Get your Champion Armor in Prologue
#51
Posté 13 mars 2011 - 04:16
#52
Posté 13 mars 2011 - 04:30
Modifié par ChibiKnight, 13 mars 2011 - 05:39 .
#53
Posté 13 mars 2011 - 04:39
In regard to the weapon:
gen_im_wep_mag_sta_act1_01
That was just the staff I had equipped at the time, which I believe is the Enchanters Staff(?). Strange that didn't change anything, perhaps the trick only works on armour.
I might play around with some settings later and post results.
#54
Posté 13 mars 2011 - 04:42
Wicke wrote...
Relieved and disappointed, haha. Thanks though.
O mod-savvy threadgoers, dost thou have any suggestions?
I was having the same problem as you. What I did was instead of placing the codes on Prologue Done (arrive to Gallows), I placed it on Prologue REALLY Done (Act 1 starting) instead and it worked perfectly.
#55
Posté 13 mars 2011 - 04:46
appreciate the help
#56
Posté 13 mars 2011 - 05:17
Moolapie wrote...
That was just the staff I had equipped at the time, which I believe is the Enchanters Staff(?). Strange that didn't change anything, perhaps the trick only works on armour.
Sorry Moolapie, disregard what I said. My apologies for any extra trouble you may have gone through. Funny story, actually...
The problem was I had the addon that hides the staff outside of combat, which wasn't a big deal since I went into combat and saw it, but since it clearly wasn't the Champion Staff I thought it didn't work. Also by chance you were using the Chanter's Staff and I was using the Enchanted Staff, so I had thought the name was the same, and since the stats obviously didn't change, I had thought again that nothing had changed. So yes, changing the weapon DOES work.
Modifié par ChibiKnight, 13 mars 2011 - 05:40 .
#57
Posté 13 mars 2011 - 05:27
asminho wrote...
sry guys im a noob when it comes to this, but where exactly in the gda should i put in the code in
appreciate the help
I'm going to assume you've already downloaded the program, found your save file, and opened it.
Below are two screenshots of what parts you'll need to expand and what to edit, all key things being marked with a red dot. You can click on the image to bring you to the larger version.
Expand SAVEGAME_PLAYERCHAR, then SAVEGAME_PLAYERCHAR_CHAR, then SAVEGAME_EQUIPMENT_ITEMS. Here you'll see 0-4 as your current equipment.

Expand the item you want to change, then click TEMPLATERESREF, and edit the text box at the bottom left to change the item. Once you're done, hit Save in the bottom-left corner.

Make sure that every time you change to a different item that you click the TEMPLATERESREF for the item. The old box doesn't go away on a previous edit just because you've minimized and expanded another item, and I made the mistake several times of editing the same item over and over while thinking I was going down the list.
Once you're finished editing them all, go up to File > Save As. Then you can load your save.
Modifié par ChibiKnight, 13 mars 2011 - 05:35 .
#58
Posté 13 mars 2011 - 05:31
thx
#59
Posté 13 mars 2011 - 06:00
Now my rogue is using a sexy looking Starkhaven Longbow. /glee
Since the item names get overwritten as well though, just gotta make sure you're getting rid of the right stuff if you start to sell anything.
Modifié par ChibiKnight, 13 mars 2011 - 06:13 .
#60
Posté 13 mars 2011 - 06:21
ChibiKnight wrote...
asminho wrote...
sry guys im a noob when it comes to this, but where exactly in the gda should i put in the code in
appreciate the help
I'm going to assume you've already downloaded the program, found your save file, and opened it.
Below are two screenshots of what parts you'll need to expand and what to edit, all key things being marked with a red dot. You can click on the image to bring you to the larger version.
Expand SAVEGAME_PLAYERCHAR, then SAVEGAME_PLAYERCHAR_CHAR, then SAVEGAME_EQUIPMENT_ITEMS. Here you'll see 0-4 as your current equipment.
Expand the item you want to change, then click TEMPLATERESREF, and edit the text box at the bottom left to change the item. Once you're done, hit Save in the bottom-left corner.
Make sure that every time you change to a different item that you click the TEMPLATERESREF for the item. The old box doesn't go away on a previous edit just because you've minimized and expanded another item, and I made the mistake several times of editing the same item over and over while thinking I was going down the list.
