[Editing Saves] Models/Effects/Abilities/FriendRivalry/Bugfixes
#301
Posté 22 avril 2011 - 09:44
hate carver. Loved the sister... which I wish wasn't my sister actually. ANother big azz blunder on story telling. I barely brin carver with me... he is like there filling in the background. But because I like my battle mage then I miss on having a sister (which I still wish she wasn't).
BAD BIOWARE... or bad EA: Bioware BAD
#302
Posté 23 avril 2011 - 01:53
Spartas Husky wrote...
Adding to this while the gates are open.
hate carver. Loved the sister... which I wish wasn't my sister actually. ANother big azz blunder on story telling. I barely brin carver with me... he is like there filling in the background. But because I like my battle mage then I miss on having a sister (which I still wish she wasn't).
BAD BIOWARE... or bad EA: Bioware BAD
carver his only ther to equilibrate the party atb of the game no other reason and not a good one
carver i can deal with(i just dont bring him along) but wtf are people in kirkwal that stupid wen bethany his with you you get all sort of dialogue option about the fact that she is a mage and wen you are the mage its like no one notice o an apostate mage let him/her walk freely the street of kirkwal you want to get in the chantry and talk to the head sister go on why would you hurt her your just an evil mage i mean arnt they supose to hate mage in kirkwal
Modifié par c3pu2, 23 avril 2011 - 03:34 .
#303
Posté 24 avril 2011 - 04:32
Modifié par Will Moor, 24 avril 2011 - 04:35 .
#304
Posté 24 avril 2011 - 06:44
Will Moor wrote...
Is there a way to edit whether Hawke is Diplomatic, Sarcastic or Aggressive? Been trying to play as Aggressive Hawke so that I can side with Sister Patrice, but apparently didn't play aggressively enough, because I am not convincing Ser Whatshisface that I mean what I say. And I REALLY don't feel like starting the game all over again so I can make sure every single response I make is angry and aggressive, either.
I know is annoying reading all those pages... but did you tried to read the last 3-5? I just asked that question in the page before this one... lol
No nothing yet on it.
There is a ''rumor" on wiki that I am trying. Some conversations allow you to choose different wiity, diplomatic, agressive over and over without ending the onversation.
One of them is the orlesian guy you meet who wants you to find his wife in the "first sacrifice quest". I spent ....10-20 minutes clicking each of the options 30 times.
After that I did the "act of mercy" and at the end I had the witty choice of folling the templars into thinking that the blood amges escaped into the coast. Right after it I encountered the elf that is trying to kill the human because he was a werewolf. I had a diplomatic choice to tell her that is not what "her mother would want".
Does it proove if you exploit those endless conversations that you can have all personalities??... I dont know. But worth trying.
#305
Posté 25 avril 2011 - 01:54
And has a list of god knows how many strands of writting
exceprt:
fake_im_arm_hlm_lgt_champ.uti
fake_im_arm_hlm_med_champ.uti
fake_im_flw_sta_bethany_03.uti
fen000im_gft_book.uti
fen000im_gft_sword.uti
fen121im_magisters_key.uti
gen_im_acc_amu_act1_01.uti
gen_im_acc_amu_act1_02.uti
gen_im_acc_amu_act1_03.uti
gen_im_acc_amu_act1_04.uti
gen_im_acc_amu_act1_05.uti
gen_im_acc_amu_act1_06.uti
gen_im_acc_amu_act2_01.uti
from around the beginning.
Is there a list that has them named?
I found a few by accident and thats because they were items inside the backpack with very peculiar stack numbers. like poisons and potions. But really those i can buy en mass. Trying to look for the runes Sandal makes & Crow Poison.
#306
Posté 25 avril 2011 - 04:17
Edited...
Modifié par Icy Magebane, 25 avril 2011 - 04:33 .
