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Xbox mods?


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#26
Mark B

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squidney2k1 wrote...

Which id is the mage-only restriction?? I thought it would corrupt a save if you messed with any of the 0C##/C## requirement ids.


It's #BB or #BB - there's only one BB value there so it's that one.
I've only changed it on the staff and nothing has happened.  Maybe because it's DLC? That would make sense I think.

Modifié par Mark B, 18 mars 2011 - 06:06 .


#27
bluecuban

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I may be able to provide a better suggestion. If you check out the below thread you can use pyGFF to edit .das files.

http://social.biowar...7/index/6422183

Keep in mind, this could technically upset Microsoft and/or EA. You would need to use Modio and Xplorer360 to get the .das files off your Xbox, use the pyGFF to edit them, run a CheckSum, and then re-inject them.

It's up you if you want, but it would allow you to edit pretty much anything. Plus there are plenty of topics in the forums about using pyGFF.

#28
Mark B

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bluecuban wrote...

I may be able to provide a better suggestion. If you check out the below thread you can use pyGFF to edit .das files.

http://social.biowar...7/index/6422183

Keep in mind, this could technically upset Microsoft and/or EA. You would need to use Modio and Xplorer360 to get the .das files off your Xbox, use the pyGFF to edit them, run a CheckSum, and then re-inject them.

It's up you if you want, but it would allow you to edit pretty much anything. Plus there are plenty of topics in the forums about using pyGFF.


Thanks for the info, I'll have a look although messing with the game files (as opposed to the game saves) may cause issues.  I seem to recall hearing that there is some file comparison done between the HDD and disc, although this could be BS or disinformation.

#29
Cambios

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Cute little console gamesharking.

Awww, they grow up so fast.

#30
daywalker03

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Cambios wrote...

Cute little console gamesharking.

Awww, they grow up so fast.


You know, a real modder would know that an XBox 360, PS3 and PC all would use pretty much the same exact mods if the console hardware makers would allow installation of mods. Go check out the Unreal Tournament 3 forums if you don't believe me.

#31
Mark B

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Cambios wrote...

Cute little console gamesharking.

Awww, they grow up so fast.

Troll

#32
Cambios

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daywalker03 wrote...

You know, a real modder would know that an XBox 360, PS3 and PC all would use pretty much the same exact mods if the console hardware makers would allow installation of mods. Go check out the Unreal Tournament 3 forums if you don't believe me.


Yeah, it has to be annoying that Mattel, Hasbro, Fisher Price, and all the other console companies are so anti-modding. Frustrating!

Imagine the awesome mod section they could have at Toys-R-Us!

#33
Cambios

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Mark B wrote...

Troll


Actually, you're the one with green skin and bumps all over your face.

Just sayin'.

#34
bluecuban

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Mark B wrote...

bluecuban wrote...

I may be able to provide a better suggestion. If you check out the below thread you can use pyGFF to edit .das files.

http://social.biowar...7/index/6422183

Keep in mind, this could technically upset Microsoft and/or EA. You would need to use Modio and Xplorer360 to get the .das files off your Xbox, use the pyGFF to edit them, run a CheckSum, and then re-inject them.

It's up you if you want, but it would allow you to edit pretty much anything. Plus there are plenty of topics in the forums about using pyGFF.


Thanks for the info, I'll have a look although messing with the game files (as opposed to the game saves) may cause issues.  I seem to recall hearing that there is some file comparison done between the HDD and disc, although this could be BS or disinformation.


Well if you use pyGFF you'll just mess with your save file.  Modio lets you access savegame.das and savegame.das.x from your game saves and edit the save information specifically.  There's a specific checksum for Dragon Age that works for DA:O and DA2 - just Google "Dragon Age Hex Edit" and it should come up.

I tried it because my game wasn't firing the Leliana romance and it worked for me.

#35
bluecuban

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Cambios wrote...

daywalker03 wrote...

You know, a real modder would know that an XBox 360, PS3 and PC all would use pretty much the same exact mods if the console hardware makers would allow installation of mods. Go check out the Unreal Tournament 3 forums if you don't believe me.


Yeah, it has to be annoying that Mattel, Hasbro, Fisher Price, and all the other console companies are so anti-modding. Frustrating!

Imagine the awesome mod section they could have at Toys-R-Us!



I'm sorry, but do you have any intelligent business or opinion to add to this topic?  The OP was looking for opportunities to mod on Xbox, not looking for the same old pathetic PC vs. Console argument.  Now, if you have ever actually worked on modding, and have some understanding of the actual architecture involved in console systems, by all means add something constructive.

#36
bluecuban

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Cambios wrote...

Mark B wrote...

Cambios wrote...

Cute little console gamesharking.

Awww, they grow up so fast.

Troll

Actually, you're the one with green skin and bumps all over your face.