Once you're finished editing them all, go up to File > Save As. Then you can load your save.
rly much thx for the help mate:D
but when i replace my gear my character becomes naked he loses all his gear. dont know why
THX in advance
#61
Posté 13 mars 2011 - 06:27
For example: 3, gen_im_arm_boo_lgt_set_med
#62
Posté 13 mars 2011 - 06:36
this one
#63
Posté 13 mars 2011 - 06:37
edit: here you go - http://social.biowar...7/index/6487760
Moolapie wrote...
Holy moly I didn't realise it only changes the look! Very interesting.
In regard to the weapon:
gen_im_wep_mag_sta_act1_01
That was just the staff I had equipped at the time, which I believe is the Enchanters Staff(?). Strange that didn't change anything, perhaps the trick only works on armour.
I might play around with some settings later and post results.
I suggested this same trick yesterday.
It works on everything. I've been doing it since Origins. The item properties are stored in the save game--the entries below the resref are the item's stats. The resref only controls the appearance and the in-game text of the item. So, for instance, if you modded a staff that you already had in your inventory, the same thing would happen: the stats wouldn't change.
A uti file's item stats only matter before you've actually acquired the item in-game. After that, it's stored in the save file.
Modifié par Emperor Iaius I, 13 mars 2011 - 06:39 .
#64
Posté 13 mars 2011 - 06:41
Emperor Iaius I wrote...
There's a thread here with a file list. Go to packagescoredatadesignerresources.erf and look at the list of .uti files. They're what you want. Use a uti's name, minus the extension, for the resref.
edit: here you go - http://social.biowar...7/index/6487760Moolapie wrote...
Holy moly I didn't realise it only changes the look! Very interesting.
In regard to the weapon:
gen_im_wep_mag_sta_act1_01
That was just the staff I had equipped at the time, which I believe is the Enchanters Staff(?). Strange that didn't change anything, perhaps the trick only works on armour.
I might play around with some settings later and post results.
I suggested this same trick yesterday.
It works on everything. I've been doing it since Origins. The item properties are stored in the save game--the entries below the resref are the item's stats. The resref only controls the appearance and the in-game text of the item. So, for instance, if you modded a staff that you already had in your inventory, the same thing would happen: the stats wouldn't change.
A uti file's item stats only matter before you've actually acquired the item in-game. After that, it's stored in the save file.
THX mate i give it ago:D
#65
Posté 13 mars 2011 - 06:54
ChibiKnight wrote...
Can you give me an example of something you've typed into one of the TEMPLATERESREFs, and the corresponding number?
For example: 3, gen_im_arm_boo_lgt_set_med
the ones i wrote was
1. fake_im_arm_cht_hvy_champ
2. fake_im_arm_boo_hvy_champ
3. fake_im_arm_glv_hvy_champ
these are the 3 ones i wrote
#66
Posté 13 mars 2011 - 07:03
I tried changing a random robe for my mage hawke to bethany's armor (gen_im_fla_bethany_01) BUT even thought it appears equipped in the inventory, my hawke appears naked because of the 'companion armor' tug that renders the armor unequipable.
I tried erasing all of the item properties, in hope to get rid of it, tried setting the value of savegame_item_irremovable to 0, tried changing material type in hopes it controls it... and nothing seems to work.
Any ideas?
Modifié par Rheia, 13 mars 2011 - 07:03 .
#67
Posté 13 mars 2011 - 07:05
[quote]ChibiKnight wrote...
Can you give me an example of something you've typed into one of the TEMPLATERESREFs, and the corresponding number?
For example: 3, gen_im_arm_boo_lgt_set_med[/quote]
byw it worked now dont know why,
thx for your help
#68
Posté 13 mars 2011 - 07:34
Rheia wrote...
Is it possible to change an item appearance to that of companion armor?
I tried changing a random robe for my mage hawke to bethany's armor (gen_im_fla_bethany_01) BUT even thought it appears equipped in the inventory, my hawke appears naked because of the 'companion armor' tug that renders the armor unequipable.
