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Looking for a couple mods for ranger spec


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#1
DapperDan77

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I hope this is the right to post this, apologies if not. Just wondering if anyone knows of a mod that will give the party XP when a ranger pet gets a kill. Currently, if pets get the kill party gets no XP, which sucks =/
Also if there's a mod to enable using tactics for ranger pets that'd rock too :)
 Lastly, if anyone knows of a mod that disables the "Beyond the Veil" graphic from Awakenings, that'd be superb =) I use personal annoyance remover, which covers most things, but unfortunately doesn't seem to work with Awakening :(
Thanks in advance.

#2
DarthParametric

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Advanced Tactics allows tactics to be set for summons.

For Beyond the Veil VFX removal, see this thread. It should cover the two basic approaches you can take.

Modifié par DarthParametric, 07 août 2010 - 12:27 .


#3
DapperDan77

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Brilliant, thanks heaps =) I read the readme for advanced tactics, and it seems it also fixes the XP problem, so 2 birds with 1 stone :)

As for the BtV graphics, I know less than nothing about making mods or anything like that, but I will give it a shot :)

BTW, I love the idea of your BG II mod :) I'm currently working on my first ever playthrough of the BG series and it's great, still working through number 1 though atm. Looking forward to playing a souped-up version of number 2 :P

#4
DapperDan77

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Well I tried doing what you said according to that thread, and I must have done it wrong, as my mod didn't work :(
I finally figured out how to open vfx_base_gxa.gda and found what I assume to be the beyond the veil bit - ID 110008 "GXA - Spirit Warrior - Spirit Warrior - Looping Crust - Ghost with distortion (extra-planar)" I couldn't see a column called ModelName, but there was "fxa_spi_trans_c" in 3 different rows so I figured that was it.
I extracted it from the modelhierarchies.erf and had a look for MMH_MATERIAL_OBJECT it wasn't in the top level struct thing, but I eventually found it in MMH_CHILDREN > 0 > MMH_CHILDREN > 4 > MMH_CHILDREN > 0 the string name was "tra_wis_f" so I extracted the mao and changed the MMH entry to a custom one, and changed the object name in the mao to the same as I'd put in the MMH. Saved and closed it, put both the MMH and mao in a folder in override folder and fired up DA:O, but beyond the veil was still looking goofy :( (I deactivated and reactivated it to make sure).
So I went back and double checked things, then noticed in the MMH there were 2 MMH_MATERIAL_OBJECT entries I hadn't noticed. There was one in children > 0 > children > 5 which was again "tra_wis_f" so I renamed it to my custom name. But, there was another one in children > 0 children > 4 > children > 1, but this was a different file name "tra_dis". So, I repeat the extract, rename (but I used a different custom name for this one)thing blahdy blah, saved etc. so I now got 3 files, my 2 custom named mao files and fxa_spi_trans_c.mmh, but alas it still doesn't work :(
That's about where I'm at, and I got nfi what else to try .I'm totally lost, never made any mods before, and using the toolset is daunting and scary :(
Any idea where I might have screwed up? I'm guessing it's the MMH thing, what with 3 different MaterialObject entries and 2 different types of mao but f knows =/ Did I screw up naming the 2 different mao's differently perhaps? should I just have used the 1 custom name for both of them maybe?

Modifié par DapperDan77, 07 août 2010 - 02:54 .


#5
DarthParametric

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That's a VFX applied to the body, so it might need countering in a slightly different manner.