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Changing items in a mod


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#1
Dominatus101

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I feel like maybe I just need to play with and learn more about the toolset, I know I only understand about a blade of grass worth of information about it compared to the whole mountain of info there is to learn, but I'm going to ask anyways.

I understand more or less creating new items, and I understand changing stats on items that I can find the .uti in the toolset.  I've read that DLC content we don't of the info for to find that kind of stuff in the toolset, to easily mess with?  and installed mods seem to be similiar, as in not just showing up in the toolset?

But if I have an installed mod that adds a set of armor complete with set bonus and spawning in a chest to be found in a chest already in the main game during one of the main quests, is there a viable way to tweak the stats on items?  I wish it was as easy as finding a .uti for them in the toolset but I realize now its not.  I know I could prob find a way to just use the custom models and recreate the set, minus the nifty spawning point and all that (don't think I know enough for that), but I love all that and just want to mess with stats for my own personal enjoyment.

I believe I could figure out how to mod that stats withing a savefile (thought that would just change that one instance of the armor).  I'm a little usure about what line to mod though within the savefile still.

So, is this a really a great, GREAT deal more complicated than just recreating the armor using the custom models?  If it is, what is easiest and/or best way to gain acces to using the custom models for newly created items?  I've read I could just copy the whole mod's file in my addin folder to the games core file and then the models should show up in the toolset, but that seems... messy and unrefined, kinda like carpet bombing...

Thank you for your time,
-Dominatus

#2
Karma

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Are you trying to change the stats of vanilla armor or change the stats of armor you got from another mod? If the former, you don't need to copy the files as the toolset has the models in the database already. If the latter, you probably do have to copy the files to get access to them in the database.



In either case, you really should create your own items as overriding files can get... dangerous.

Check out this tutorial:

http://social.biowar.../5339/blog/576/

#3
Dominatus101

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I'm talking about changing stats on an item from a mod. In any case, ok, creating my own, lol. Question: Within D:\\\\\\\\\\\\\\\\My Documents\\\\\\\\\\\\\\\\BioWare\\\\\\\\\\\\\\\\Dragon Age\\\\\\\\\\\\\\\\AddIns\\\\\\\\\\\\\\\\ folder is the mod's folder. Inside the mod's folder is a 'core' and 'module' folder. To be able to use the mod's custom models I copy everything in the mod's 'core' and 'module' into my...? dragon age origins\\\\\\\\\\\\\\\\packages\\\\\\\\\\\\\\\\core? the module folder? I need everything in those folders copied to have access to the models?

Thank you for your time and patience,
-Dominatus

PS- I'm fascinated by your avatar, could you point me in the direction of some reading material to help me learn to make such amazing faces, if such things exists.

PSS- looking at faces on dragon nexus, think I just suck at making faces lol...

Modifié par Dominatus101, 03 août 2010 - 07:24 .


#4
Dominatus101

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So.... I got lazy or something... I figured out what numbers = what attributes, opened up my save file, found the item in my bag (the item from the mod I wanted to tweak) inserted new lines and typed in the number I knew corresponded to the attribute I wanted, typed in the power (how much of that attribute) I wanted and presto, desired results achieved. Now, I can't ever play another game with this tweaked armor without doing it all over again but I can at least continue this one play through with the desired item.



I'd still like to know how to access the custom models to create my own armor, and I'm still trying to figure out how to make armor I create be a set with bonuses. I found some posts about it but nothing that made it clear to me.

#5
Karma

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First, you should do the copying just as you described. Does the mod wrap everything into an .erf file, or does it have files separated by type? If it has .erf, it'll be easy to copy but total overkill unless you want to extract just the files you need, but that's just a pain in the ass. If it's separate, the files you need will probably have extensions like msh, phy, mao, dds, mmh. Really you just need those and any .gda files you find. Whatever folder they're in in the add-in folder, COPY them (not move them) into the corresponding packages\\core folder. From there:

1) re-open the toolset

2) create a new module that extends the single player

3) create a new item - find the model you want to use, change the stats, allow item set bonus

4) write a script that adds the item into your game (I prefer adding items via the console, but most people like to use plots or merchants)



The nexus has several good mods that give you more options when making your head morph.

Check out more hairstyles, beautiful people hair (ren's?), bidelle's, chargen, pineappletree, don't worry be hairy, etc. There are many of them. If there is reading material, I don't know where it is. You just need more options than the original content provides.

#6
Dominatus101

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Thank you so much for the replies and info, I'll keep learning and messing around with it all.



-Dominatus