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DA2: Modding is possible.


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#26
daywalker03

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Aklis wrote...

I wonder if Bioware will ever realise that they're stupid and just should've given us a toolset instead?

Also, great job.


You do realize the only reason that the DA toolset was released at the same time as the game was because the PC version was delayed 6 months to be released at the same time as the console versions; they know we want it, but have to adapt their changes to the existing one before they can release it.

#27
daywalker03

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For those that are asking: Texture overrides will have to go in an erf file, as will meshes and some other things. I will post a link to the tool needed in the first post, as well as a line-diagram of the needed folder structure for the erf file.

#28
Midnight Voyager

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daywalker03 wrote...

For those that are asking: Texture overrides will have to go in an erf file, as will meshes and some other things. I will post a link to the tool needed in the first post, as well as a line-diagram of the needed folder structure for the erf file.


Might tints be included in this? I'm glad someone has figured out the secret. I've been pulling my hair out trying to figure out what I've been doing wrong.

#29
daywalker03

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Midnight Voyager wrote...

daywalker03 wrote...

For those that are asking: Texture overrides will have to go in an erf file, as will meshes and some other things. I will post a link to the tool needed in the first post, as well as a line-diagram of the needed folder structure for the erf file.


Might tints be included in this? I'm glad someone has figured out the secret. I've been pulling my hair out trying to figure out what I've been doing wrong.


I suspect they might be another one of the things that needs to be done that way; we just need to keep poking around in the files to find all the secrets we can until Bioware releases the updated toolset.

#30
Thought Process

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Also, my tool has a mechanism for storing files with unknown hashes.

If the directory has a directory called "__UNKNOWN", files in that directory must be named after their hash with the type asn an extension, ie: 1A2B3C4D5E6F7A8B.mor and it will store it using that hash value.

#31
daywalker03

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Thought Process wrote...

Also, my tool has a mechanism for storing files with unknown hashes.

If the directory has a directory called "__UNKNOWN", files in that directory must be named after their hash with the type asn an extension, ie: 1A2B3C4D5E6F7A8B.mor and it will store it using that hash value.


This is good to know; thanks for the information.

#32
Midnight Voyager

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I'll just be glad to know the directory structure I need. No amount of kicking is giving me the structure I'll need inside an ERF, now that I know this is the problem. I tried packing my tint into an erf without file structure and..... well, there was progress, I guess. Before, the overwritten tint turned DEAD WHITE, now it's just colorless, but the lighting still applies. Odd.

ETA: Experimenting to see if maybe the tint files for hair aren't different somehow. People have been able to use old tints with hex editors, but they may have just not been hair? I dunno, we'll see.

ETA2: Experimented by exporting the current black tints and making an ERF of them. Worked like a charm. Therefore, something is different from the old tints to the new ones, at least for hair tints. I can't quite figure out what, as GFFeditor refuses to stop throwing errors when I try to actually edit anything. Used one of the colors from Pineappletree's stuff and the same thing happened, but the tint was a tad bluer. Odd. I remember that I edited this specific tint to darken and slightly unblue it. It seems like old tints are speficially really light when used as overrides? There seems to be a slight difference in the file numbers, but again, I can't actually edit them.

Modifié par Midnight Voyager, 13 mars 2011 - 10:22 .


#33
Midnight Voyager

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I have found out why DA1 hair tints don't work right in DA2! It is... an odd problem that I can't really explain better than showing how they are different.

Example image:

This is what my Black Hair Is Black tint looks like in GFF editor.
http://img.photobuck.../BeforeHair.jpg

This is what the default black hair tint looks like in GFF editor.
http://img.photobuck...DefaultHair.jpg

Here's my original DA1 eyebrow tint.
http://img.photobuck.../BeforeBrow.jpg

Here's the default eyebrow tint.
http://img.photobuck...DefaultBrow.jpg

I've underlined the added and different characters. I changed my original tint to match the changes in DA2's tints.

Here's the finished hair tint.
http://img.photobuck...r/AfterHair.jpg

And eyebrow tint.
http://img.photobuck...r/AfterBrow.jpg

Pop into ERF file, pop into override, and voila, works like a charm. I'd note that there is no file structure needed in the ERF. Just popping it into an ERF works fine.

