[Editing Saves] Models/Effects/Abilities/FriendRivalry/Bugfixes
#576
Geschrieben 15 Juli 2013 - 10:06
#577
Geschrieben 05 August 2013 - 04:20
But I do have a question, since again, I play on xbox, when i use the doa editor (inside rar that had the gff editor) do I need to use the dragon age checksum fix? It was said to use the checksum fix when using the gff editor, but not for the doa editor that is also in the rar provided. I ran it just in case, but if it's just an extra unneccassary thing to do I can ignore it.
#578
Geschrieben 14 August 2013 - 05:06
#579
Geschrieben 16 August 2013 - 02:32
AVPen wrote...
Just a quick question in case this was asked before, but how do you add items to a store, in this case the Black Emporium? What I want to do is give it more stock of Elixirs of Arcane Technique and Physical Technique (so that if I have an influx of gold, which I do, I can just pay for the potions instead of simply adding the talents via the save editor).
I don't think this can be done, but you may be able to increase the number of them in your inventory by increasing the stack size of the item in the gff editor. I'll try to check this myself when I get the chance, but until then, good luck!
#580
Geschrieben 17 August 2013 - 05:30
darkmikasonfire wrote...
But I do have a question, since again, I play on xbox, when i use the doa editor (inside rar that had the gff editor) do I need to use the dragon age checksum fix? It was said to use the checksum fix when using the gff editor, but not for the doa editor that is also in the rar provided. I ran it just in case, but if it's just an extra unneccassary thing to do I can ignore it.
I'm not familiar with that editor (FYI You can use the gff editor for DA:O), but my guess is yes, because the checksum fix keeps your save from corrupting (tricks your xbox into not realizing the save was changed).
Sevec wrote...
AVPen wrote...
Just a quick question in case this was asked before, but how do you add items to a store, in this case the Black Emporium? What I want to do is give it more stock of Elixirs of Arcane Technique and Physical Technique (so that if I have an influx of gold, which I do, I can just pay for the potions instead of simply adding the talents via the save editor).
I don't think this can be done, but you may be able to increase the number of them in your inventory by increasing the stack size of the item in the gff editor. I'll try to check this myself when I get the chance, but until then, good luck!
Unless you are some kind of save editor wizard, the only thing you really have control over is your character and your companions. So yep I would try purchasing the elixirs and then copy/pasting duplicates in your inventory. Change the item number for each one just to be safe.
#581
Geschrieben 21 August 2013 - 05:50
It's getting late, but tomorrow I'll have to test out more of the npc outfits. Thanks again!
#582
Geschrieben 21 August 2013 - 04:00
#583
Geschrieben 21 August 2013 - 07:40
I currently have Fenris in the Jedi Robes and Merrill in the Witch Robes, but the outfits both have an odd red/orange color scheme. If this was Origins, I would instantly assume that I need to change the material type. I made a list of many different material types in that game, but I've never messed with them in this one. So, I don't know any of the codes, or if the material type even does anything. Is there another reason the colors are off? I tried adding _t1 after each one, but it doesn't work.
#584
Geschrieben 21 August 2013 - 10:07
I had a list at one time of the various colors, but it's gone now
#585
Geschrieben 24 August 2013 - 06:19
2000 Red Steel
2001 Onyx
2002 Silverite
2100 Crimson
2102 Argent
2103 Gilt
2200 Scarlet Dyed
2201 Charcoal Washed
2202 Silver Threaded
2203 Gold Threaded
The Gilt looks great on the Jedi Robe, sort of Dark Red and Brown. The onyx is a fantastic dark gray that really brings out the darker side in Merrill, not to mention the emo side in Fenris. Now I need to try the Onyx on other outfits.
Thanks again for all the help, people. By the way, I know that this is a DA2 thread, but is there a list of material types in Origins? I've found about two dozen on my own, and will share them with anyone interested, but I'm not even sure where to look.
#586
Geschrieben 24 August 2013 - 07:46
#587
Geschrieben 24 August 2013 - 08:10
#588
Geschrieben 29 August 2013 - 08:02
Here's the material types I've found I've found for Dragon Age: Origins. If I find more, I'll add them.
1 iron
2 red (possibly red steel)
3 silverite
6 dragonbone
28 cured
29 leather
32 drakeskin
33 elm
39 dragonthorn
40 iron
41 grey iron
42 veridium
43 steel
44 red steel
45 silverite
46 dragonbone
47 iron (shield)
60 rough
65 green (cloth)
78 red/pink (cloth)
82 blue/purple (robes)
83 green (robes)
85 red (robes)
86 yellowish (robes)
These only work in Awakening and DLC:
20011 volcanic
20050 white steel
20103 architect (robes)
Refer to the article on the wiki for more information. http://dragonage.wik...m/wiki/Material There may be mistakes, if so I will try to correct them.