Just sayin'.


Actually, it was confirmed some time ago that they're tattoos.

Modifié par bluecuban, 19 mars 2011 - 04:55 .


#37
Wiglin

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After beating the game I decided to start over, this time with a staff that actually did good damage. My main goal was to be able to use the Staff of Parthalon the whole game without being overpowered. Here are some of my findings.

%Physical Chance is working for me, as I had +91% on the Razor DLC and was hitting for 100 damage at level 5 with a 10 strength. This was on my mage after removing the two handed requirement.

Adding Varik's improve on level up works but drops the base damage in half, be sure to adjust the base damage value from 1 to 2 to make sure the base damage stays at its original amount.

It also appears that % fire damage does not increase the additional +fire damage on a staff, only the base damage. For instance I had an edited staff that did 22 fire damage with a modded +88 fire damage and +13% fire damage. The 22 would increase but every hit was always 88. This may be common knowledge, but I did not notice this when playing through the game the first time.

Here are some more equipment values and some staffs with their values.

%Critical Chance(451) modifier of 5 = 26% Crit Chance
%Physical Damage (459) modifier of 10 = +91% Physical Damage
%Physical Damage (459) modifier of 5 = +46% Physical Damage
3EA: +Magic Stat
BBA: Requirement: Mage
45E: +%Spirit Damage
45D: +%Nature Damage
1518: Weapon = Staff (adjust the modifier to increase base damage)
0962: +Damage to Demon's and Undead
2711: Base Weapon Damage = Fire
13EC: adusting this value's modifier on the Razor two handed sword increased its base damage.

Staff of Parthalon (all modifiers are 1)
22 Fire Damage, +2 Magic, +24 Mana, +13% Fire Damage

1518: Weapon = Staff
BBA: Requirement Mage
1F40: Runes Slots
45A: %Fire Damage
44D: +Mana/Stamina
3EA: +Magic Stat
2711: Base Damage = Fire
1F3F: ?

Torch of Falon Din (all non rune modifiers are 1)
42 Fire Damage, +16% Fire Damage, +4 Cold Damage, +8 Fire Damage

2711: Base Damage = Fire
1518: Weapon = Staff
BBA: Requirement: Mage
1740: Rune Slots
7D2: +Fire Damage
45A: %Fire Damage
2B60: ?

Final Thought {act 3 black emporium staff}
48 Physical Damage, +104 Mana, +4 Magic, +33% Nature, +33% Spirit, 5% Chance to Regenerate 9% Mana/Stamina

1518: Weapon = Staff
BBA: Requirement: Mage
89D: ? Modifier = 2
3EA: +Magic Stat
1F40: Rune Slots
44D: +Mana/Stamina
45E: +%Spirit Damage
45D: +%Nature Damage
C82: ?
2B60: ? (I think this is the 5% Chance to Regenerate 9% Mana/Stamina, but when I plugged this value into the staff of parthalon the 9% dropped to 5%)

Modifié par Wiglin, 24 mars 2011 - 02:49 .


#38
Wiglin

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Ok I have been playing around with editor for hours now and have figured out a way to use the staff of parthalan the whole game without making it too powerful. The following first blight settings will give a staff that is on par with Varik's crossbow's DPS, with some added oomp. This will let you play your mage more like the arcane warrior from Origins, only using a staff. The values are listed and edited like they show up in first blight from top to bottom.

Staff of Parthalan
1518: Weapon Base Damage - Modifier 2 (2 will keep the base damage at 22)
239B: Improves with level up - Modifier 1
1F40: Rune Slots - Modifier 3 (gives 3 rune slots)
459: % Physical Damage - Modifier 1 (starts at +9% Physical Damage)
44D: Mana/Stamina - 1 (leave this as the default)
451: % Critical Chance (first blight incorrectly says 451 is % critical damage) - Modifier 2 (starts at 9% chance)
2399: Attacks Ignore Enemy Armor
1F3F: Has to do with Items sell value. Essentially the reason it sells for 1 cp.

This will give you a Staff of Parthalan that has the following starting stats.
3 Runes
22 Physical Damage / 30DPS (note with the above setup I changed the fire damage to physical)
+12 Mana / Stamina
9% Critical Chance
9% Physical Damage
Attacks Ignore Enemy Armor
Improves On Level Up

Critical Chance and Physical Damage level up really slow. I glitch leveled to 14 using this staff and the % were still under 15%. The staff will end up good, but not kill everything in 1 hit good. Since you do not have any offensive abilities with a weapon your damage will still be lower than a rogue or warrior using activated abilities. If you want the staff's auto attack to compete with say a warrior using cleave and might blow, then up the modifiers on the following values. 

