this tool set is very daunting, im totally lost... (just wanted to get that out of the way)
Perhaps someone can help me with what im hoping is a simple mod.. Or perhaps someone can make the mod for me? Or atleast walk me through it..
I want to mod one power.. I forget the name off hand, But its for the sheild set. its the third tier power, on the lvl 20+ row. Its the agro control power. Its a wonderfull power but it annoyes me to no end.
I want to remove the pulse wave animation, and i want to remove the boom sound every time it pulses. thats it.. No other changes are needed.. the sound gives me a head ache, and the blurry pulse screws with my eyes and honestly makes for everything else to just look bad.
is this an easy mod? does anyone know how i could do this? Like i said, im still really lost in this whole toolset and really could use some help.
Power modding, Need some help, awakenings campain.
Débuté par
JeCy108
, août 02 2010 10:50
#1
Posté 02 août 2010 - 10:50
#2
Posté 03 août 2010 - 12:06
Next to impossible, I'm afraid; we don't have the source scripts for Awakening.
#3
Posté 03 août 2010 - 12:54
really?? Is there anyone out there that thinks they could handel this? thats very disapointing.. finally i had something that i thought.. yes.. this is a mod i could do, and so worth while..
I deal with it durring combat, but i swear after a few hours its driving me batty.. I wouldnt use the power if it wasnt so incredibly awsome.. Ive yet to have a single character die sence i got the power lol
which brings me to another point.. anyone else thing sheilds are incredibly over powered at this point in the game? i dont even need to ever heal the tank any more.. i think one fight i got down bellow half.. outside of one fight that had a party wipe (a couple spell users i didnt notice and stunned the entire party on a lukcy group paralisis.)
Im playing a dwarf with 50 str, 28 dex, 20 will, and 48 con.. its like super man..
I deal with it durring combat, but i swear after a few hours its driving me batty.. I wouldnt use the power if it wasnt so incredibly awsome.. Ive yet to have a single character die sence i got the power lol
which brings me to another point.. anyone else thing sheilds are incredibly over powered at this point in the game? i dont even need to ever heal the tank any more.. i think one fight i got down bellow half.. outside of one fight that had a party wipe (a couple spell users i didnt notice and stunned the entire party on a lukcy group paralisis.)
Im playing a dwarf with 50 str, 28 dex, 20 will, and 48 con.. its like super man..
#4
Posté 03 août 2010 - 07:19
The boom sound talent is Air of Insolence, right? The sound effect and the shockwave visual can be easily modded as they are both more or less gda/2da controlled.
1) Learn about extracting GDA files from ERF files.
2) Use GDApp for GDA files
3) In Awakening's abilities GDA (abi_gxa.gda) find the entry for Area of Insolence. Since the Label entry is not always consistent with the abilitie's name, use DAOTlkEdit to find the namestrref in Awakening's talk tables. Air of insolence is entry 402302.
4) Take note of the vfx_impact0 entry.
5) In Awakening's vfx GDA file (vfx_base_gxa.gda), find the corresponding entry. Remove the entry for SoundImpact and Modelname1. You only need a GDA file in your override that contains the modified line for Air of Insolence's vfx. It'll be named something like vfx_base_Insol.gda or so.
6) Hopefully that's how to do it.
1) Learn about extracting GDA files from ERF files.
2) Use GDApp for GDA files
3) In Awakening's abilities GDA (abi_gxa.gda) find the entry for Area of Insolence. Since the Label entry is not always consistent with the abilitie's name, use DAOTlkEdit to find the namestrref in Awakening's talk tables. Air of insolence is entry 402302.
4) Take note of the vfx_impact0 entry.
5) In Awakening's vfx GDA file (vfx_base_gxa.gda), find the corresponding entry. Remove the entry for SoundImpact and Modelname1. You only need a GDA file in your override that contains the modified line for Air of Insolence's vfx. It'll be named something like vfx_base_Insol.gda or so.
6) Hopefully that's how to do it.