#307
Posté 25 avril 2011 - 04:33
Thanks
#308
Posté 25 avril 2011 - 04:36
Does anyone know how many runes does varric Armor will have by the end of the game. I modified his armor slots. I am in act 3 beginning, bought everything I saw in wiki. But he still has 1 rune. I modified the rune slots not long ago and I am afraid I might have taken away his rune slots by accident.
#309
Posté 25 avril 2011 - 05:01
Spartas Husky wrote...
Will Moor wrote...
Is there a way to edit whether Hawke is Diplomatic, Sarcastic or Aggressive? Been trying to play as Aggressive Hawke so that I can side with Sister Patrice, but apparently didn't play aggressively enough, because I am not convincing Ser Whatshisface that I mean what I say. And I REALLY don't feel like starting the game all over again so I can make sure every single response I make is angry and aggressive, either.
I know is annoying reading all those pages... but did you tried to read the last 3-5? I just asked that question in the page before this one... lol
No nothing yet on it.
There is a ''rumor" on wiki that I am trying. Some conversations allow you to choose different wiity, diplomatic, agressive over and over without ending the onversation.
One of them is the orlesian guy you meet who wants you to find his wife in the "first sacrifice quest". I spent ....10-20 minutes clicking each of the options 30 times.
After that I did the "act of mercy" and at the end I had the witty choice of folling the templars into thinking that the blood amges escaped into the coast. Right after it I encountered the elf that is trying to kill the human because he was a werewolf. I had a diplomatic choice to tell her that is not what "her mother would want".
Does it proove if you exploit those endless conversations that you can have all personalities??... I dont know. But worth trying.
No, I didn't try reading the last few pages, maybe I should have instead of trusting the search feature, because I searched for "aggressive Hawke" and found nothing but threads about how fun it is to play aggressive, nothing about editing a save or finding an "aggressive" cheat. I just figured that meant it hadn't been touched on yet. That'll teach me.
Anyway, I just wish that they would make the toolset compatible with part II. Then we would have all sorts of fancy mods and things, and some that would probably do this for us. Do you think they even really are or even DID look into it, or was that just lip servace during the game's pre-release?
EDIT: Thanks by the way, for the tip about the rumor. I may give that a try.
Modifié par Will Moor, 25 avril 2011 - 05:01 .
#310
Posté 25 avril 2011 - 05:09
If... I haven't done it yet coz I am afraid it might go hay wire. I am not getting romantic with merill. If I change her armor to the Dalish Pariah armor without romancing her. Does it break anything? do the previous upgrades go nuts... do I loose them? carry over?
I mean that armor is sweet. But well... not sure.
#311
Posté 25 avril 2011 - 05:31
If you're only swapping character models, then there won't be any problems. Companion Armor only went nuts on me when I was fooling with the actual equipment. The stats and any new upgrades you find shouldn't be affected by the appearance change.Spartas Husky wrote...
Another question for those who know.
If... I haven't done it yet coz I am afraid it might go hay wire. I am not getting romantic with merill. If I change her armor to the Dalish Pariah armor without romancing her. Does it break anything? do the previous upgrades go nuts... do I loose them? carry over?
I mean that armor is sweet. But well... not sure.
#312
Posté 25 avril 2011 - 06:02
#313
Posté 25 avril 2011 - 06:50
But when I load the game the looks are the same. The only thing that changed was the name of the armor. She still has armor that looks like the garments of the first. Is there anythingbesides the ID piece that has to be changed?
I changed the template ref w/e is called. Do I have to change the OBject ID or anything else?. Changing the string gen_im_fla_merril_02 didn't seem to do anything but change the name.
Adding to this:
Does anyone knows how to add items to your inventory?
I've tried copying a rune slot into 3 and replacing the template thing with another rune. but even though i save it they dont show on the inventory.
Do you have to change the "object ID" as well not just the template?
Modifié par Spartas Husky, 25 avril 2011 - 07:24 .
#314
Posté 25 avril 2011 - 07:49
And yes, the OBJECT ID is vital. It's a number that (as far as I can tell) is assigned to every item that the game generates, so there is no specific number that's linked to specific items each playthrough. You can usually just add a 1 at the end or change the first digit to a 9 and it'll be fine.
