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#101
Persephone

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Scottish90000 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:


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.


You are a GOD SENT. Now Merrill is wearing sweet mage robes and I am LOVIN' it. Varric I never want to change, he is pure awesomeness as he is. Same goes for Fenris. But it's WONDERFUL to have the option!:wub::wub::wub:

#102
Sunnie

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Scottish90000 wrote...

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.


Are you talking about of  "file hash name > reference name"? if so I never saw one or I missed it somehow.

#103
Scottish90000

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ishmaeltheforsaken wrote...

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?


I did in fact find a way to do this, but its a little dicier than editing a save game.  Follow the method in this link:

http://social.biowar...7/index/6557648

Only instead of swapping sword models, what you're going to do is figure out which chest model you have currently equipped on your companion, and then replace that ID with the unique unibody of the companion, whichever version you prefer.  All the unique unibodies are at the end of the row list, and named logically so you can figure out which is which.

I did this for Merrill after I found a really nice mod for her second outfit:

http://dragonagenexu...ile.php?id=2303

Now she looks really badass, but I can still get her down to her corset >:D

#104
Scottish90000

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Sunnie22 wrote...

Scottish90000 wrote...

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.


Are you talking about of  "file hash name > reference name"? if so I never saw one or I missed it somehow.


I actually found it in the last tutorial I linked.  Here it is:

TEMPLATERESREF
item code list:  http://mod.gib.me/dr...dditem_list.txt

#105
Scottish90000

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Persephone wrote...

Scottish90000 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:


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.


You are a GOD SENT. Now Merrill is wearing sweet mage robes and I am LOVIN' it. Varric I never want to change, he is pure awesomeness as he is. Same goes for Fenris. But it's WONDERFUL to have the option!:wub::wub::wub:


Thanks!  And yah, the armor options available for Fenris don't really do him justice.  Same for Varric, but I kind of like dressing him like a dwarf ninja.  I plan on getting the mod that unlocks all specializations for NPCs for my next playthrough so I can play him as a dual wielding assassin!

Given that there are already a lot of folks redesigning armor and weapons for the game, I can see a comprehensive package somewhere down the road that combines DarkProcess's companion armor-unlocking with redesigned armor packs to fit every companion.  I hope they add many more armor sets while they're at it, because I find the choice of equipment in this game to be sorely lacking compared to Origins.

#106
mesmerizedish

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Really? I've been really enjoying the armor variety compared to Origins. I thought Origins' itemization was awful.

#107
Scottish90000

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ishmaeltheforsaken wrote...

Really? I've been really enjoying the armor variety compared to Origins. I thought Origins' itemization was awful.


Are you speaking in terms of art or equipment properties?

In terms of art I would agree with you.  I love the look of the equipment in DA2, and Origins had way too much of the same equipment with just different colors per tier.

But in terms of equipment properties and sets, Origins had more to offer I think.  For example, there were many different sets a warrior could wear in Origins (Juggernaut, Legion, Warden Commander, Cailin's Armor, Wade's, etc...).  People had a lot of fun figuring out which choices were best for which character.  In this game, there's only one set choice per act, and at the end of the game its Champions or...Champions.

But we can understand that if the game was designed to only allow armor options for Hawke, there wouldn't need to be as many options.  Also, there aren't as many varied character builds possible in this game (no dual wield warrior, no arcane warrior, etc), so that further diminishes the need for variety of equipment I guess.

I dunno, I guess I just wish I had more to play with as far as equipment toward the end of the game.

#108
Sunnie

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Scottish90000 wrote...

Sunnie22 wrote...

Scottish90000 wrote...

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.


Are you talking about of  "file hash name > reference name"? if so I never saw one or I missed it somehow.


I actually found it in the last tutorial I linked.  Here it is:

TEMPLATERESREF
item code list:  http://mod.gib.me/dr...dditem_list.txt


Oh, I know of this list, I was hoping you were talking about a list that references the item refname to the hash file name.