Modifié par Trylane, 03 août 2010 - 07:21 .
#5
Posté 03 août 2010 - 02:31
I consider GDA edits (as opposed to extensions) a bit dicey due to potential mod conflicts, so prefer to avoid them if possible. You can get rid of the visual effect without a GDA edit, but what with the whole FMOD thing I don't think you can override individual sound files by just dumping a new one in the Override folder (which makes it a real PITA). If you want to get rid of the visual side of things the non-GDA way, here's how.
Open vfx_base_gxa.gda and you'll see the row of interest for your particular FX right near the top, ID #110004, as derived from abi_gxa.gda. The description is "GXA - Weapon and Shield - Taunt Aura - Placed Impact AoE - Wave of threat". The column of interest is ModelName. In that column you'll see the entry "fxa_wns_tntaur_p". Using the toolset (or the standalone ERF Editor), open <install directory>\\packages\\core_ep1\\data\\modelhierarchies.erf and extract fxa_wns_tntaur_p.mmh. Open this (either in the toolset or the standalone GFF Editor) and look for the MMH_MATERIAL_OBJECT entry. You'll see it says "fx_dd_streak", so open <install directory>\\packages\\core_ep1\\data\\materialobjects.erf and extract fx_dd_streak.mao. Now in the MMH, change the MMH_MATERIAL_OBJECT entry to something custom. For example, I used DP_Blank_FX. Now open the MAO in a text editor and change it to:
Perhaps not the best approach in this instance, but should be sufficient in cases where you don't need to remove the sound FX, just the visual FX.
Open vfx_base_gxa.gda and you'll see the row of interest for your particular FX right near the top, ID #110004, as derived from abi_gxa.gda. The description is "GXA - Weapon and Shield - Taunt Aura - Placed Impact AoE - Wave of threat". The column of interest is ModelName. In that column you'll see the entry "fxa_wns_tntaur_p". Using the toolset (or the standalone ERF Editor), open <install directory>\\packages\\core_ep1\\data\\modelhierarchies.erf and extract fxa_wns_tntaur_p.mmh. Open this (either in the toolset or the standalone GFF Editor) and look for the MMH_MATERIAL_OBJECT entry. You'll see it says "fx_dd_streak", so open <install directory>\\packages\\core_ep1\\data\\materialobjects.erf and extract fx_dd_streak.mao. Now in the MMH, change the MMH_MATERIAL_OBJECT entry to something custom. For example, I used DP_Blank_FX. Now open the MAO in a text editor and change it to:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <MaterialObject Name="DP_Blank_FX"> <Material Name="prop.mat"></Material> <DefaultSemantic Name="Default"></DefaultSemantic> </MaterialObject>Change the MaterialObject Name value to whatever you put in the MMH. Save the MAO and change the filename to this as well (e.g. DP_Blank_FX.mao). Now create a new folder inside your My Documents\\BioWare\\Dragon Age\\packages\\core\\override\\ folder. Call it whatever you want. Place both the MAO and MMH there. Load up the game and try out the Air of Insolence talent.
Perhaps not the best approach in this instance, but should be sufficient in cases where you don't need to remove the sound FX, just the visual FX.
Modifié par DarthParametric, 03 août 2010 - 02:47 .
#6
Posté 05 août 2010 - 04:04
thanks a bunch... Now if only i can decifer what you said ill be in bussiness 
the sound is the big one though, thats the one that really bugs me after a bit.. visual i can deal..
but perhaps ill try to do this to give it a shot.
the sound is the big one though, thats the one that really bugs me after a bit.. visual i can deal..
but perhaps ill try to do this to give it a shot.
#7
Posté 05 août 2010 - 05:47
If you need clarification on one or more points then post them and someone will be able to address them.
For the sound removal, as I said a GDA edit is the only practical way I can see that working.
For the sound removal, as I said a GDA edit is the only practical way I can see that working.





Retour en haut