#315
Posté 25 avril 2011 - 08:08
I change dthe SAVE_GAME_EQUIPMENT_ITEMS
The last option down is her armor: gen_im_fla_merril_01
I changed it to a gen_im_fla_merril_02. After this only the name changed. The vest or w/e it still looks like the one she started with.
. I see where it says 1060. So I change it to a 1061. But does that mean I dont use these "gen_im_fla_merril_02" to change appereances like I do with Hawke's own armor. but isntead use the numbers found in that other document? called "Models"?
aka: to change hawke's use the "gen_im_fla_merril_02" things. but for squadies use the "Models" document?
-----
Now for the Object ID: COnfused there as well:
1st you said to add a "1" at the end. DO you mean adding to 1,000, and make it a 1,001?
or to change a 1,000 to a 10,001?
2nd. JUst change it? like 1,000 to 9,000?
This item stuff is giving me a headache
Modifié par Spartas Husky, 25 avril 2011 - 08:10 .
#316
Posté 25 avril 2011 - 08:20
So yeah, the companion armors can be independent of the model used for their bodies... so even if you gave Merrill a human body and face, and changed her race to human, the properties of her companion armor would not change. This can be used to do all kinds of things... I had Aveline running around as a fully decked out Templar, and replaced Isabela with a Saarebas (very strange listening to that voice on a Qunari btw...). If you wanted to alter the properties of companion armor (like giving it +% magic resistance), that's when you edit the existing equipment.
For item duplication or creating new items, any number will do as long as the game isn't already using it. I've had success adding a 1, so it's 10,001 instead of 1001... meaning, if the game has identified 9000 items, there's no chance that the new item I create is duplicated (I have now created the 10,001st item). But the point is that any number can work as long as it's not already being used... since there's no real way to know what has or hasn't been used, the simplest way is just make a large number. 20,000 or 30,000... whatever you want.
#317
Posté 25 avril 2011 - 08:34
What about the location of the new items? there are 3 numbers do I change those? or I leave them the same?
Now tell me if this is wrong for new items:
I am adding 2 runs which I dont have recipes yet. Devastation and striking
I copy ans paste a random item twice
Change the ID to 10,001 and 10,002.
Change the wording from the database to w/e it needs to be
what do I do with the rest of the numbers below...? do I leave thema lone and just change the string of written code and the item ID thats it?
I'll do it later on today is 4am here and Ima hit the sack. will pick this up later. Thanks
#318
Posté 25 avril 2011 - 08:47
If you are adding runes... you know, I've actually never tried to do that. I don't really know what a rune that's already in the backpack looks like, so here's a different method... you can just add the runes directly to an item that already has rune slots. For example, a sword with rune slots... open that weapon's stat list and there will be slot that says ITEM_SUBITEM_RESREFS. Just pick "Add" and enter the templateresref for whatever rune you are trying to add. That's the only step. I assume you can only add as many runes as you have slots for, but I have no idea. I do know that this method works for changing one rune to a different one or adding runes to an empty slot...
What I was describing was how to add new weapons, accessories, and armors... hm... I wonder if you could copy and paste a rune that's in your backpack, and then alter the properties to give it new powers? Guess I'll try that sometime...
Modifié par Icy Magebane, 25 avril 2011 - 08:49 .
#319
Posté 25 avril 2011 - 07:27
but I was able to add the runes directly to the weapons and armor so is a temporary fix.
The armor templates. Thank you. didn't have to bother with any but the number. As well as realizing that the armors are just 1 number above their original. if the original is 1050, then the upgraded is 1051. Awesome.
Still dont see a difference between varric's armors. They both look the same to me.
