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#76
Thought Process

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I encourage anyone to do that, I made this as an example to show people how it could be done.

#77
apoc_reg

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Ohh im liking this, if i could get Anders not to look rubbish i might actually start using him! Surfce to say im nota a fan of his furry robes...!

#78
Theobeau

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@ Novodove, thanks for the confirmation about the default armour remaining active. I also worked it out by comparing armour ratings pre and post mod.

@ Daywalker 03 and Thought Process, it would be great if someone could take over the project as its a really useful mod!

#79
Novadove

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actually, i dont mind that if anyone can make fenris's default armor stay as it is. not to mention that his default armor is already very nicely designed.

just like varric. as long as i can equip something on him, it's ok for him to stay as what he is.

i am just wondering how come varric doesnt go invisible but fenris become invisble.

#80
Novadove

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aproc_reg, anders actually looks good in the mages armor in act 2. i tried out some PC mage armor which my warrior hawke couldnt wear and he looks good.

the best would be isabella. she looks really badass like assassin because her skin is dark and blends well with the rogue armor.

#81
mesmerizedish

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Fenris becomes invisible because not every armor has a model for the elf body. Merrill (probably) would have the same issue.

#82
daywalker03

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ishmaeltheforsaken wrote...

Fenris becomes invisible because not every armor has a model for the elf body. Merrill (probably) would have the same issue.


Quite likely for non-mage outfits, though she could wear the Dalish armors, as could Fenris. I'll go through the game and see what all is available for the elf model; we can use that listing as a guide for what could be added to DA2 by the community. I can also do this for dwarf males.

#83
CaptainBlackGold

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daywalker03 wrote...
I'll take it off your hands, since it's something that people want. :happy:


Thank you Daywalker03 - seriously, this one mod made me stick to DA:2 for a second play through - and as a result, discover many fine things I might otherwise have missed. Though I cannot offer any technical help, at least let me be a cheerleader for your work.

Please continue to refine and perfect this mod.

Thanks again

#84
Kyriani Agrivar

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I don't suppose someone could make a mod like this that lets you equip companions fully but still retain their unique appearance (so the gear you give them doesn't show up visually)?

#85
mesmerizedish

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Kyriani Agrivar wrote...

I don't suppose someone could make a mod like this that lets you equip companions fully but still retain their unique appearance (so the gear you give them doesn't show up visually)?


A started a similar thread that no one replied to QQ :P

#86
Thought Process

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Kyriani Agrivar wrote...

I don't suppose someone could make a mod like this that lets you equip companions fully but still retain their unique appearance (so the gear you give them doesn't show up visually)?

You can do that with equipmentlayout.gda in the first post, the only exception are Merril / Bethany / Carver who are not set to have a "unique appearance" by default.

#87
Kyriani Agrivar

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Thought Process wrote...

Kyriani Agrivar wrote...

I don't suppose someone could make a mod like this that lets you equip companions fully but still retain their unique appearance (so the gear you give them doesn't show up visually)?

You can do that with equipmentlayout.gda in the first post, the only exception are Merril / Bethany / Carver who are not set to have a "unique appearance" by default.


is there a way to set those three to unique appearance? If so how would I do that?

#88
Scottish90000

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I experimented a little and found a good way to stop the issue of armor resetting after cutscenes/load screens with this mod, with the bonus effect of actually being able to get your companions down to their skivvies again.

Follow the instructions in this thread:

http://social.biowar...-6717097-1.html

Only where it gets to the part about putting in a new string for a different armor appearance (TEMPLATERESREF), instead leave this field blank and check the box to make it a null-terminated string.

Voila, companion armor template is GONE, and with Thought Process's existing mod, you can equip/unequip your companions as you would Hawke.

I'm not sure about the original armor's properties still stacking, but I'm sure there is a way to edit that in the save game file too for those dedicated enough.

Anyway, I hope that gives daywalker03 or other modders a little insight into how to make a full-fledged companion equipping mod, or at the very least helps some of you enjoy the game a bit more until we get a full mod.

#89
Scottish90000

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One quick follow-up to my last post: This method still really only works with humans. If you do this with Merrill, for example, she ends up getting a human female body that looks weird with her little head :D

#90
ZzrowGraff

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Great work everyone. It's crazy that modders are having to jump through so many hoops to put in content that damn well should have been in a $60 game. If Bioware releases a toolset, this game may be salvageable.

#91
screecwe

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How would one simply add in companion armor that was missed during the play-through, without making it customizable?

