the item, note that you should be able to select "Weapon, Tier 8" and "Weapon, Tier 9" for both MaterialType and MaterialProgression.

Create your spawn script along with the plot to control the spawning. Use the PRCSCR method, read especially the "Adding an Item into the Players Inventory" section on the PRCSCR script Templates page.

Create the PRCSCR file. Assuming you just want to spawn the item into the player's inventory, use "any" as AreaListName.

Throw all your files (item .uti, plot .plo, PRCSCR .gda, script .ncs/.nss) into an override folder only read by Awakening. "\\\\addins\\\\dao_prc_ep_1\\\\core\\\\Override\\\\" may work. \\\\packages\\\\core_ep1\\\\override\\\\ (in the install directory) definitely works, but it's kinda naughty maybe... 

Modifié par Trylane, 30 juillet 2010 - 01:29 .


#14
Khavos

Khavos
  • Members
  • 961 messages

Trylane wrote...

OK, that's easy. I'm taking the override way and won't create an actual module for Awakening. You still need a module in the toolset to work with, though.

Tell the toolset about the tier 8/9 rules:
You need to extract the file "ts_material_gxa.gda" from Awakening's ERF files. Use the toolset or the toolset's separate ERFEditor (File -> Open File). That GDA file is in 2DA.erf in \\\\packages\\\\core_ep1\\\\data\\\\. You can put the GDA file in your work module's \\\\module\\\\override\\\\ folder or into \\\\packages\\\\core\\\\override\\\\ I believe. Since Awakening knows the rules anyway, you can delete it after your mod is done. You might have to restart the toolset.

Create the item, note that you should be able to select "Weapon, Tier 8" and "Weapon, Tier 9" for both MaterialType and MaterialProgression.

Create your spawn script along with the plot to control the spawning. Use the PRCSCR method, read especially the "Adding an Item into the Players Inventory" section on the PRCSCR script Templates page.

Create the PRCSCR file. Assuming you just want to spawn the item into the player's inventory, use "any" as AreaListName.

Throw all your files (item .uti, plot .plo, PRCSCR .gda, script .ncs/.nss) into an override folder only read by Awakening. "\\\\addins\\\\dao_prc_ep_1\\\\core\\\\Override\\\\" may work. \\\\packages\\\\core_ep1\\\\override\\\\ (in the install directory) definitely works, but it's kinda naughty maybe... 


Thanks for the tutorial.  I'll try it out when I come across something I want to clone.

I'm more familiar with weriKK's method; is that not recommended for actual potential problem-causing, or simply a matter of elegance? 

Also, I apologize for taking this thread so far off course.

#15
_- Songlian -

_- Songlian -
  • Members
  • 551 messages
Ok, I'd like to apologize in advance for the level of silliness in this post -- which should be quite high considering I've understood about 10% of what was said above -- but all I'm interested in is seeing the dialogue in Awakening. I don't want to modify it, nor to mod anything else. Can this be done in any way? I've tried opening it the classic way in the toolset, but, well, there's nothing to open in the first place.

Thanks! 

Modifié par - Songlian -, 30 juillet 2010 - 12:58 .


#16
Phaenan

Phaenan
  • Members
  • 315 messages
Well, technically you can drag & drop Awakening designerdialogs.erf (*) and extract DLG resources. Then you can certainly drag & drop those resources in turn to view the contents in the toolset. But you'll end up with a rather unfriendly view since that's the exported dialog : you'll mainly have to match the lines strref ID with the talktable entries :

Image IPB

Provided no publicly released external DLG editor exists for Dragon Age (no idea about that) I would say that's certainly possible but not really practical.


* the designerdialogs.erf found in addins / dao_prc_ep_1 / module / data, not in packages

Modifié par Phaenan, 30 juillet 2010 - 01:07 .


#17
_- Songlian -

_- Songlian -
  • Members
  • 551 messages
Thank you, Phaenan! I will try that asap.

#18
darkshadow136

darkshadow136
  • Members
  • 1 796 messages
I wrote a tutorial on how to import awakenings into your toolset so you can make custom items using the toolset or just spawn the original items in your inventory. The only drawback is that when creating a new character starting a new game, you only get to choose a grey warden as an origin story. which is actually not normally a choice. Other than that you start out with a normal origin story but then when you hit Ostagar your dialogue choices change to a grey warden origin.

Here is the link to my blog entry. social.bioware.com/318304/blog/10334/

#19
rak72

rak72
  • Members
  • 2 299 messages

darkshadow136 wrote...

I wrote a tutorial on how to import awakenings into your toolset so you can make custom items using the toolset or just spawn the original items in your inventory. The only drawback is that when creating a new character starting a new game, you only get to choose a grey warden as an origin story. which is actually not normally a choice. Other than that you start out with a normal origin story but then when you hit Ostagar your dialogue choices change to a grey warden origin.

Here is the link to my blog entry. social.bioware.com/318304/blog/10334/

You can look at the 2da file in the erf editor and extract only the files you will need, his will solve the problem of the character creator.  It also seems that the only other files  you need in the data folder if you are making you own item (as opposed to trying to get the "real"  ie Kal Hirol armor) are:
modelmeshdata.erf
modelhierarchies.erf
materialobjects.erf

Modifié par rak72, 15 octobre 2010 - 01:07 .


#20
0x30A88

0x30A88
  • Members
  • 1 081 messages
Keep in mind most Awakening weapons and armors are meant for lvl>18. So you won't have use for much of the resources there before the landsmeet-part.

#21
darkshadow136

darkshadow136
  • Members
  • 1 796 messages

Gisle Aune wrote...

Keep in mind most Awakening weapons and armors are meant for lvl>18. So you won't have use for much of the resources there before the landsmeet-part.


True but that is no worse than in the game Witcher when the best looking armor called the Raven armor you can't get it till the 5th chapter of the game. But that being said all that is being used in mods that are available atm is the meshes from Awakening. When making the mods is is possible to have the same look but make it a lower level armor so the requirements are not as high.

#22
Selvec_Darkon

Selvec_Darkon
  • Members
  • 722 messages
Armor and weapons aren't actually new items. They are new tints, and thus are not available in the normal resources.