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DA2: Modding is possible.


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#76
pvpgirl

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Sunnie22 wrote...

You need an actual ERF packager. pyGFF can't make ERF packages. Try this Gibs erfpack or this elys packer.



!!!

Hugs and cookies for you. :D 

^.^

#77
elys

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ForgottenWarrior wrote...

I don't think BioWare will release any tools for modding DA2. So remember modding of KOTOR I-II. Thats would be Fun!


They will on April 1st.

#78
mesmerizedish

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elys wrote...

ForgottenWarrior wrote...

I don't think BioWare will release any tools for modding DA2. So remember modding of KOTOR I-II. Thats would be Fun!


They will on April 1st.


They will in a few months. That's my belief, anyway.

#79
paulomartello

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Would it be possible to import the towns and buildings from DAO? If so, would it be possible to import these onto the world maps? Then we'd have more places to visit and mod. These places could be renamed and back stories could be created. It would make things more interesting.

It would also be interesting to import some of the interiors from DAO to attached these to some of the unused doors in Kirkwall. Various pubs, shops, and homes to visit could make for some interesting modding.

#80
elys

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Possibly. However while it's been always nice to recreate areas into new engine with various attempts as Baldur's Gate mods for DAO and past Bioware's engine, I'm not sure Bioware will see with a happy eye, people directly ripping entire areas from DAO to use them into DA2. :innocent: 

Modifié par elys, 27 mars 2011 - 08:31 .


#81
paulomartello

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So it is technically possible?

#82
paulomartello

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Has Bioware commented on the release of a tool kit? I can't find an "official" comment on the existence or possible release of a tool kit.

#83
mesmerizedish

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paulomartello wrote...

Has Bioware commented on the release of a tool kit? I can't find an "official" comment on the existence or possible release of a tool kit.


They want to. Whether or not they'll be able to is uncertain.

The Origins toolkit was released six months or so after the game was finished. That's why I assume that if we get a toolset, it won't be for a few months.

#84
daywalker03

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daywalker03 wrote...

While some people may insist that it's nearly impossible to mod DA2, I know better. The following is a partial list of useful tools for making mods for DA2:

The DA Toolset: While we currently do not have direct toolset access to the DA2 models, due to a change in the file format that the current toolset cannot read, many of the files in DA2 can be more or less recreated in the existing toolset; I will explain how to do this later in the thread.

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.

GDApp: This tool is used to edit the gda files (referred to as 2da files in prior Bioware games); it can also be used to convert gda files into Excel Spreadsheet file for editing in Microsoft Excel or OpenOffice.

da2tools: This tool can be used to convert the DA2 meshes to a file format that can be imported into 3DS Max or Blender for editing; please be aware that these are command line tools and there is currently no GUI interface for them like there is for the DAO version.

There are other tools, but these are the ones that currently are the most useful to me; I will add links and descriptions of the others when I get the chance.

Installation of mods:

I would like to thank elys for making the following discovery; like DAO, DA2 supports an Addins directory that should be used for all player created content instead of the packagescoreoverride directory that is used by many modders. This discovery, coupled with the knowledge that DA2 still reads the ERF file format used by DAO, means that the process of making mods for DA2 is essentially identical to the process of making mods for DAO.


Oops; I meant to update the first post...

Modifié par daywalker03, 29 mars 2011 - 02:34 .


#85
mesmerizedish

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SO DAII MESHES CAN BE EDITED IN MAX NOW?!?!?!

#86
daywalker03

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ishmaeltheforsaken wrote...

SO DAII MESHES CAN BE EDITED IN MAX NOW?!?!?!


Edited, yes; I'm not exactly sure if they will export properly using Eshme's latest import/export scripts and be usable in DA2 as yet. I'll keep folks updated on that.

#87
mesmerizedish

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daywalker03 wrote...

ishmaeltheforsaken wrote...

SO DAII MESHES CAN BE EDITED IN MAX NOW?!?!?!


Edited, yes; I'm not exactly sure if they will export properly using Eshme's latest import/export scripts and be usable in DA2 as yet. I'll keep folks updated on that.


I'm sorry, I can't hear you over the sound of myself screaming "Someone give Merrill's second armor her scarf!!!"

Modifié par ishmaeltheforsaken, 29 mars 2011 - 02:43 .


#88
daywalker03

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ishmaeltheforsaken wrote...

daywalker03 wrote...

ishmaeltheforsaken wrote...

SO DAII MESHES CAN BE EDITED IN MAX NOW?!?!?!


Edited, yes; I'm not exactly sure if they will export properly using Eshme's latest import/export scripts and be usable in DA2 as yet. I'll keep folks updated on that.


I'm sorry, I can't hear you over the sound of myself screaming "Someone give Merrill's second armor her scarf!!!"


I think I can hear people screaming for more armor/robe options for Fenris, Merrill and Varric in general... :D

Modifié par daywalker03, 29 mars 2011 - 02:51 .


#89
mesmerizedish

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daywalker03 wrote...

I think I can hear people screaming for more armor/robe options for Fenris and Merrill in general... :D


Pffft. Merrill's scarf for LI.

#90
Snowbug

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daywalker03 wrote...

da2tools: This tool can be used to convert the DA2 meshes to a file format that can be imported into 3DS Max or Blender for editing; please be aware that these are command line tools and there is currently no GUI interface for them like there is for the DAO version.


Where can I find this, please? I am not seeing any link.

#91
maghorror2

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http://social.biowar...gory_id=&sort=1

#92
Snowbug

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Thank you :)

#93
LethesDeep

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To make face textures (scars, etc.) do we need the .mop or the .mor files? And how can you convert that to .dds files?

#94
Killjoy Cutter

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ishmaeltheforsaken wrote...

daywalker03 wrote...

I think I can hear people screaming for more armor/robe options for Fenris and Merrill in general... :D


Pffft. Merrill's scarf for LI.


Agreed.  I want the dark grey mod of her second armor that I'm using, with the scarf from her first armor.

Modifié par Killjoy Cutter, 28 avril 2011 - 02:49 .