ANyways thanks for the help
#320
Posté 25 avril 2011 - 09:09
I've been fooling around with the item model swapping, but something I'd like to do would be to make the Vigilance and Ream-Ward be equippable as dual-wield weapons. Everything I've tried do to along this route has resulted in the weapon vanishing (i.e., not being visible until I unequip then re-equip) when I tried directly modifying the items themselves to be dual-wield, or disappearing from my inventory entirely when I modified already-equipped dual weapons (such as a mace and shield). Anybody know how to do this, or is this just impossible?
I kinda had this idea about the Vigilance and Starfang passing through the 'generations', so to speak, of all my warrior characters, and thought it'd be pretty cool to have a dual-wielder with both, as part of the mythos.
Modifié par Virgil0211, 25 avril 2011 - 09:16 .
#321
Posté 26 avril 2011 - 04:27
Virgil0211 wrote...
Ummm... Just another curious inquiriy, really...
I've been fooling around with the item model swapping, but something I'd like to do would be to make the Vigilance and Ream-Ward be equippable as dual-wield weapons. Everything I've tried do to along this route has resulted in the weapon vanishing (i.e., not being visible until I unequip then re-equip) when I tried directly modifying the items themselves to be dual-wield, or disappearing from my inventory entirely when I modified already-equipped dual weapons (such as a mace and shield). Anybody know how to do this, or is this just impossible?
I kinda had this idea about the Vigilance and Starfang passing through the 'generations', so to speak, of all my warrior characters, and thought it'd be pretty cool to have a dual-wielder with both, as part of the mythos.
did not play warior yet so il ask a question can you use 2 sword/dagger(1 in each hand) as a warrior?
it will realy help me answer your question
Modifié par c3pu2, 26 avril 2011 - 06:59 .
#322
Posté 26 avril 2011 - 10:20
c3pu2 wrote...
Virgil0211 wrote...
Ummm... Just another curious inquiriy, really...
I've been fooling around with the item model swapping, but something I'd like to do would be to make the Vigilance and Ream-Ward be equippable as dual-wield weapons. Everything I've tried do to along this route has resulted in the weapon vanishing (i.e., not being visible until I unequip then re-equip) when I tried directly modifying the items themselves to be dual-wield, or disappearing from my inventory entirely when I modified already-equipped dual weapons (such as a mace and shield). Anybody know how to do this, or is this just impossible?
I kinda had this idea about the Vigilance and Starfang passing through the 'generations', so to speak, of all my warrior characters, and thought it'd be pretty cool to have a dual-wielder with both, as part of the mythos.
did not play warior yet so il ask a question can you use 2 sword/dagger(1 in each hand) as a warrior?
it will realy help me answer your question
Warriors only have the Sword & Shield or 2 handed trees as standard so I don't think they can dual wield unless there are some weapons around without the S&S/DW restrictions you can pair up.
I would think you could DW anything one handed if you remove the restriction property.
Modifié par Mark B, 26 avril 2011 - 10:22 .
#323
Posté 26 avril 2011 - 02:31
I've managed to add a rogue class to my warrior so that they can dual-wield daggers, but trying to re-skin the daggers doesn't seem to work. I don't know if there's a step I'm missing or something. I've mainly been changing out the skin of the daggers for the two-handed swords. I don't know if the game auto-corrects when it sees that happening.
#324
Posté 26 avril 2011 - 04:56
Virgil0211 wrote...
Btw, I'm playing on the x box, so I can't modify any .2da files or anything. I miss PC modding sometimes...
I've managed to add a rogue class to my warrior so that they can dual-wield daggers, but trying to re-skin the daggers doesn't seem to work. I don't know if there's a step I'm missing or something. I've mainly been changing out the skin of the daggers for the two-handed swords. I don't know if the game auto-corrects when it sees that happening.
try it with one handed sword first see if that work
you could also try that buy two 2h sword change their restriction to dualwield(since you have that skill tree) then change there skin
Modifié par c3pu2, 26 avril 2011 - 04:58 .
#325
Posté 26 avril 2011 - 05:51
Also, did anybody ever get around to figuring out how to turn the dog into a high dragon?





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