Darkspawn Alpha WITH Helmet Apperance Code
#1
Posté 08 avril 2011 - 04:01
I made myself look like a Darkspawn through the GFF Editor by changing my apperance to 17, but I don't have the helmet on. I've looked through most of the Darkspawn models in the apr_base.gda, and none of them have a helmet on.
#2
Posté 08 avril 2011 - 06:33
I assume you're editing a saved game?
I'm no expert on that. As far as I can see, the player appearance format is unusual in that it doesn't specify which head to use. Appearance 17 merely points to head worksheet 66. My guess is that your head defaults to number 1, whereas you want number 2.
If I'm right, you'd need a new head worksheet, similar to hurlock_heads in heads.xls, but with Hurlok2 as option 1. That table would need a number in M2DA_base (2DA_base.xls). Finally, you'd need a new appearance in APR_base, similar to 17, but pointing to the new head table.
Maybe someone else knows better.
#3
Posté 08 avril 2011 - 09:39
Modifié par Shasow, 08 avril 2011 - 09:55 .
#4
Posté 09 avril 2011 - 06:52
#5
Posté 09 avril 2011 - 06:30
The Vanguard in the mod also has a helmet on called "Darkspawn Heavy Helmet" but when I take it off, the helmet still looks like it's on him. I'm more than 99% sure that it has nothing to do with anything except adding stats, but I thought I should just let you all know.
Modifié par Shasow, 09 avril 2011 - 06:34 .
#6
Posté 09 avril 2011 - 08:15
So taking a helmet off on a helmetted head would mean exchanging the model for it to a non-helmetted one I would assume, of which i have 0 clue wether that would be possible.
But well I know little about this aside that the hurlock models in the toolset combine static full body armor models + static head models, you combine the two into a fully static look, you can equip stuff on them but the only thing that will actually show is the weapons. I reckon it's what's been said, find some way to link the helmetted head instead of the prefix and you should be golden to that extend.
Honestly I'd give Proleric1 's suggestion a shot.
Modifié par Ottemis, 09 avril 2011 - 08:26 .
#7
Posté 09 avril 2011 - 09:27
Modifié par Shasow, 09 avril 2011 - 09:27 .
#8
Posté 10 avril 2011 - 03:46
If I'm right, you'd need a new head worksheet, similar to hurlock_heads in heads.xls, but with Hurlok2 as option 1. That table would need a number in M2DA_base (2DA_base.xls). Finally, you'd need a new appearance in APR_base, similar to 17, but pointing to the new head table.
I'll try this...I think I know how to do this.
Modifié par Shasow, 10 avril 2011 - 03:56 .
#9
Posté 10 avril 2011 - 03:51

^ Is what's in M2da_base. Sorry it's so small. Not sure why. Right click it and click view image to see it a bit larger.
I can make a new number identical to the highlighted line, but what would I change to make Hurlok2 as option 1?

I also found this under hurlock_heads.gda in 2da.erf.
Modifié par Shasow, 10 avril 2011 - 04:08 .
#10
Posté 10 avril 2011 - 06:26
You don't need to edit the GDA files directly.
It's easier to edit a copy of the .xls files at
<Installdir>\\Dragon Age\\tools\\Source\\2DA\\
If you don't have an Excel editor, download Open Office.
In the "Dragon Age\\tools\\ResourceBuild\\Processors" folder there is an executable named "ExcelProcessor.exe".
Select your edited .xls files, then drag them onto that program.
That creates GDA files which you can move to your override folder.
#11
Posté 10 avril 2011 - 05:11

So what do I have to add/change? Looks like there are only 4 heads.
Modifié par Shasow, 10 avril 2011 - 05:19 .
#12
Posté 11 avril 2011 - 07:25
In my first post, I mentioned the worksheets you need to create or change.
When you process the .xls file, it will generate one .gda file for each worksheet. Just delete the ones you don't need.
#13
Posté 11 avril 2011 - 09:52
Here's the .xls for hurlock_heads:

I'm guessing I should change hlk1 to hlk2.
Modifié par Shasow, 12 avril 2011 - 01:45 .
#14
Posté 12 avril 2011 - 01:52

This replaces all Hurlock heads with the helmet though. How do I make it so that it's only me and hurlocks that are suppose to have it?

As you can see...it's a bit weird.
Modifié par Shasow, 12 avril 2011 - 02:29 .
#15
Posté 12 avril 2011 - 04:49
Proleric1 wrote...
...you'd need a new head worksheet, similar to hurlock_heads in heads.xls, but with Hurlok2 as option 1. That table would need a number in M2DA_base (2DA_base.xls). Finally, you'd need a new appearance in APR_base, similar to 17, but pointing to the new head table.
By "new head worksheet", I mean add a new sheet to heads.xls.
What you've done is to edit the existing sheet, which has neatly provided proof-of-concept, but naturally affects all hurlocks who have head #1.
The entry in M2DA_base is necessary for the game to recognise your new sheet.
The new appearance allows you to restrict the change to your character without impacting other hurlocks.
#16
Posté 12 avril 2011 - 09:48
#17
Posté 12 avril 2011 - 09:52
I put the ID as =ROW(A93)-3, I hope it works.
Modifié par Shasow, 12 avril 2011 - 10:19 .
#18
Posté 12 avril 2011 - 10:28
Modifié par Shasow, 12 avril 2011 - 10:30 .
#19
Posté 12 avril 2011 - 10:44

What should I put for the ID here? Does it matter, as long as it's not already used?


Are these all correct? Right click and click "View Image" if you can't see it that well.
Modifié par Shasow, 12 avril 2011 - 10:45 .
#20
Posté 13 avril 2011 - 04:09
The new line in APR_base should be an exact copy of the Hurlock line (apart from the id, name and head table). That's everything from column C to column DA inclusive (you need to do a lot of scrolling sideways to see it all).
If you want to be compatible with all mods, here are the reserved ranges to avoid.
#21
Posté 13 avril 2011 - 08:14
Modifié par Shasow, 13 avril 2011 - 08:22 .
#22
Posté 14 avril 2011 - 12:57
#23
Posté 14 avril 2011 - 06:32
I can easily imagine that missing appearance information could crash the game.
Modifié par Proleric1, 14 avril 2011 - 06:32 .
#24
Posté 14 avril 2011 - 02:16
Modifié par Shasow, 14 avril 2011 - 02:16 .
#25
Posté 14 avril 2011 - 10:23
Still crashing. Is there a max range for the ID? I set it really high.
Modifié par Shasow, 14 avril 2011 - 10:29 .





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