#109
Scottish90000

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Sunnie22 wrote...

Scottish90000 wrote...

Sunnie22 wrote...

Scottish90000 wrote...

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.


Are you talking about of  "file hash name > reference name"? if so I never saw one or I missed it somehow.


I actually found it in the last tutorial I linked.  Here it is:

TEMPLATERESREF
item code list:  http://mod.gib.me/dr...dditem_list.txt


Oh, I know of this list, I was hoping you were talking about a list that references the item refname to the hash file name.


No sorry, I really don't know very much about modding this game.  I'm just sharing some stuff I figured out based on what others have posted and a little experimenting I've done.

What does knowing the hashfile name do for you?  Is that how you track down the actual asset for editing?

Sorry I'm getting off topic, I'm just really curious.

#110
jwalker

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Scottish90000 wrote...

But in terms of equipment properties and sets, Origins had more to offer I think.  For example, there were many different sets a warrior could wear in Origins (Juggernaut, Legion, Warden Commander, Cailin's Armor, Wade's, etc...).  People had a lot of fun figuring out which choices were best for which character.  In this game, there's only one set choice per act, and at the end of the game its Champions or...Champions.


But for rogues ? It's my fave class, and in Originis ... damn.... Felon's coat, only the chestpiece. Good stats, crappy looks.  There was a medium set (elven armor), bugged. With Leli's dlc, another chestpiece. With the same crappy looks again. That's it.

In DA2 there are nice sets, and a couple of other chestpieces worth looking at and worth wearing.
For rogues, DA2 is much better in the clothing department than DA:O

#111
Scottish90000

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jwalker wrote...

Scottish90000 wrote...

But in terms of equipment properties and sets, Origins had more to offer I think.  For example, there were many different sets a warrior could wear in Origins (Juggernaut, Legion, Warden Commander, Cailin's Armor, Wade's, etc...).  People had a lot of fun figuring out which choices were best for which character.  In this game, there's only one set choice per act, and at the end of the game its Champions or...Champions.


But for rogues ? It's my fave class, and in Originis ... damn.... Felon's coat, only the chestpiece. Good stats, crappy looks.  There was a medium set (elven armor), bugged. With Leli's dlc, another chestpiece. With the same crappy looks again. That's it.

In DA2 there are nice sets, and a couple of other chestpieces worth looking at and worth wearing.
For rogues, DA2 is much better in the clothing department than DA:O







Yah, warrior was my favorite, and I haven't plays through DA:O with a rogue PC yet, so that's probably why my view is skewed.

But yah bottom line, I'm not a big believer in "Less is more" when it comes to gearing my character or my party.

#112
Sunnie

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Scottish90000 wrote...

What does knowing the hashfile name do for you?  Is that how you track down the actual asset for editing?

Sorry I'm getting off topic, I'm just really curious.

Yes, tracking down assets is tough when 99% of the assets are externally named as a hash value.

#113
Killjoy Cutter

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I'm just happy that at least some of the female versions of rogue armors are actually designed to protect the wearer, as opposed to leaving her torso half-unprotected while looking "hawt".

#114
CaptainBlackGold

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On using the gff editor for save files to nullify companion armor resetting on area transitions or cutscense - is there anyone who can write a script/mod whatever that will do this automatically so that those of us who ride the short bus can just plop it into override and be done with it?
I love being able to change my companion armor - but hate that it keeps reverting to default. Yet, the above solution just seems cumbersome. Can anyone make it easier for us mod-impaired?

Thanks

#115
mesmerizedish

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CaptainBlackGold wrote...

On using the gff editor for save files to nullify companion armor resetting on area transitions or cutscense - is there anyone who can write a script/mod whatever that will do this automatically so that those of us who ride the short bus can just plop it into override and be done with it?
I love being able to change my companion armor - but hate that it keeps reverting to default. Yet, the above solution just seems cumbersome. Can anyone make it easier for us mod-impaired?