#92
Persephone

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Scottish90000 wrote...

I experimented a little and found a good way to stop the issue of armor resetting after cutscenes/load screens with this mod, with the bonus effect of actually being able to get your companions down to their skivvies again.

Follow the instructions in this thread:

http://social.biowar...-6717097-1.html

Only where it gets to the part about putting in a new string for a different armor appearance (TEMPLATERESREF), instead leave this field blank and check the box to make it a null-terminated string.

Voila, companion armor template is GONE, and with Thought Process's existing mod, you can equip/unequip your companions as you would Hawke.

I'm not sure about the original armor's properties still stacking, but I'm sure there is a way to edit that in the save game file too for those dedicated enough.

Anyway, I hope that gives daywalker03 or other modders a little insight into how to make a full-fledged companion equipping mod, or at the very least helps some of you enjoy the game a bit more until we get a full mod.


This got rid of my reverting issues. Well, Merrill still does revert but re-quipping her the few times I actually use her isn't as exasperating as having to re-equip everybody.:happy:

#93
Persephone

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daywalker03 wrote...

ishmaeltheforsaken wrote...

Fenris becomes invisible because not every armor has a model for the elf body. Merrill (probably) would have the same issue.


Quite likely for non-mage outfits, though she could wear the Dalish armors, as could Fenris. I'll go through the game and see what all is available for the elf model; we can use that listing as a guide for what could be added to DA2 by the community. I can also do this for dwarf males.


Any news on this mod, daywalker? Pretty with cookies, please?=]

#94
mesmerizedish

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Persephone wrote...

Scottish90000 wrote...

I experimented a little and found a good way to stop the issue of armor resetting after cutscenes/load screens with this mod, with the bonus effect of actually being able to get your companions down to their skivvies again.

Follow the instructions in this thread:

http://social.biowar...-6717097-1.html

Only where it gets to the part about putting in a new string for a different armor appearance (TEMPLATERESREF), instead leave this field blank and check the box to make it a null-terminated string.

Voila, companion armor template is GONE, and with Thought Process's existing mod, you can equip/unequip your companions as you would Hawke.

I'm not sure about the original armor's properties still stacking, but I'm sure there is a way to edit that in the save game file too for those dedicated enough.

Anyway, I hope that gives daywalker03 or other modders a little insight into how to make a full-fledged companion equipping mod, or at the very least helps some of you enjoy the game a bit more until we get a full mod.


This got rid of my reverting issues. Well, Merrill still does revert but re-quipping her the few times I actually use her isn't as exasperating as having to re-equip everybody.:happy:


Do you know if the stats are still stacking (oh, god, consonance) with the quoted method?

#95
Persephone

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ishmaeltheforsaken wrote...

Persephone wrote...

Scottish90000 wrote...

I experimented a little and found a good way to stop the issue of armor resetting after cutscenes/load screens with this mod, with the bonus effect of actually being able to get your companions down to their skivvies again.

Follow the instructions in this thread:

http://social.biowar...-6717097-1.html

Only where it gets to the part about putting in a new string for a different armor appearance (TEMPLATERESREF), instead leave this field blank and check the box to make it a null-terminated string.

Voila, companion armor template is GONE, and with Thought Process's existing mod, you can equip/unequip your companions as you would Hawke.

I'm not sure about the original armor's properties still stacking, but I'm sure there is a way to edit that in the save game file too for those dedicated enough.

Anyway, I hope that gives daywalker03 or other modders a little insight into how to make a full-fledged companion equipping mod, or at the very least helps some of you enjoy the game a bit more until we get a full mod.


This got rid of my reverting issues. Well, Merrill still does revert but re-quipping her the few times I actually use her isn't as exasperating as having to re-equip everybody.:happy:


Do you know if the stats are still stacking (oh, god, consonance) with the quoted method?


From what I can tell, they do. But don't hit me if I'm wrong.=]

#96
mesmerizedish

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We need to find out how to null the default companion stats. If they stack, while not gamebreaking, it's a major detriment to the use of this.

#97
Persephone

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ishmaeltheforsaken wrote...

We need to find out how to null the default companion stats. If they stack, while not gamebreaking, it's a major detriment to the use of this.


Bioware, give us a toolset so we can finish your job! (JK) :o:lol:

#98
Scottish90000

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Persephone wrote...

Scottish90000 wrote...

I experimented a little and found a good way to stop the issue of armor resetting after cutscenes/load screens with this mod, with the bonus effect of actually being able to get your companions down to their skivvies again.

