[Release] Vaddi (*v*isual *add* *i*tem)
#76
Posté 19 mars 2011 - 04:30
#77
Posté 19 mars 2011 - 07:09
#78
Posté 19 mars 2011 - 07:11
#79
Posté 19 mars 2011 - 09:14
#80
Posté 20 mars 2011 - 05:33
#81
Posté 20 mars 2011 - 01:23
#82
Posté 20 mars 2011 - 03:40
#83
Posté 20 mars 2011 - 03:53
Try sword it will then pull out all swords 1 & 2 handed that got sword in it name then scroll through them and pick out the 2 handers you want (if you know the name or part of the name use that, if after 1 particular sword).
Or if you know the games item code for 2handers you can use that in the vaddi mode.
#84
Posté 20 mars 2011 - 03:55
Thychiz wrote...
Sorry for the noob question, What command (if any) can I use to peruse through the two handed swords this game has to offer! (runscript vaddin ----- ??? Cant work out what to search lol)
Try:
runscript vaddi wep_two
runscript vaddi gen_two
runscript vaddi wep_war_two
The first two filters will probably get you a few NPC weapons. The third filter will definitely give you the obtainable two-handers.
#85
Posté 20 mars 2011 - 09:45
#86
Posté 20 mars 2011 - 10:57
Tyreska wrote...
Thychiz wrote...
Sorry for the noob question, What command (if any) can I use to peruse through the two handed swords this game has to offer! (runscript vaddin ----- ??? Cant work out what to search lol)
Try:
runscript vaddi wep_two
runscript vaddi gen_two
runscript vaddi wep_war_two
The first two filters will probably get you a few NPC weapons. The third filter will definitely give you the obtainable two-handers.
runscript vaddi two
It will return all the two handed weapons (way more than you can fit in a default sized inventory). I say this because there are still some like:
gen_im_trs_dal_two_2hs_r0.uti
gen_im_trs_dwv_two_2ha_r0.uti (this one is an axe)
#87
Posté 21 mars 2011 - 12:27
How do I use vaddi to get the elixirs? I tried "runscript vaddi elixir" before and it worked for me, however, now it returns "There were no items with filter elixir"
How do I use vaddi to get the skill point tomes? I tried "runscript vaddi tome" before and it worked, however, now I only get "The Far Cliffs of Kirkwall", "Of things Not Lost", and Lothering's Lament".
Just for kicks and giggles I also tried "runscript vaddi dagger" and the only results I get back are "The Makers Kiss", "Shard of the Fallen", "Dagger", and "Duel Weapon Default", "Song of Sorrows". "TEMP Cinematic Design", and "City Guard Dagger".
Any ideas?
#88
Posté 21 mars 2011 - 12:43
#89
Posté 21 mars 2011 - 01:13
Great mod and thanks for sharing.
#90
Posté 21 mars 2011 - 01:29
Nine-Nein wrote...
Ahh thanks, fingers forgot the last n.
All is good now. One suggestion perhaps implement a vaddi/vaddin help
option that lists the difference... kinda like man in linux.
Great mod and thanks for sharing.
Or write down the instructions on the first page.
Modifié par Vukodlak, 21 mars 2011 - 01:30 .
#91
Posté 21 mars 2011 - 08:51
#92
Posté 22 mars 2011 - 03:28
Thought Process wrote...
Visual Add Item
vaddi.zip
Extract to DocumentsBiowareDragon Age 2 (retain directory structure), alternatively, drop additem.erf into DocumentsBiowareDragon Age 2packagescorepatch.
Open console:
runscript vaddi [filter]
runscript vaddin [filter]
You'll note that there are two scripts:
- vaddi - filters on file name (ie, runscript vaddi level will match gen_im_cns_pot_level_01.uti (Maker's Breath))
- vaddin - filters on item name (ie, runscript vaddi apostate will match things like Apostate Staff, Apostate's Courage, Apostate's Robes, etc).
vaddin is much slower since it has to create every object to match against it.
There is an upper limit of 100 items to be created (I'd rather not let the game create 1000+ objects and slap them all in one container for you to peruse, heh).
This was created at SapphireFire's suggestion.
I've got the -developersconsole command, but whenever I try to open the console, it doesn't work. Is there some secret to it with DA2? I even changed the key to F6, since the tilde wasn't working, so the key bindings don't seem to be the problem. Got any suggestions? I'm on Windows 7 64 bit.
Thank you.
#93
Posté 22 mars 2011 - 08:04
#94
Posté 22 mars 2011 - 11:05
The console IS invisible you can't actually see what your typing incase you didn't know.Kazren wrote...
Thought Process wrote...
Visual Add Item
vaddi.zip
Extract to DocumentsBiowareDragon Age 2 (retain directory structure), alternatively, drop additem.erf into DocumentsBiowareDragon Age 2packagescorepatch.
Open console:
runscript vaddi [filter]
runscript vaddin [filter]
You'll note that there are two scripts:
- vaddi - filters on file name (ie, runscript vaddi level will match gen_im_cns_pot_level_01.uti (Maker's Breath))
- vaddin - filters on item name (ie, runscript vaddi apostate will match things like Apostate Staff, Apostate's Courage, Apostate's Robes, etc).
vaddin is much slower since it has to create every object to match against it.
There is an upper limit of 100 items to be created (I'd rather not let the game create 1000+ objects and slap them all in one container for you to peruse, heh).
This was created at SapphireFire's suggestion.
I've got the -developersconsole command, but whenever I try to open the console, it doesn't work. Is there some secret to it with DA2? I even changed the key to F6, since the tilde wasn't working, so the key bindings don't seem to be the problem. Got any suggestions? I'm on Windows 7 64 bit.
Thank you.
#95
Posté 22 mars 2011 - 11:13
Thanks a lot for this.
Modifié par Inzhuna, 22 mars 2011 - 11:58 .
#96
Posté 22 mars 2011 - 11:17
A good test, to see if you've got it working is to hit your console key, and then click 'W' to move forward. If you don't move forward, you're typing in the console.
http://dragonage.wik...(Dragon_Age_II)
Modifié par translucentwolf, 22 mars 2011 - 11:17 .
#97
Posté 22 mars 2011 - 10:05
#98
Posté 23 mars 2011 - 02:59
#99
Posté 23 mars 2011 - 04:08
HyperLimited wrote...
I love how this mod allows PC users to obtain items already in the game that they didn't unlock through a pre-release promotion. I wonder how Bioware will react to this...
It's kinda their own fault by making it a simple "If such-and-such code is entered then spawn these items that we included in the base game files" thing. If they wanted it otherwise, they should have made them actual, encrypted DLC like they did with a lot of the DA:O promo gear. Of course, that was ultimately pointless too, between people cracking the encryption and making completely free carbon-copies with the toolset.
#100
Posté 25 mars 2011 - 07:07





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