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Sunnie's Requested Item Mods


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#51
Sunnie

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iOnlySignIn wrote...

Oh wait, you mean that bugs can happen if you change the name/description? I didn't know that. I thought you wrote the description of "Axe of the Arishok" yourself, you know.

Anyway, I'm starting a new Mage with this staff. It will kick a ton of ass. And thank you! I honestly think this will be one of the most popular of your creations.


I did, because those are completely new custom items I put in the game, they are not replacers. The props used by the Arishok in the game don't even have names.

#52
Crimea River

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Sunnie22 wrote...

Sneak peek time...

Image IPB

x333333 Awesome.

How go the dual saw swords? As I had said, just replace the models of whatever works best. ^^

#53
Sallul

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Hey Sunnie, I don't know if I'm doing it wrong or what, I *unzip all'd* the files from your item packs into my DA2 override folder and started a new game, but when I met Aveline her sword/shield didn't have the improve on level up qualities? Am I misinterpreting something when you say "unpack and drop" other than unzip them from the file they DL into to the override folder?

#54
Sunnie

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Sallul wrote...

Hey Sunnie, I don't know if I'm doing it wrong or what, I *unzip all'd* the files from your item packs into my DA2 override folder and started a new game, but when I met Aveline her sword/shield didn't have the improve on level up qualities? Am I misinterpreting something when you say "unpack and drop" other than unzip them from the file they DL into to the override folder?


look in the  "(My )Documents\\BioWare\\Dragon Age 2\\packages\\core\\override"  folder, if you don't see sunnie_aveline_weap.erf then you missed it somehow.

#55
Thychiz

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 Sunnieeeee, I love your work. :wub:.

When you get time, Could you whip up a quick Arishok sword to be used with a shield? This would make me very happy :B
Thankie

#56
mdigs150

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sunnie can you give me a hint on how to rotate items 180 degrees? thanks in advance your awesome

#57
Elysium-Fic

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I'm noticing a lack of an evolving Act 1 bow. I think most of the evolving bows in your Item Pack 7 come in Act 2 and 3. Is there one for Act 1 that I'm missing somewhere?

I know you can't mod DLC items, which leaves out the Arlathan Replica Bow. The Adder of Antiva (I hate the model, but it seems to be the only other decent option in Act 1) is a Special Edition item, though. I'm assuming by the fact that Staff of Parlathan and other SE items are modded that this one could be as well?

If this is possible, it may be something worth considering adding to the list. The Adder of Antiva becomes quickly outdated if using  your XP rewards mod that helps you level up faster.

Or could I mod the Arlathan Replica using savegame editing once it's in my inventory?

Modifié par Elysium-Fic, 19 avril 2011 - 05:13 .


#58
Sunnie

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Elysium-Fic wrote...

I'm noticing a lack of an evolving Act 1 bow. I think most of the evolving bows in your Item Pack 7 come in Act 2 and 3. Is there one for Act 1 that I'm missing somewhere?

I know you can't mod DLC items, which leaves out the Arlathan Replica Bow. The Adder of Antiva (I hate the model, but it seems to be the only other decent option in Act 1) is a Special Edition item, though. I'm assuming by the fact that Staff of Parlathan and other SE items are modded that this one could be as well?

If this is possible, it may be something worth considering adding to the list. The Adder of Antiva becomes quickly outdated if using  your XP rewards mod that helps you level up faster.

Or could I mod the Arlathan Replica using savegame editing once it's in my inventory?


If you have a bow in mind, I would be happy to whip up an evolving version for you. As a rule, any item that is bought in the Black Emporium, is obtained through a quest or loot drop from Exiled Prince quests, of the specific SE item cant be modded directly. However, the items that are bonus unlockables can be since their item files are part of the core game packages. The Adder of Antiva, unfortunately, is locked up.

That said, once you have any of these protected items in your save game, they can be modified there.

#59
Elysium-Fic

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Sunnie22 wrote...
If you have a bow in mind, I would be happy to whip up an evolving version for you. As a rule, any item that is bought in the Black Emporium, is obtained through a quest or loot drop from Exiled Prince quests, of the specific SE item cant be modded directly. However, the items that are bonus unlockables can be since their item files are part of the core game packages. The Adder of Antiva, unfortunately, is locked up.

That said, once you have any of these protected items in your save game, they can be modified there.


Okay, maybe I'll try to edit one in the savegame, because for the life of me, I can't think of any NON SE bows in Act 1 that aren't the regular vendor-trash variety, except perhaps the one that is equipped with the smuggler/mercenary gear at the start of Act 1?

