[Editing Saves] Models/Effects/Abilities/FriendRivalry/Bugfixes
#151
Posté 11 avril 2011 - 05:38
#152
Posté 11 avril 2011 - 05:45
#153
Posté 11 avril 2011 - 05:53
Luke Barrett wrote...
Stickied for great justice!
Luke finally found the "force".... sry.. lame and weird But could not help my make a remark about it
yay! for sticky.
#154
Posté 11 avril 2011 - 07:27
Spartas Husky wrote...
Update: yes it works on DA: O as well. tricky but got it working most of the timegona figure out how exactly to.
yeah, I went back and tried some of my saves again and it does work for DAO. I don't know why it wasn't loading my saves before. It might have been because I was using an older version of GFF (v3) when I tried or something.
This is great though, I wanted to start a new DAO run.
Modifié par Nu Titan, 11 avril 2011 - 08:08 .
#155
Posté 11 avril 2011 - 07:37
Thanks for any help you can offer.
#156
Posté 11 avril 2011 - 07:44
Nu Titan wrote...
Spartas Husky wrote...
Update: yes it works on DA: O as well. tricky but got it working most of the timegona figure out how exactly to.
yeah, went back i tried some of my saves again and it does work for DAO. I don't know why it wasn't working before for my saves. I might have been I was using a old version of GFF (v3) when I tried or something.
This is great though, I wanted to start a new DAO run.
Are you using GFF or daosavegame (also in the package in the OP) which makes it easy to change quite a few things, while firstblight allows you to change others easily, even in origins.
One issue I have though is changing item properties in origins - changing the modifier in firstblight sends the off the charts.
#157
Posté 11 avril 2011 - 07:54
Mark B wrote...
Are you using GFF or daosavegame (also in the package in the OP) which makes it easy to change quite a few things, while firstblight allows you to change others easily, even in origins.
One issue I have though is changing item properties in origins - changing the modifier in firstblight sends the off the charts.
I use GFF4Editor and DAOsavegame only. I used First Blight when it was first released, but GFF can do everything it can and a lot more (plus it is a lot more stable). You can do all of the things in GFF4Editor, but DAOsavegame has a easy to use interface for simple edits (stats, approval, inventory management, ect)
...
#158
Posté 11 avril 2011 - 07:59
squidney2k1 wrote...
RX_Sean_XI wrote...
One thing with the creatures though is that the models for them will do weird things when using talents/spells that aren't normally affiliated with them.
Same thing applies for abilities that you add to Hawke or anyone else. Those abilities will function in weird ways, glitch to be uneffective, or outright just freeze the character for the duration of the would-be animation.
For example, a Mage Hawke can add the "Assassin" tree from a Rogue, along with the ability "Assassinate"---now, where normally a Rogue will do a backflip and throw a dagger, a Mage has no animation set for that....so the result is that the Mage will simply run over to a target and do a simple (but still powerful, like the ability grants) melee attack with the staff). This is an example of a modified animation set for an added ability. This doesn't work for everything though: some abilities will not work at all. For example, if you give a Warrior/Mage the "Duelist" tree and subsequent "Vendetta" ability from a Rogue, they will simply become invisible for 3 seconds: reason being that the Mage/Warrior does not have an animation set where they vanish in a puff of smoke, teleport, and stab an enemy with a dagger.
Adding any abilities that are outside of your class won't break/freeze your game (so far), but they can be hit or miss. Adding Mighty Blow or Scythe to a Mage works perfectly as they will swing the weapon in the correct animations, but if you those powers to a bow-wielding Rogue, they will just stand there, doing nothing for second.
Although the glitchy animation for a Rogue using Blood Magic --> Grave Robber looks a lot cooler than the normal animation, IMO (the Rogue twitches rapidly as if elemental blood is being forced into his/her body; kind of like a freak-out...pretty cool).
Yeah, it appears that for some reason things like animations are tied to classes, and spell/talent cooldowns are tied to animations. Another example -- certain spells, when cast with a non-staff weapon, reset their cooldown after about .5 seconds.
The more I read about things that don't quite work when modded or edited, the more it seems that Bioware's programmers made some really strange decisions. See also, trying to swap out Carver for Bethany, or Bethany for Carver, and all the strange things that causes. It's as if, instead of just setting a flag for which one survived, and then basing all the cutscenes, etc, on which subling is actually there, the program is written to go back and keep checking what class Hawke is, over and over and over again...
#159
Posté 11 avril 2011 - 09:56
#160
Posté 11 avril 2011 - 11:18
Major Props to OP! I'm really interested to try this out now...
#161
Posté 11 avril 2011 - 11:20
If is the former. There is this, first blight editor 1.31
if is the latter, some games have editors some dont
#162
Posté 11 avril 2011 - 11:23
Both really, I didn't realize that it was possible to mod 360 files like that without messing with the 360 hardware/software or without having serious programming experience. Mostly just because of my lack of knowledge.:innocent:Spartas Husky wrote...
Are you surprise there is a game editorfor this game or for the 360 overall?
If is the former. There is this, first blight editor 1.31
if is the latter, some games have editors some dont
Modifié par DeathStride, 11 avril 2011 - 11:24 .
#163
Posté 11 avril 2011 - 11:50
DeathStride wrote...
There's a 360 save game editor?? and it doesn't require my box to have a modchip or me to flash and replace the ROM(or somesuch) on my HD with other software?
Major Props to OP! I'm really interested to try this out now...
360 SAVES can be modded, saves being the operative word there.
For those that are interested, there is a well supported thread on ME2 at http://social.biowar.../index/2277020.
Modifié par Mark B, 11 avril 2011 - 11:52 .