Follow the instructions in this thread:

http://social.biowar...-6717097-1.html

Only where it gets to the part about putting in a new string for a different armor appearance (TEMPLATERESREF), instead leave this field blank and check the box to make it a null-terminated string.

Voila, companion armor template is GONE, and with Thought Process's existing mod, you can equip/unequip your companions as you would Hawke.

I'm not sure about the original armor's properties still stacking, but I'm sure there is a way to edit that in the save game file too for those dedicated enough.

Anyway, I hope that gives daywalker03 or other modders a little insight into how to make a full-fledged companion equipping mod, or at the very least helps some of you enjoy the game a bit more until we get a full mod.


This got rid of my reverting issues. Well, Merrill still does revert but re-quipping her the few times I actually use her isn't as exasperating as having to re-equip everybody.:happy:


I've actually figured out how to make this work for Fenris, Merrill and Varric as well.  Following the method I linked, instead of putting 15 or 16 for SAVEGAME_APPEARANCE_TYPE, input one of the following:

12010 - Dwarf, Male
12020 - Elf, Male
12021 - Elf, Female

Now a word of caution, Bioware did NOT make elf and dwarf versions for most of the armor.  However, there is a method to replace their equipment graphics with equipment made for elves or dwarves:

Under the method I linked to, it references the equipment section for each companion - SAVEGAME_EQUIPMENT_ITEMS.  Under this section are all the items your companion has equipped.  Under each equipped item, the first editable field is 3TEMPLATERESREF, an ECString.  This is an ID for the equipment mesh (what you see on the character).  You can change this to a different ID.  For example, I equipped a chest piece on Varric, and I changed the 3TEMPLATERESREF ID to gen_im_npc_dwf_arm_cht_lgta - a chestpiece of one of the npc dwarf assassins.  I did this for all pieces I equipped on Varric, and now he looks like a dwarven NINJA!

I don't have the link, but there is a file linked somewhere on this forum that has all the IDs for every single asset in DA2.  Perhaps someone can indulge us with the link in this thread, otherwise just do a quick search, you'll find it.

The ONLY fly in the ointment when doing this for Varric is it makes the mesh for Bianca disappear.  I guess it is somehow tied to Varric's default outfit.  However, the method I just described works for weapons as well, and I gave Bianca the ID for one of Sebastian's bows.  The weapon is still "Bianca" in that it is still named as such, levels up with Varric, and can still use all of Varrics skills, but now when its used, Varric uses longbow animations to match.

So bottom line, using these methods you can equip all your companions with the gear you find and give them unique appearances, and it will only cost you Bianca's original visual beauty.  A bit of work goes into achieving this, but I think it makes for a more enjoyable gaming experience.  Seeing Isabela come strolling into the Keep to face the Arishok, wearing a swashbuckling rogue outfit I found for her, made the experience that much more personal to me.

I'm hopeful that someone will soon be able to piece together a mod that will make all this possible without having to play with editting your saves.

#99
Scottish90000

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ishmaeltheforsaken wrote...

We need to find out how to null the default companion stats. If they stack, while not gamebreaking, it's a major detriment to the use of this.


I'm 85% sure that by following the method of nulling out the 3TEMPLATERESREF for companion's default equipment (gen_im_fla_companionname_outfitversionnumber) that this gets rid of that item (and thus properties) completely.  I'm not 100% sure.  But when I go back to the savegame file in the editor, the whole section for that item is gone.  Also, Im at the end of act 2, and my companions do not have outrageous stats by any means.  The equipment they are wearing seems to be jiving with their base and derived stats.

And they still get KO'd while I'm playing on hard mode :D

#100
mesmerizedish

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Scottish90000 wrote...

I'm 85% sure that by following the method of nulling out the 3TEMPLATERESREF for companion's default equipment (gen_im_fla_companionname_outfitversionnumber) that this gets rid of that item (and thus properties) completely.  I'm not 100% sure.  But when I go back to the savegame file in the editor, the whole section for that item is gone.  Also, Im at the end of act 2, and my companions do not have outrageous stats by any means.  The equipment they are wearing seems to be jiving with their base and derived stats.

And they still get KO'd while I'm playing on hard mode :D


Wow, yay! That was truly the only thing I was waiting on before getting this into my game.

Is it possible to have them keep the appearance of their default armor sans the stats via the method detailed in your above post? Like, could I go about equipping them with whatever I want, bust still have them look the same, but without the outrageous stats?