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Item Properties: -% Fatigue?


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35 réponses à ce sujet

#1
jsog

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I've been poking around the toolset, and I was able to extract the erf files that contain the uti's of the Dragon Age Mass Effect armor.  Based on this, I was able to determine the PropertyID of the Item Property that should code for -Fatigue.  However, simplying modifying the UTI of my custom-exported model (created via weriKK's excellent tutorial at http://social.biowar.../5339/blog/576/) to have the Property ID did not seem to work.  Is this because the property ID is not defined in my module?  Does anyone know, if they think this is the case, where the definitions of Property IDs is that I can try to modify?

After extracting the UTI, the 3rd and 4th variables of the dragon_blood_plate armor were 90001 and 90002.  They each have a value of 10, and these slots correspond with the +50 Health and the +10% reduction in Fatigue.  Further, these are the two properties which ahve no equivalent in the "standard" game.

Anyone have any suggestions or helpful input?  Also, sorry for poking around the DLC content - if this is against the rules I'll stop, but I'm just trying to figure out how to make custom armor and weapons =)

#2
elys

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These properties are defined within the Dragon Blood Armor addin in:

My documents/BioWare/Dragon Age/AddIns/dao_prc_promo_me/core/data/2da.erf -> itemprps_promome.gda

Modifié par elys, 11 novembre 2009 - 06:19 .


#3
jsog

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What's the easiest way to make them work with my custom equipment, do you know?

#4
elys

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Easiest (but not proper) way it to just copy the

My documents/BioWare/Dragon Age/AddIns/dao_prc_promo_me/core/data/2da.erf

into your own module folder

My documents/BioWare/Dragon Age/AddIns/your_module/core/data/2da.erf

Then load the toolset, open your module and you will see the Decrease Fatigue property along the other ones.

If you wanna do it better, you will have to create (or clone) the gda file with your own properties and filename.

Modifié par elys, 11 novembre 2009 - 06:32 .


#5
jsog

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Yay! That worked.



Thank you very much Elys! Custom armor for me, yay.

#6
Narial

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how were you able to extract the information from the erf files?


#7
elys

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The toolset has an Open File option in its menu, then you can extract each contained file etc..

Modifié par elys, 11 novembre 2009 - 11:58 .


#8
Narial

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right but then how do you open up the .uti file in the toolset after it's extracted?

#9
elys

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The same way, you can open *.uti with the toolset and see its content.

#10
Whailor

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Well, since you made a custom armor piece JSog, how do you add it into the game? I've dabbed here and there and made some minor custom items too but can't seemingly add them in any way..


#11
elys

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Whailor wrote...

Well, since you made a custom armor piece JSog, how do you add it into the game? I've dabbed here and there and made some minor custom items too but can't seemingly add them in any way..


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

#12
AlphaMagnum

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I have no idea if this is what you're looking for, but:



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



That webpage is basically a tutorial for how to add custom items to the single player game.

#13
JamesX

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Can you just change the Item Power and Item Property IDs on another armor to give the ability to it in the savegame? Or do you have to go through the custom module that adds item routine?

#14
jsog

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JamesX: It is much safer and probably easier to go the "Custom item route" and just copy the item you want (and change the stats you want), then use the script on the Custom Item Tutorial that has been provided here, to give you the armor when you load your saved game. While you can probably find a way to modify items you already have, this could possibly corrupt something, though maybe not, I just never want to tamper with existing files myself. With the custom mod setup, it is very easy to also disable your content so you can play a game without it if you so choose. If you find a way to modify the items that exist in game, you will likely cause some unintended consequences.



Nial: What exactly are you trying to do? The UTI information for the Dragon Age ME armor is in the designeritems.erf file it appears, but they need more than that to function in game (also needs the 2da and model information).

#15
Kunikos

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I would love a bunch of different items added to the game that are meant for Arcane Warriors. Is there any way to add items to the stores in the game? Add an item to the merchants towards the end of the game somewhere (no spoilers please, I'm only level 6) that would make the AW spec actually useful.

