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[Modding Question] - Creating a new Skill Tree?


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#1
SerKnightly

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 Hey All,

Sorry if the question has come up before, but I'm (relatively) new to these forums.

Anywho, I'd like to add a new specialization and corresponding skill treee to the Mage class. I've read the tutorials here and here, as they more or less pertained to what I wanted to do, albeit being intended for the original game. Both were very helpful, though the latter may be overkill/impossible for DA2. However, I'm just creating a new specialization, and not a new class per se. 

Though I've done a bit of modding work for other games and am familiar with programming, I've never really done any modding for Dragon Age before now, so I've got a few questions (in varying degrees of noobishness :P).

1)  First and foremost, is what I intend to do possible for Dragon Age 2 at present state? I wouldn't mind experimenting a bit,but it's all a moot point if it can't be done yet :). If yes, is there anything extra I need to know about/do to get things to work properly in-game?

2) Some column names appear in GDApp/Open Office as 16-bit strings. My understanding is that GDApp doesn't recognize them yet, so I'm not sure what all the parameters are. Can anyone shed some light on this?

3) Also, I noticed the various string ID numbers, which I assume are references to where names,descriptions,etc are defined. Where are those stored, and do I need to do anything special to define new ones?

Sorry if any/all of these questions have been answered, but after prodding around on my own for a bit I figured I'd ask. Thanks a bunch for everyone's time, and I'd greatly appreciate the help. 

#2
daywalker03

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Adding a new specialization to DA2 should work the same way as adding a new one to DAO did. PM me and I can help you with the things that you would need to do differently for a specialization, though most of the things are similar for adding a new class.

#3
Villedge

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This topic has everything you need to know:
http://social.biowar...7/index/6749366

#4
aduellist

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Villedge wrote...

This topic has everything you need to know:
http://social.biowar...7/index/6749366


No, it doesn't.  That's the "editing saves" thread.  OP is trying to create a new specialization.  Entirely different.

#5
SerKnightly

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Another question. Iirc, talktables generated via the String Editor in the DAO toolset don't work in Dragon Age 2. If this is indeed the case, how would I go about adding new strings?

#6
xatmos2

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Talk tables generated by the toolset DO work in DA2.

#7
SerKnightly

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Ah, my mistake. Thanks for all the input so far, will post back any further questions/updates.

#8
SerKnightly

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Bump.

So, I threw together a script for a new spell, copied one of the existing spells and retooled things (I think) appropriately, making new abi_base/class_abilities_mage/guitypes.gda files. Yet my tree does not show up, and when I try to manually add the talent via the console, nothing. As it is, I'm not sure if I did something wrong, if scripting new spells is not feasible at present, or if it's a nasty combination of the two.

Has anyone managed to successfully create/add a new spell to Dragon Age 2? If so, I'd really like to know about it. I'm determined to see this through, but some enlightenment would be nice.

Modifié par SerKnightly, 11 avril 2011 - 04:06 .


#9
xatmos2

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New spells/abilities can be added, I've had no trouble doing so. I don't know how one goes about adding a new tree though. I would start from the Sebastian files.

#10
Killjoy Cutter

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Somewhat related to this, I'm sure others have noticed that if a character is using a non-staff weapon, certain spells have about a .5 second cooldown.

Modifié par Killjoy Cutter, 11 avril 2011 - 05:25 .


#11
SerKnightly

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xatmos2 wrote...

New spells/abilities can be added, I've had no trouble doing so. I don't know how one goes about adding a new tree though. I would start from the Sebastian files.


Hmm. I don't have the Exiled Prince DLC, so that's not an option for me at present. But, would you mind telling me more about what new spells you added/how you went about adding them? I'm just curious because it's entirely possible that I've missed a step somewhere.

#12
SerKnightly

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Time for another bump. I've started from scratch and gotten DAE to recognize my new spells (though they are non-functional since I haven't finished scripting them yet). I also decided to grab the Exiled Prince DLC in an attempt to figure out how to properly create new trees.

Now here comes the issue. Since DLC .erf files are encrypted, I cannot extract any data from them, and needless to say I cannot peruse any of the relevant gdas. If this has been addressed before, my apologies, but does anyone know how I can get at them and have a look? A bit more info should be enough for me to create a working model of my mod.

#13
Sunnie

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You can't get into the DLC packages without the encryption key. BioWare is not about to give that up, and I am not aware of anyone actually trying to get past it.

#14
SerKnightly

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^^I was aware of/already surmised as much, but I have seen a couple of sebs gda files on Dragon Age Nexus, and was wondering how those were made available, if not via the archives.

#15
SerKnightly

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 Kk, new problem. Whilst compiling the scripts using the da2scripts.erf provided by ThoughtProcess, I got the following error:
E: 16:39:10 - core_h.nss - core_h.nss(247): Invalid value assigned to constant (while compiling var_constants_h.nss)

Traced it to the following lines(I'm assuming the latter two will crap out as well, see below):

const int CRITICAL_MODIFIER_MELEE  = PROPERTY_ATTRIBUTE_MELEE_CRIT_MODIFIER;
const int CRITICAL_MODIFIER_MAGIC  = PROPERTY_ATTRIBUTE_MAGIC_CRIT_MODIFIER;
const int CRITICAL_MODIFIER_RANGED = PROPERTY_ATTRIBUTE_RANGED_CRIT_MODIFIER;
According to the page in the builder wiki here, they should be defined in script.ldf. However, it seems that this is not the case for the DAE version. When I replaced the constants with hardcoded values as per their original values from the DAO script.ldf, I got this:

E: 17:00:53 - core_h.nss - core_h.nss(2480): Undefined identifier (GetItemMaterialProgression) (while compiling wm_talents.nss)
Since both variable and function definitions are missing, I assume that they're defined elsewhere in the DA2 scripts, but I really have no way of knowing where.

I already tried compiling the scripts with the original DAO language definition files, but unsurprisingly the script wouldn't work properly with DAE. Any thoughts about what I could do to get around this? Been scratching my head for a little while now, so input would be very welcome.

Modifié par SerKnightly, 20 avril 2011 - 09:17 .


#16
Sunnie

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SerKnightly wrote...

^^I was aware of/already surmised as much, but I have seen a couple of sebs gda files on Dragon Age Nexus, and was wondering how those were made available, if not via the archives.


Those are the files that are part of the core game. Sebastion was cut from the core game to make it DLC and it appears they missed moving a few of the files from the core game packages.

#17
SerKnightly

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Sunnie22 wrote...
Those are the files that are part of the core game. Sebastion was cut from the core game to make it DLC and it appears they missed moving a few of the files from the core game packages.


Ahh, that makes sense. Well I got the tree to work in any case. The icons/strings are placeholders until 
I make real ones, but here's a quick pic of the WIP:
Posted Image

Now, the only remaining issue is getting my scripts to work . To reiterate, I'm still having issues compiling the scripts for DAE. Attempting to compile them via the DAO language definition files results in successfully compiled scripts, but no ingame functionality. Example screens to show what I mean, during and after using an ability:

During:
Posted Image

And now after (you can see that the Hurlock is quite unscathed :-/):
Posted Image

Does anyone who got a spell script working in DA2 have advice on what to do next?

Modifié par SerKnightly, 21 avril 2011 - 02:23 .