Thanks


I've actually been thinking about something along these lines (to implement my own companion armor idea)...

I can't code, so I'd be useless as far as implementing this goes, but would it be possible to:

write a script that forces a companion's appearance to her unique armor, while simultaneously applying a tint override based on what she's actually wearing?

I know that's not what CaptainBlackGold is asking, but the "script dynamically altering appearance" thing was what I was thinking about, so I decided to piggyback :P

#116
Tresca Mizzrym

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When using thought process's last linked download thats supposed to keep companions looking the same I get them changing looks. Any idea why or a simple fix? Any helps appreciated even if im not tech/code savy enough to use it

Sincerely
Tresca

#117
kotli

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screecwe wrote...

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


Here how get the vaddi item mod and use console command  runscript vaddi *codename*  where codename is the 3 letter code for companion you want comp armor for.

#118
Ke11iente

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Thought Process wrote...

Looks like the companions that can't have their appearance changed with non-default armor have a value set for 0xFD8403D5 set in apr_base.gda. Nulling out 0xFD8403D5, and changing 0x5D092182 from H to P makes custom armor work:

However, this has some wacky results with Varric:

Image IPB

Works fine with everyone else.

Since it breaks Varric, I left him with his default appearance, Here/s my pre-edited apr_base.gda.


But what if I WANT to play with Varric as the disco banana power ranger?

Seriously, though, nice job. Your releases have been so helpful.  :)

#119
Xavier1978

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This might be a stupid question Scottish90000, but how can you use this method to equip Merrill with a helm/cowl?

I've been trying to figure out how to get her to wear them (namely the neophyte mage cowl) but it's just beyond me. Kudos by the way to everyone for the hard work put into this.

#120
mesmerizedish

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Xavier1978 wrote...

This might be a stupid question Scottish90000, but how can you use this method to equip Merrill with a helm/cowl?

I've been trying to figure out how to get her to wear them (namely the neophyte mage cowl) but it's just beyond me. Kudos by the way to everyone for the hard work put into this.


I can just put helms on her and they show up (much to my chagrin). Does anyone know if there's a way to universally disable helmet animations if you have the "hide helmet" box checked? In other words, can that checkbox be made to affect companions as well as the PC?

#121
Xavier1978

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ishmaeltheforsaken wrote...
I can just put helms on her and they show up (much to my chagrin). Does anyone know if there's a way to universally disable helmet animations if you have the "hide helmet" box checked? In other words, can that checkbox be made to affect companions as well as the PC?


Weird. She goes bald or her head just disappears for me. Wonder what I'm doing wrong.

#122
mesmerizedish

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Xavier1978 wrote...

ishmaeltheforsaken wrote...
I can just put helms on her and they show up (much to my chagrin). Does anyone know if there's a way to universally disable helmet animations if you have the "hide helmet" box checked? In other words, can that checkbox be made to affect companions as well as the PC?


Weird. She goes bald or her head just disappears for me. Wonder what I'm doing wrong.


Maybe equipping a helmet that doesn't have a female elf model? I've put her in light armor helms, but I haven't tried any heavy helmets.

#123
Xavier1978

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Tried all kinds of helmets. This is the first time I ever tried "modding" my own game so I'm really lost. Hell I figured a Light Elven Helm would work, but no go.

#124
Zexiv

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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.


Scottish,

This worked great through act one but once in Act 2 companion are having their armor go invis and the null string for TEMPLATERESREF wasn't able to prevent this anymore I was wondering if you had or someone else here had any other suggestions.

Thanks
Jay

Modifié par Zexiv, 03 avril 2011 - 11:06 .


#125
KeithColby

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Scottish, I followed your TEMPLATERESREF instructions, but I'm still having armor revert after cut scenes and when I first load a game. Is this reversion unique to me or is it happening on your end as well?