DA2: Modding is possible.
#51
Posté 15 mars 2011 - 01:02
With the instruction that, what is it archive......
Instead of simply the link with readdressing
#52
Posté 15 mars 2011 - 01:05
#53
Posté 15 mars 2011 - 01:07
With the instruction that, what is it archive......
Instead of simply the link with readdressing
#54
Posté 15 mars 2011 - 01:23
Lxinton wrote...
You are visible do not understand, that the link of type is necessary for me: http://social.biowar...editor-0.5.1.7z
With the instruction that, what is it archive......
Instead of simply the link with readdressing
Open *.7z archive with 7-Zip software.
#55
Posté 15 mars 2011 - 10:18
#56
Posté 16 mars 2011 - 02:52
It can open, edit (to some extent) and save DA2 *.UTI without apparent errors. However I've not verified if the modified files load correctly in DA2 afterward.
#57
Posté 16 mars 2011 - 06:02
Also, I'm playing with an already-edited gda, abi_base from a download at DANexus. How do I get/unpack the original abi_base?
#58
Posté 16 mars 2011 - 06:52
elys wrote...
You may try http://nwn.bioware.c..._download.html .
It can open, edit (to some extent) and save DA2 *.UTI without apparent errors. However I've not verified if the modified files load correctly in DA2 afterward.
Oh that was a good try! It does edit them but the TemplateResRef field is limited to 16 characters in this older tool, which is unfortunate because 99% of the DA/DA2 UTI file names are >16 characters long.
/sigh
Thanks though!
#59
Posté 16 mars 2011 - 07:19
#60
Posté 18 mars 2011 - 06:59
#61
Posté 18 mars 2011 - 07:49
Bioware, you know what this new path had lead to. It's like much of the choises in DA2 seemed good, but they weren't. It's not too late to learn of your mistakes and turn around.
Not that I hate DA2, I found it fun gameplay-wise and pelasing graphically, though there were issues both gameplay- and graphics-wise.
#62
Posté 19 mars 2011 - 08:08
TallBearNC wrote...
Sebastian is part of a premium content download. So I believe those files are encrypted and you won't be able to mod him
Well if you remember how we modded Awakening contents, then you'll know that there's a way to erm...access files from the encrypted Premium Contents if you try hard enough. So it's still possible to use Sebastian's armour, there is in fact, a helmet to go with it as well.
Modifié par Naitaka, 19 mars 2011 - 08:17 .
#63
Posté 19 mars 2011 - 09:30
Obviously the .mor file would be something like hm_<special>_sebastian.mor I would assume...
Sadly, just hm_sebastian doesn't work.
#64
Posté 19 mars 2011 - 12:49
Edit: apparnetly you were close; there is a mod on DA Nexus that has a new head morph for him, and the morph name is hm_sebastian_vael.mor
Modifié par daywalker03, 19 mars 2011 - 08:47 .
#65
Posté 19 mars 2011 - 09:58
Any help would be appreciated
#66
Posté 19 mars 2011 - 10:01
Duchell wrote...
Does anybody know where to find the skin complexions? I'd like to know in which .erf they are and maybe how they are named? Since all I can see is gibberish like [0028dcbe06380cd6] when extracting the .dds files with gff4editor, it would take me very long to find them.
Any help would be appreciated
Based on information from Thought Process, Tazpn and Mephales, there is a good chance that there will be a full hash file listing that displays the actual filenames in pyGFF within the next few days
#67
Posté 19 mars 2011 - 10:05
daywalker03 wrote...
Duchell wrote...
Does anybody know where to find the skin complexions? I'd like to know in which .erf they are and maybe how they are named? Since all I can see is gibberish like [0028dcbe06380cd6] when extracting the .dds files with gff4editor, it would take me very long to find them.
Any help would be appreciated
Based on information from Thought Process, Tazpn and Mephales, there is a good chance that there will be a full hash file listing that displays the actual filenames in pyGFF within the next few days
Ahh, great thanks a lot
#68
Posté 20 mars 2011 - 02:43
I'm playing DA2 on the Xbox, and I have found a way to use pyGFF to edit the save files, and clear them to be used on the Xbox once again after being edited. Problem is, pyGFF doesn't give all the labels for story events which can be found in the GDA files.
As I know many are frustrated with the plot flags not working, so too are many console gamers. If no one can, understandable, but I had to ask. Thanks.
#69
Posté 21 mars 2011 - 04:07
#70
Posté 26 mars 2011 - 05:11
#71
Posté 26 mars 2011 - 10:09
#72
Posté 26 mars 2011 - 11:43
#73
Posté 27 mars 2011 - 01:39
#74
Posté 27 mars 2011 - 01:52
daywalker03 wrote...
I'm getting ready to update the first post with some interesting information; stay tuned for the update.
WHAT COULD IT BE?!?!?!
[EDIT] Oic.
I read that there's no way to disable addins though?
Modifié par ishmaeltheforsaken, 27 mars 2011 - 01:53 .
#75
Posté 27 mars 2011 - 01:58
ishmaeltheforsaken wrote...
daywalker03 wrote...
I'm getting ready to update the first post with some interesting information; stay tuned for the update.
WHAT COULD IT BE?!?!?!
[EDIT] Oic.
I read that there's no way to disable addins though?
Minor annoyance, but at least it works.





Retour en haut