#16
jsog

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AW spec is quite good with what is available in game, though it takes many levels for it to feel that way probably... early on my best advice is to play like a mage more often than a melee... later on you become near invincible though :P



I am sure you could find a way to add custom items to storekeepers and the like, or to create your own store. Another alternative is to just, well, create a custom item mod as in the tutorial above to give them to your character - assuming you can be good and not make them overpowered! :)

#17
Whailor

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Yes, I know about http://social.biowar.../5339/blog/576/ but it doesn't work for me. Every step I follow works well, no problems or errors of any kind. I can save it all and check them all in and so on. When done I even see the mod on the list of installed mods. Just that in the game I see no items anywhere. Also somehow this made it so that when playing dwarf commoner origin, then in very first room where you start is a chest, unlocked one, I could simply not use it at all. Something doesn't work there but I can't figure out what or where. Probably in the script.


#18
jsog

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I have no idea why it causes issues in your Dwarf Origin. I can give you the code that works for me, if that helps. I recommend posting in the help section of the addon area.

#19
elys

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Whailor wrote...

Yes, I know about http://social.biowar.../5339/blog/576/ but it doesn't work for me. Every step I follow works well, no problems or errors of any kind. I can save it all and check them all in and so on. When done I even see the mod on the list of installed mods. Just that in the game I see no items anywhere. Also somehow this made it so that when playing dwarf commoner origin, then in very first room where you start is a chest, unlocked one, I could simply not use it at all. Something doesn't work there but I can't figure out what or where. Probably in the script.


This problem is often caused by forgetting to modify the module script property originally set to "module_core" (as specified in one of the tutorial step).


Open File -> Manage Modules

Select our module, in my case "Might of Queen Velvet". and click on Properties...

Look for the Script field and change it to our script identifier, "velvet_additemonload"

Click OK.

#20
Cambios

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elys wrote...

Easiest (but not proper) way it to just copy the

My documents/BioWare/Dragon Age/AddIns/dao_prc_promo_me/core/data/2da.erf

into your own module folder

My documents/BioWare/Dragon Age/AddIns/your_module/core/data/2da.erf

Then load the toolset, open your module and you will see the Decrease Fatigue property along the other ones.

If you wanna do it better, you will have to create (or clone) the gda file with your own properties and filename.


Nice. I just did that and now I have "Decrease Ability Fatigue Cost (1% per power)."

Thanks :)

#21
JamesX

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elys wrote...

These properties are defined within the Dragon Blood Armor addin in:

My documents/BioWare/Dragon Age/AddIns/dao_prc_promo_me/core/data/2da.erf -> itemprps_promome.gda

How do you change a erf file to a gda file?  Or is it just a straight rename?

And what is the significance of the file name itemsprps_promome.gda?

Modifié par JamesX, 13 novembre 2009 - 08:06 .


#22
jsog

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JamesX: You should be able to export the gda's from the erf. However, if you plan to use the fatigue reduction, just do as Elys suggested - it will allow you to select them in the toolset.

The filename probably means item(items) properties(prps) for the promo Mass Effect(_promome).

EDIT: Once you export the GDAs, you would probably need to then recompile them into an ERF in order for it to work in the override slot I think, but I could be wrong.

Modifié par jsog, 14 novembre 2009 - 07:47 .


#23
Lieutenant08

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I've tried this method and it corrupts my game. I cannot add followers.

Heres what I did.

1) Extracted the itemprps_promome.gda
2) Renamed it to itemprps_my_mod.gda
3) Copied the renamed gda file into documents\\\\BioWare\\\\Dragon Age\\\\AddIns\\\\my_mod\\\\core\\\\data
4) Restarted the Toolset
5) Created armor using the new fatigue property
6) Ran the game -> I no longer get any followers. Alistair doesn't follow me into the Wilds. I even strip down. Posted Image

Modifié par Lieutenant08, 15 novembre 2009 - 05:54 .


#24
falranth

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You mean Alistair didn't care for your naked goodness? :happy:

Modifié par falranth, 15 novembre 2009 - 05:58 .


#25
Xenoseroster

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I guess I'm confused at how you people are opening the erfs for this stuff, when i try to open the ERFs for the DLC with the toolset it pulls up a box for me to pick what type of ERF it is, and no matter which one I pick it says it's unable to read them.  So anyone able to give me a heads up on this?  I'd love to try to make a new/different crystal for shale but I don't have any idea how to start since I can't view any of his equipable items from the toolset, and when I try to create new ones the fields don't make sense.  IE item types are Shale: Right arm Shale: Left arm, etc when his small crystals obviously take up both arms....