Long story.
I swapped the human character's appearance and basic animations (outside of combat) in 2da.rim / apr_base.gda
I now look exactly like a Harvester and the animations work GREAT ... until combat starts.
When combat starts, the harvest goes paralyzed and turns on his side. I can still move, but there is no animation.
My guess is that the player's combat animations are controlled somewhere outside of apr_base.gda
Any guesses as to how I might be able to remedy this problem?
Editing Combat Animations?
Débuté par
LordJared88
, mars 19 2011 11:42
#1
Posté 19 mars 2011 - 11:42
#2
Posté 19 mars 2011 - 11:48
Hey, LordJared88, how'd you get that Forum Picture?
#3
Posté 19 mars 2011 - 11:50
Back in the days of DA:1 I modded the game to make my character a hurlock emissary then just used it as my community picture via the game's options.
Now I am trying to make my character a monster again, and so far so good, but the animations get messed up in combat and I can't figure out how to make them work.
Now I am trying to make my character a monster again, and so far so good, but the animations get messed up in combat and I can't figure out how to make them work.
#4
Posté 19 mars 2011 - 11:54
Oh, nice. I'd be able to be a Darkspawn, actually...if my profile actually got updated. It hasn't been updated in like...since the day after I got DA2. I managed to make myself a Darkspawn.I think I got an idea.
#5
Posté 20 mars 2011 - 12:15
Well...to change into a Darkspawn...you have to use the GFF Editor to open your Character's save.
Then you go to
SAVEGAME_PLAYERCHAR
SAVEGAME_PLAYERCHAR_CHAR
SAVEGAME_APPEARANCE
From there, change SAVEGAME_APPEARANCE_TYPE to 20100. You'll be a Darkspawn Hurlock and have their animations and stuff. But, when you go in combat, your animations go back to normal until out of combat. It doesn't freeze you like you said with the Harvester. This also should be a better way of doing this, because it just changes that save...not EVERY character.
Then you go to
SAVEGAME_PLAYERCHAR
SAVEGAME_PLAYERCHAR_CHAR
SAVEGAME_APPEARANCE
From there, change SAVEGAME_APPEARANCE_TYPE to 20100. You'll be a Darkspawn Hurlock and have their animations and stuff. But, when you go in combat, your animations go back to normal until out of combat. It doesn't freeze you like you said with the Harvester. This also should be a better way of doing this, because it just changes that save...not EVERY character.
#6
Posté 20 mars 2011 - 12:19
Okay :] I'll check it out, man. Thank you. I might have more questions though. haha
#7
Posté 20 mars 2011 - 12:24
Sweet! I have an idea. You know where it says, "TEMPLATERESREF"? If we change that, it should fix it. It was the same way with DA1. The only difference is that in DA1 we could open other monsters templates up and see their template reference right in the toolset.
Do you know where we can find a list of the monster's template references?
Do you know where we can find a list of the monster's template references?
#8
Posté 20 mars 2011 - 12:27
Yep! Sort of...well you first have to download http://www.dragonage...le.php?id=2263. You don't have to put it in the override folder or anything...just have it on your desktop. Open that with your GFF editor. There should be a list looking thing. At the right though are the numbers. If you can't find the numbers...I can take a picture or something.
Well...not sure these are templet references. But...this should help.
Well...not sure these are templet references. But...this should help.
Modifié par Shasow, 20 mars 2011 - 12:28 .
#9
Posté 20 mars 2011 - 12:34
I'm pretty sure they aren't template references...but if you find the number for the Darkspawn (20100?) and expand that...there should be a template reference in there. Look around in that.
#10
Posté 20 mars 2011 - 12:34
Alrighty. I'll keep playing around with it and I'll post back here as soon as I figure it out hopefully tonight.
I need to go back and look at how the monster templates look in DA1, but my toolset is getting this 'unable to connect' error whenever i try to launch it.
Is there an easy fix or a patch for that? I tried following the tutorial here: http://social.biowar...get_restored.3F
but I just wasn't having any luck with it.
I need to go back and look at how the monster templates look in DA1, but my toolset is getting this 'unable to connect' error whenever i try to launch it.
Is there an easy fix or a patch for that? I tried following the tutorial here: http://social.biowar...get_restored.3F
but I just wasn't having any luck with it.
#11
Posté 20 mars 2011 - 12:36
Try reinstalling it.
#12
Posté 20 mars 2011 - 12:53
Didn't work when I tried reinstalling it.
#13
Posté 20 mars 2011 - 12:55
Do you have DA1 installed? Or whatever DA the toolset goes to?
#14
Posté 20 mars 2011 - 12:57
And, wow...my DA2 profile was updated 3/16/2011 (3 days ago). Why hasn't it been updating?
#15
Posté 20 mars 2011 - 02:17
Yeah da1 is installed.
#16
Posté 20 mars 2011 - 03:52
Well, I'm not sure why then.





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