Companion armor
#51
Posté 14 mars 2011 - 11:55
Thanks again.
#52
Posté 15 mars 2011 - 12:21
CaptainBlackGold wrote...
Again, I very much appreciate your work. Any progress on resolving the companions reverting to their default look on area transitions?
Thanks again.
This isn't happening to me, although it does seem finicky with different loads. I wonder what's causing them to revert.
#53
Posté 15 mars 2011 - 08:57
#54
Posté 16 mars 2011 - 03:54
#55
Posté 16 mars 2011 - 05:59
Is it possible to have a version that doesn't change the defaut apparence (characters are prettier without other armor/helmet/boots/gloves models) but allows you to use custom armor/helmet... ?
#56
Posté 16 mars 2011 - 06:11
Thought Process wrote...
Here's a version of this mod that gives everyone their default appearance and lets you customize their armor and their appearance changes (like Aveline, Bethany, Carver, and Merrill)
I added 7 new entries to item_variations.gda and updated apr_base.gda to point to these entries (this is how Aveline/Bethany/Carver/Merrill are setup).
Also, I realized now that naked Fenris doesn't have the lyrium tattoos on his body -- does he have them in romance cutscenes (is he naked in them)?
.Should still work.Chusabi wrote...
So what happens when you purchase a companion armor upgrade?
I installed this file and my companion armour is now customizable, thanks! But with "no" armour equipped, giving the companions their unique look, do they still get the same bonuses like +20 mana etc. they usually get when wearing their unique outfit?
Modifié par VendettaI154, 16 mars 2011 - 06:13 .
#57
Posté 17 mars 2011 - 03:59
#58
Posté 19 mars 2011 - 02:03
Thought Process wrote...
Looks like there's issues with my default appearance variant: arms/legs that don't have gear disappear at the moment, looking to fix.
Alright, I tried your mod since I really like the ability to customize my party, adds replay value, and immersion among other things.
So I also noticed what you have mentioned though I have a different question:
The problem I'm having is that companions switch to their default appearance/armor after every conversation and some area transitions, only gloves,boots and helmets don't disappear.This is true for all companions that can equip armor.
The only way to remedy that is to reequip it but that's kinda futile :innocent:
I made some screens:
Fully equipped Aveline

During conversation:

And thereafter:

This is the newest version.
So is there any way to fix that?
Really appreciate any help.
Edit:
Oddly enough if I interchange ones companion armor with another then it "sticks", i.e. I could give Anders Carvers late templar armor and it wouldn't disappear after an dialogue.
Turns out that only works if you don't have the brother/sister otherwise the item is added automatically to the
companion it belongs to.[smilie]../../../images/forum/emoticons/sad.png[/smilie] (used vaddin)
It seems all that is required for the armor to stick is that it has a "companion armor" value, that begs the question how that can be added.
Modifié par MoneyDeluxe, 19 mars 2011 - 02:47 .
#59
Posté 19 mars 2011 - 02:40
Modifié par MoneyDeluxe, 19 mars 2011 - 02:41 .
#60
Posté 19 mars 2011 - 11:30
#61
Posté 20 mars 2011 - 06:56
#62
Posté 21 mars 2011 - 03:29
#63
Posté 21 mars 2011 - 06:40
Modifié par Persephone, 21 mars 2011 - 06:42 .
#64
Posté 21 mars 2011 - 08:12
upmost salute to you. dragon age 2 is really dragon age 2 with you contribution.
#65
Posté 21 mars 2011 - 10:09
Modifié par Persephone, 21 mars 2011 - 03:55 .
#66
Posté 21 mars 2011 - 10:56
What a great piece of work to so quickly solve the problem of customising companions!
However like VendettaI157, can anyone confirm that with the "default appearance" version of this mod, companions still keep the benefits of their default armour despite it not appearing as equipped when the mod is first installed?
Many thanks.
#67
Posté 21 mars 2011 - 01:32
I did wish that the armor didn't run their attributes up so high; but I haven't gotten far enough in my courses to have come across the concepts for this. Assisting is beyond me for the moment; bu tthis was definitely excellent.
You made a game I couldn't bear, into a game that was playable. Thanks Process : )
#68
Posté 21 mars 2011 - 01:48
And then, maybe make a special armor set for each of them that looks like their exclusive armors, which improve on level up, so people can have that option if they'd like.
Tangent: Has anyone tried putting Merrill in warrior armor? I wonder what it would look like...
#69
Posté 21 mars 2011 - 03:48
#70
Posté 21 mars 2011 - 04:47
varric works OK but he still wears his own leather jacket no matter what you put on him.
Fenris become invisible when wearing helmet and body. He retains his default armor appearance when wearing ONLY gloves and boots.
i did not try merill tho since earlier posts stated she updates her appearance.
i also did not try bethany because she is greyed out with the wardens.
edit: oh, by the way, the default armor stats and bonus overlaps with whatever armor you put on.
i felt it sort of making the game unbalance. perhaps it's good to use this mod with nightmare.
Modifié par Novadove, 21 mars 2011 - 04:49 .
#71
Posté 21 mars 2011 - 05:24
This mod was done as a "tech demo", so to speak. I am not truly interested in having this mod, I did it as an example that you can do this yourself, very easily.
#72
Posté 21 mars 2011 - 05:26
Thought Process wrote...
I am not truly interested in having this mod
But... someone has to be
#73
Posté 21 mars 2011 - 06:18
Thought Process wrote...
This mod was done as a "tech demo", so to speak. I am not truly interested in having this mod, I did it as an example that you can do this yourself, very easily.
But....you WILL keep updating it?
#74
Posté 21 mars 2011 - 07:05
MoneyDeluxe wrote...
Thought Process wrote...
Looks like there's issues with my default appearance variant: arms/legs that don't have gear disappear at the moment, looking to fix.
Alright, I tried your mod since I really like the ability to customize my party, adds replay value, and immersion among other things.
So I also noticed what you have mentioned though I have a different question:
The problem I'm having is that companions switch to their default appearance/armor after every conversation and some area transitions, only gloves,boots and helmets don't disappear.This is true for all companions that can equip armor.
The only way to remedy that is to reequip it but that's kinda futile :innocent:
I made some screens:
Fully equipped Aveline
During conversation:
And thereafter:
This is the newest version.
So is there any way to fix that?
Really appreciate any help.
Edit:
Oddly enough if I interchange ones companion armor with another then it "sticks", i.e. I could give Anders Carvers late templar armor and it wouldn't disappear after an dialogue.
Turns out that only works if you don't have the brother/sister otherwise the item is added automatically to the
companion it belongs to.[smilie]../../../images/forum/emoticons/sad.png[/smilie] (used vaddin)
It seems all that is required for the armor to stick is that it has a "companion armor" value, that begs the question how that can be added.
Exactly my issue. Are you using any other Mods? (Maybe it's a conflict?) Strange that only the chest piece reverts while helmets, boots and gloves stick just fine.
#75
Posté 21 mars 2011 - 10:01
Thought Process wrote...
Fenris and Merill are elves, the game does not feature a full selection of armor for elves. Hence invisible bodies.
This mod was done as a "tech demo", so to speak. I am not truly interested in having this mod, I did it as an example that you can do this yourself, very easily.
I'll take it off your hands, since it's something that people want. :happy:





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