A few important notes. First of all, I don't think you can use cloth materials on armor, though I haven't tried it. The same goes for weapons. All of those are labeled cloth (commonly used for clothing) or robes (commonly used for mage robes).
You can use any armor material type for any type of armor. For example, you can have silverite duster armor.
You can also use any material type for clothing and robes. Dragonbone robes, for example, will be dark red and shiny. This is sometimes used to get just the right color, such as the noble clothing you can buy in the dwarf noble origin, which are actually grey iron.
You can use any material not labeled cloth or robes for weapons, such as veridium for a bow.
You may have noticed that a few metal types show up on the list twice. As far as I can tell, this is because they look different, but otherwise act the same. The first ones on the list appear to be used for a few items, the only ones I know of are heavy chainmail armor and heavy dwarven armor. If you use one of the numbers from lower on the list on these items, the colors may look odd. Silverite (#45) is the most common coloration, a shiny silver/white with blue accents. The colors used for these items (#3) are a brighter white and more vibrant blue.
You may notice that #47 is labeled shield. That's because shields appear to use a different material type than everything else. I've only attempted to change the material of a shield a few times, and it actually corrupted my save. Be warned.
Changing the material type of armor and weapons will affect the stats. Dragonthorn is inherently stronger and heavier than elm, etc.
Many items will show colors differently. For example, #86 is the material used for Chasind Robes and the Archon Robes. However, if used with noble clothing (specifically gen_im_cth_nob_d03 ) it comes out as a red dress with gold trim. As a side note, I'd recommend people try this combo if they're looking for a lovely outfit for a female warden or companion. It's probably my personal favorite. So, experiment! There are tons of combinations, so find what works best for you! Just don't forget to back up your save, especially if you're new to this.
If you have any questions, please feel free to ask. Good luck!
Bearbeitet von Sevec, 29 August 2013 - 08:05 .
#589
Geschrieben 15 September 2013 - 02:27
Bearbeitet von Bt8896, 16 September 2013 - 10:45 .
#590
Geschrieben 25 Oktober 2013 - 11:41
I found this picture of the shields that are in the game. http://img651.images...63/shieldsl.jpg
And the one that is next to the Lion of Orlai shild really got my interest.
It's name is: ave/unique/aveline, but I am unable to put it into the game. Do you think it is possible to do?
Thanks!!!
#591
Geschrieben 29 Oktober 2013 - 06:58
#592
Geschrieben 02 November 2013 - 06:11
motomotogirl wrote...
Hey, replied to your PMSorry I didn't see this earlier!
Thanks for the reply!
Is the Hawk's key moddable? Or it is still buggie?
#593
Geschrieben 02 November 2013 - 06:31
#594
Geschrieben 03 November 2013 - 09:09
motomotogirl wrote...
I've never modded it. How is it buggy? Do you want to mod Hawke's Key, and if so, how (appearance, abilities, etc.) Or do you want to make a random weapon look like Hawke's Key?
Yes, I would like to change the appearance of a random sword to look like Hawke's Key.
Some time ago you wrote that every time you tried to do that, after an area loading
It dissapeard.
Bearbeitet von BobTheAndroid, 03 November 2013 - 09:10 .
#595
Geschrieben 07 November 2013 - 11:59
BobTheAndroid wrote...
motomotogirl wrote...
I've never modded it. How is it buggy? Do you want to mod Hawke's Key, and if so, how (appearance, abilities, etc.) Or do you want to make a random weapon look like Hawke's Key?
Yes, I would like to change the appearance of a random sword to look like Hawke's Key.
Some time ago you wrote that every time you tried to do that, after an area loading
It dissapeard.
._. I don't remember saying that
Anyway... is that what's happening? It keeps changing back to the original armor ID? I don't know why it's doing that if so. Since Hawke's Key isn't exactly a normal weapon... I mean the game has a check point during which it makes the weapon magically appear in your inventory (during the DLC)
Sorry I can't be of more help....
#596
Geschrieben 01 Dezember 2013 - 05:43
i'm trying to increase the number of tactics, with GFF Editor v4.0....
Tactics rules for Hawke are in :
0->16002 savegame_Playerchar->16822 savegame_tactics_table-> 16824 savegame_tactics_List:
- 0 PTE1 xxx
- 1 PTE1 xxx
it work, but the problem, is when my hawke or any character get a levelup, tactics number are reset to basic number...
Any idea to fix this permanently please ?
Thanks
Ced
#597
Geschrieben 23 August 2014 - 05:14
So, came back after a LONG absense only to find my topic in its own forum, lol.
#598
Geschrieben 23 August 2014 - 05:23
Just wanted to let people know that you can edit PS3 saves as well. You need to decript them with Brutforce Save Data first.





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