Modifié par Midnight Voyager, 14 mars 2011 - 03:22 .


#34
Thought Process

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Most ERFs only have a root directory, the exception is artfp.erf.

#35
DarkAnya

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I can't unpack face.erf from Exiled Prince and I want to change Sebastian. Any ideas? I'm using the gff4 editor

#36
Thought Process

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It's encrypted.

#37
DarkAnya

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So, it can't be done?
Anyone want to guess the name of the sebastian mor? hm_sebastian didn't work,,,

#38
DarkAnya

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:unsure:

No answeeeeeerrrrr?

:crying: 

#39
TubularGlucose

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Thought Process wrote...

It's encrypted.


This sadly means that I am unable to deck my character out in Sebastian's armour... I am le sad.

#40
TallBearNC

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What I find odd is that BW hasn't updated the modding toolset for DA2... it's not like they haven't had time... it's like they don't want us to fully mod DA2 like DAO was modding... but they opened the door in DAO, and it's silly to close it.

Yeah modding is still possible in DA2, but in a very limited form until they update their toolset, and I see no reason for them not to.

The sex/romances need HEAVY modding. They took the game from a PG-13/R down to about a PG... Plus the romance storylines have been watered down with FAR less content.

#41
TallBearNC

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Sebastian is part of a premium content download. So I believe those files are encrypted and you won't be able to mod him

#42
Lxinton

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And somebody can give the direct link on pyGFF, and that does not work for me readdressing with http: // social.bioware.com/bw_projects_file_download.php? project_file_id=8988
So hope for you......

#43
Lxinton

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And somebody can give the direct link on pyGFF, and that does not work for me readdressing with http: // social.bioware.com/bw_projects_file_download.php? project_file_id=8988
So hope for you......

#44
elys

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The link to GFF Editor is in the original post of this topic ::P

daywalker03 wrote...


pyGFF: This tool allows us to peek inside the ERF (Encapsulated Resource File) archives used in DAO, Awakening and DA2, as well as edit Generic File Format files of versions 4.0 and 4.1; it also reads version 3.2, but cannot be used to edit those. It is also used to extract resources from the erfs for modification.

...



#45
mesmerizedish

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Can we poke around the savegames yet? There's some issue with importing Origins saves and Leliana's appearance, and I was wondering if, instead of waiting around for an official fix, it were possible to just set the correct variables in the savegame.

This is thread in question regarding that bug.

#46
Lxinton

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All this is understandable, and who will give the direct link?....................

#47
mesmerizedish

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Lxinton wrote...

All this is understandable, and who will give the direct link?....................


http://social.biowar...ct_file_id=9018

#48
daywalker03

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TallBearNC wrote...

What I find odd is that BW hasn't updated the modding toolset for DA2... it's not like they haven't had time... it's like they don't want us to fully mod DA2 like DAO was modding... but they opened the door in DAO, and it's silly to close it.


It's been around 6 weeks (possibly 2 months) since DA2 went gold; it took BioWare 4 to 6 months to alter and fully test the first toolset, so I don't expect them to even make an private beta test version available of the updated toolset for at least 4 months.

Yeah modding is still possible in DA2, but in a very limited form until they update their toolset, and I see no reason for them not to.


Patience is a virtue, or so they say.

The sex/romances need HEAVY modding. They took the game from a PG-13/R down to about a PG... Plus the romance storylines have been watered down with FAR less content.


We need to realize that it may have been done intentionally; does Cassandra really need to know every little detail and would Varric even know?

#49
mesmerizedish

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daywalker03 wrote...

We need to realize that it may have been done intentionally; does Cassandra really need to know every little detail and would Varric even know?


No, she doesn't, maybe he would, and none of that matters because we need to know, and we would know :?

I guess?

:lol:

#50
nranola

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daywalker03 wrote...

The sex/romances need HEAVY modding. They took the game from a PG-13/R down to about a PG... Plus the romance storylines have been watered down with FAR less content.


We need to realize that it may have been done intentionally; does Cassandra really need to know every little detail and would Varric even know?

I can see it happening, but not without Cassandra interrupting him at some point. xD

But I digress. Much thanks to the OP and everyone in the thread! I'll give modding a shot when I find the time to fiddle around with the tools. I eagerly await the release of a toolset, though. I really hope the devs consider it.