I tried erasing all of the item properties, in hope to get rid of it, tried setting the value of savegame_item_irremovable to 0, tried changing material type in hopes it controls it... and nothing seems to work.
Any ideas?
As I mentioned in the other thread, you have to change the character's appearance properties. The items themselves do nothing. You could equip whatever armor you wanted on your companions and they wouldn't change either, because they have a set appearance.
Do note, though, that once you change your appearance index, any armor you equip won't change your appearance, just as it wouldn't for a companion if they were equippable.
#69
Posté 13 mars 2011 - 08:45
Rogue: gen_im_wep_rog_dua_lore_02.uti (add this 2 times to a quest to get the ones u use during the prologue)
Mage: gen_im_wep_mag_sta_lore_03.uti / gen_im_wep_mag_sta_iconic.uti
Warrior (Untested):gen_im_wep_war_one_lore_03.uti / gen_im_wep_war_one_lore_02.uti / gen_im_wep_war_two_act3_03.uti
#70
Posté 14 mars 2011 - 07:06
#71
Posté 14 mars 2011 - 08:33
Lolhaxx wrote...
I've found a way to spawn items into the game using a very unconventional method. Here's my method:
1) you need both tools (GDApp and pygff) found in http://social.biowar...index/6422183. Then use the pygff editor to export the rewards.gda file that is found in 2da.rim (~gamedir/packages/core/data).
2)Use the GDApp to open rewards.gda. From here you can add however much money, xp and up to 6 items as each quest reward.
3) Since I want my Hawke to get the Champion armor in prologue, I chose the second entry (Prologue arrive to Gallows) quest to enter the armor pieces.
4) The Champion Armor codes are:
Chest for warrior, rogue and mage respectively: gen_im_arm_cht_hvy_champion.uti , gen_im_arm_cht_med_champion.uti , gen_im_arm_cht_hvy_champion.uti , gen_im_arm_cht_lgt_champion.uti
Gloves w/r/m: gen_im_arm_glv_hvy_champion.uti , gen_im_arm_glv_med_champion.uti , gen_im_arm_glv_lgt_champion.uti
Boots w/r/m: gen_im_arm_boo_hvy_champion.uti , gen_im_arm_boo_med_champion.uti , gen_im_arm_boo_lgt_champion.uti
Helm w/r/m: gen_im_arm_hlm_hvy_champion.uti, gen_im_arm_hlm_med_champion.uti, gen_im_arm_hlm_lgt_champion.uti
5) Then save, put the file in documents/bioware/dragon age 2/packages/core/override/ folder. You'll get your armor right when you dock at Kirkwall.
However, it's useless to get these armor so early in game anyway since
the requirements for them are too high to equip so I spawned a set of
low level Champion Armor by replacing the gen with fake headings and replacing champion ending with champ.
Example: gen_im_arm_boo_hvy_champion.uti= end game version,
fake_im_arm_boo_hvy_champ.uti for the low level version. Enjoy.
Thanks to Daywalker for his Modding is Possible thread.
Edit: Technically, you can add any item you want to the game using the rewards system.
http://www.thenexusf...e-modify-items/
We can also edit the item properties so people can play through the whole game with the "fake" champion armor scaling to their level. The item property ID is 9115 for it to evolve with the player.
#72
Posté 14 mars 2011 - 09:50
EDIT: I have found them, for anyone else in the same boat, they are in your "My Documents" folder in a sub folder called "D2D". Kind of obvious now I think about it!
Modifié par Fattony220, 14 mars 2011 - 09:55 .
#73
Posté 14 mars 2011 - 11:24
zeypher wrote...
anyone have the weapon codes for the finesse dagger? i would very much like to add them to a quest
gen_im_wep_rog_dua_lore_02.uti is for finesse, same ones u use in the prologue
#74
Posté 15 mars 2011 - 02:07
KhaneX wrote...
zeypher wrote...
anyone have the weapon codes for the finesse dagger? i would very much like to add them to a quest
gen_im_wep_rog_dua_lore_02.uti is for finesse, same ones u use in the prologue
I think he meant the ones you get from the zevran quest.
#75
Posté 15 mars 2011 - 03:14
http://cache.g4tv.co...Screenshots.jpg





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