#164
Posté 12 avril 2011 - 12:19
DeathStride wrote...
Both really, I didn't realize that it was possible to mod 360 files like that without messing with the 360 hardware/software or without having serious programming experience. Mostly just because of my lack of knowledge.:innocent:Spartas Husky wrote...
Are you surprise there is a game editorfor this game or for the 360 overall?
If is the former. There is this, first blight editor 1.31
if is the latter, some games have editors some dont
oh. so is the latter.
well go to... se7ven heavens I think is called tons of modding tools.
Fromt racing games, FPS, gears, COD.... RPG's, oblivion, enchanted arms (games sucks just as an example that even crappy games got modding tools).
ones I got are:
-Resident Evil 5
-fallout 3
-MAss effect 2
-Dragon age 1, Awak, DA2
-going to get the one for crysis 2
Adendum (
#165
Posté 12 avril 2011 - 12:48
Spartas Husky wrote...
Adendum (): No you can't get in trouble. dont ask, if there was trouble, there would not be a thread on how to modify a bioware game stickied in the bioware official forums
FYI - Please see Chris Priestly's note regarding modifying your save games by clicking here.
#166
Posté 12 avril 2011 - 01:22
Mark B wrote...
Spartas Husky wrote...
Adendum (): No you can't get in trouble. dont ask, if there was trouble, there would not be a thread on how to modify a bioware game stickied in the bioware official forums
FYI - Please see Chris Priestly's note regarding modifying your save games by clicking here.
that should be for any type of modding. Whether its jtag or anything else.
It should be framed and posted in every developers main room across the world.
#167
Posté 12 avril 2011 - 09:59
will do, thanksSpartas Husky wrote...
oh. so is the latter.
well go to... se7ven heavens I think is called tons of modding tools.
yeah I figured as muchSpartas Husky wrote...
Adendum (): No you can't get in trouble. dont ask, if there was trouble, there would not be a thread on how to modify a bioware game stickied in the bioware official forums
Modifié par DeathStride, 12 avril 2011 - 09:59 .
#168
Posté 13 avril 2011 - 03:12
#169
Posté 13 avril 2011 - 03:16
#170
Posté 13 avril 2011 - 03:40
thegrimfandango wrote...
Can anyone give me a quick runthrough on editing out the bugs on DA2 360 saves using the Gff editor? I've been using Firstblight & Modio but after some point in Act 2 all my saves come out damaged. I can't use Horizon b/c it crashes my laptop. I've tried a few other programs but either they don't work or I can't figure it out. gff editor might be the last hope of saving my playthrough (and the game, hell if I'm repeating 50 hours or trawling through all my saves to find one far back enough)
I'll give you a run down of the mechanics, as I use them, with Modio.
First - open in modio and extract the save (0xe1393d0f_4_u!0 or whatever), then use modio to extract the savegame.das & das.x - right click on them under the file contents tab of the rehash window.
Open the .das in the GFF editor and make your changes. Save.
Open Dragon Age Checksum Fix - click the big button and find the .das, double click it - then the .das.x - close checksum fix.
Open Le fluffie and open your exracted save (0xe1393d0f_4_u!0 or w/e), go to the contents tab anfd replace the .das & .das.x files with your editted ones. Close le fluffie.
Open the Xbox 360 Hash Block Calculator. Open your save. go to tools calculate hash blocks. close the Xbox 360 Hash Block Calculator.
Now you can rehash/resign in modio and replace the file on your device.
It's lots of stages but most are just open whatever, hit a button, close whatever.
As regards how to use gff to make the fixes you need, these should be covered in the OP. Hope this helps.
Modifié par Mark B, 13 avril 2011 - 03:42 .
#171
Posté 13 avril 2011 - 03:59
Mark B wrote...
Open Le fluffie and open your exracted save (0xe1393d0f_4_u!0 or w/e), go to the contents tab anfd replace the .das & .das.x files with your editted ones. Close le fluffie.
Thanks for that, I could just be having an epic brainfart, but I couldn't figure out how to use Le Fluffie at all to extract or replace files, it was one of the reasons I kept using firstblight - I could figure how to do everything except reinsert the modified .das and .dasx files back into a savegame.
#172
Posté 13 avril 2011 - 04:49
thegrimfandango wrote...
Thanks for that, I could just be having an epic brainfart, but I couldn't figure out how to use Le Fluffie at all to extract or replace files, it was one of the reasons I kept using firstblight - I could figure how to do everything except reinsert the modified .das and .dasx files back into a savegame.
Glad to be of help.
#173
Posté 13 avril 2011 - 04:50
EDIT, Ok, so I figured out Le Fluffie finally, gonna edit with gff instead firstblight and report back
Modifié par thegrimfandango, 13 avril 2011 - 05:08 .
#174
Posté 13 avril 2011 - 04:59
#175
Posté 13 avril 2011 - 05:05
thegrimfandango wrote...
So, if someone can tell me how on earth Le Fluffie works, I'll give it another go, and hopefully I should be ok.
Sorry, I thought you had it.
All you need Le Fluffie to do is replace the .das & .das.x files within the save.
Open Le Fluffie.
Open the extracted save in Le Fluffie. This will open a new window.
In this window, locate the contents tab. Click on "+saves" and it will show you the component parts of the save.
Right click on the .das and replace with your editted file. Same for .das.x.
Now close Le Fluffie, that's all you need it for. The other stages are detailed in my post above.
EDIT: Spartas - I use Modio to extract the .das/.das.x and Le Fluffie to put them back together with modio to extract/save to device. Any other way I've tried other than that laid out above gives me a corrupted file.
Modifié par Mark B, 13 avril 2011 - 05:08 .





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