1518: If you make the modifier 3 instead of 2 your starting damage will be 33 instead of 22 so changing this value will have the greatest direct impact on your dps.
451: Set this to 5 and your crit chance will start at 26%
459: Set this to 5 and your + to physical damage will start at +46%

Modifié par Wiglin, 24 mars 2011 - 04:01 .


#39
Sevec

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bluecuban wrote...

Cambios wrote...

Mark B wrote...

Cambios wrote...

Cute little console gamesharking.

Awww, they grow up so fast.

Troll

Actually, you're the one with green skin and bumps all over your face.

Just sayin'.


Actually, it was confirmed some time ago that they're tattoos.


Just ignore him, he enjoys belittling owners of machines designed specifically for video games because he's obviously lacking in other areas.Image IPB Just imagine him as Carver, overcompensating with a big sword and going out of his way to ****** off everyone because no one is going to like him for his personality anyways.

#40
Ad Dugg

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I'd like to throw this link into the mix along with this pic.

Image IPB

I'm the Quanari!

@ Cambios

Cambios wrote...

How about this:

If you see a thread about a mod that you think is lame, you ignore the thread. That's what a normal human being would do.

Jumping into the thread just to bash it really isn't the smartest, sensible, or most mature thing to do.



Your own quote from another thread.

Modifié par Ad Dugg, 26 mars 2011 - 10:45 .


#41
Sevec

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So is it possible to alter the appearance of objects equipped to the player, such as change the starting armor into Champion's Armor or some robes into Bethany's outfit?

I remember spending a few hours trying to get Miranda's outfit on my FemShep in ME2 and don't want to waste my time if there's already a definite answer.

#42
Wiglin

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Yes, you can change the appearance of all equipment and weapons.

http://www.se7ensins...age-2-mod-tool/

#43
Sevec

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Thanks! Took me a while to figure out, but now I've got Hawke in Bethany's robes, Anders in his romance outfit and Aveline in Meredith's armor! (Not to mention the epic upgrades to everyone's weapons)

#44
Mark B

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Wiglin, you're now my hero.

#45
thesilverlinedviking

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Cambios wrote...

Mark B wrote...

Troll


Actually, you're the one with green skin and bumps all over your face.

Just sayin'.


It's assheads like you that give us PC gamers such a bad name.

#46
Mark B

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I've just been playing my mage in DA2 and a little into act 2 I was bored with the robes so I modded some proper armor to give mage bonuses - looks much better. You just need to find some you can equip so it can be modded.


After that I thought, why not go full arcane warrior - I'd modded a couple of 2 handers for Fenris, in the process removing the 2 hander requirement and as I was carrying one of them, I thought I'd give it a go.
OMG - you have the dash attack that warriors and rogues have and the damage stat of the weapon replaces that of the staff in calculating spell damage, but there's not that much in it in truth, apart from the +% damage, etc you get on most staves.
It will be easy enough to create an analogue of spellweaver from DA:O with a few mage bonuses, equivalent to an appropriate staff.

Haven't tried S&S yet, but will give it a go, if only to see what casting looks like with a shield on!

Modifié par Mark B, 07 avril 2011 - 01:20 .


#47
Mark B

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My "Arcane Warrior" has a new issue - what appears to be a negligable cooldown time on spells.
I was firing stonefist and winters grasp back to back, one after another, with no waiting time at all, and given my blood mage build mana is not an issue so it's massively overpowered.
I reverted to the staff and the cooldowns came back, so it definetly relates to using a sword instead.

Edit: I think casting times are reduced as well - will do a bit of testing.

Edit again: Found a post that mentions a moge the Hammer of the Void (a 2 hander without the 2 handed requirement) and states that a lot of spells then have no cooldown times, so that's confirmed at least.

Even more edit: As spell damage is based on the damage of your staff or weapon, equipping a high damage bow puts your damage up to stupid levels (800+ for winters grasp and near 3,000 for crushing prison) with dual wielding giving a smaller increase as it is the combined damage that is used.

Modifié par Mark B, 07 avril 2011 - 01:42 .


#48
sliknik18

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So... You're using a S&S as a Mage? By eliminating the class requirement for the weapons in First Blight. How does attack work? Does increasing magic increase Attack and DPS? Are the attack animations goofy? What about spellcasting? Has anyone else done this, how's it working out?

Sorry for all the questions, I'm intrigued by this I guess.

#49
legitimatebusiness

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Ad Dugg wrote...

I'd like to throw this link into the mix along with this pic.

Image IPB

I'm the Quanari!

@ Cambios

Cambios wrote...

How about this:

If you see a thread about a mod that you think is lame, you ignore the thread. That's what a normal human being would do.

Jumping into the thread just to bash it really isn't the smartest, sensible, or most mature thing to do.



Your own quote from another thread.



Holy **** cambios you just got owned so hard

#50
shumworld

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Its possible to mod an Xbox 360? Dude can someone post a tutorial on how to do so.