#60
Sunnie

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mdigs150 wrote...

sunnie can you give me a hint on how to rotate items 180 degrees? thanks in advance your awesome


I have yet to figure out how to do this. I've tried, and have been unsuccesful so far with all of my efforts. I just have yet to find the specific data field(s) that determine which is top and bottom of the weapon.

#61
Sunnie

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Elysium-Fic wrote...

Sunnie22 wrote...
If you have a bow in mind, I would be happy to whip up an evolving version for you. As a rule, any item that is bought in the Black Emporium, is obtained through a quest or loot drop from Exiled Prince quests, of the specific SE item cant be modded directly. However, the items that are bonus unlockables can be since their item files are part of the core game packages. The Adder of Antiva, unfortunately, is locked up.

That said, once you have any of these protected items in your save game, they can be modified there.


Okay, maybe I'll try to edit one in the savegame, because for the life of me, I can't think of any NON SE bows in Act 1 that aren't the regular vendor-trash variety, except perhaps the one that is equipped with the smuggler/mercenary gear at the start of Act 1?


If it's any consolation, I am working on realeasing all my items as custom items  that will be sold on a merchant. This will make them all available as soon as you get into Kirkwall.

#62
Elysium-Fic

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Sunnie22 wrote...

If it's any consolation, I am working on realeasing all my items as custom items  that will be sold on a merchant. This will make them all available as soon as you get into Kirkwall.


I finally found a non-generic, non-DLC bow for Act 1. The Runt's Spiker drops off Ignacius Strand, if you do the "cleaning the streets" quests for Lowtown and get the bandits base location. Will keep an eye out for others.

#63
Sunnie

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Oh ya, I remember that one. I never really used a bow in Act1 at all, just wasn't enough damage to kill anything as quickly as if I got in and backstabbed everything.

#64
Elysium-Fic

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The melee combat makes me dizzy, so I tend to play mages or archers so that I can sit back and survey the battle from a distance, so having a good bow is fairly important. But that could just be me.

#65
Sunnie

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It's funny, I love mage, love to stand back and survey the entire field and pick targets. But, if I play a rogue, I guess I just have some hangup that makes want to get in and just stab everything really fast. Archery just isn't very exciting in DA2, it was actually a lot more fun in origins. Well, my opinion anyway.

#66
ElectroRonin

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Hi Sunnie,
Full respect for your work!:wub:

I'm being a bit dense at the moment and can't figure out how to modify existing inventory item to evolve.
I'm using the gff editor on the savegame and playing with items on PC, NPC and in inventory.

Adding the 9115 parameter is easy but then adding the appropriate, corresponding item_property_powers is a complete cipher to me :blink:

Any advice?  Has anyone cracked the code of these long integers?

Also, has anyone got a more populated list of MATERIALTYPEs beyond the 3 or 4 finishes per material category?

Oh, and has anyone figured out values for VFX, VFXID and EFFECTID other than -1?

Mucho modder love

#67
mesmerizedish

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The item_property_power should just be one...

#68
Sunnie

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ElectroRonin wrote...

Hi Sunnie,
Full respect for your work!:wub:

I'm being a bit dense at the moment and can't figure out how to modify existing inventory item to evolve.
I'm using the gff editor on the savegame and playing with items on PC, NPC and in inventory.

Adding the 9115 parameter is easy but then adding the appropriate, corresponding item_property_powers is a complete cipher to me :blink:

Any advice?  Has anyone cracked the code of these long integers?

As Ish said, you need to have a PropertyPower of 1 for every PropertyID in the list. Not having one results in a default zero which basically turns it off. It is an INT32 entry and you will need to check the "Treat as floating point" box and enter 1, then save value.
The You will need to add an Item_Properties_Powers entry for each Item_Properties entry and the position in each list corresponds to each other (assuming you are using the pyGFF editor).

Also, has anyone got a more populated list of MATERIALTYPEs beyond the 3 or 4 finishes per material category?

Nope, there are no other material types, and not all items have all types associated with them.

Oh, and has anyone figured out values for VFX, VFXID and EFFECTID other than -1?

No need to worry about these, just add an entry the same as powers, and make the value -1.

#69
Thychiz

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Any word on making the arishok sword work as a one hander (longsword) yet?

#70
Sunnie

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Thychiz wrote...

Any word on making the arishok sword work as a one hander (longsword) yet?

Thats actually easy to do. but you won't be able to dual wield it if it's classed as a longsword.

I'm going to include the dual wield dagger set that I posted a pick of earlier in my upcoming custom item release (120ish+ items).

#71
Elysium-Fic

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Sunnie22 wrote...

It's funny, I love mage, love to stand back and survey the entire field and pick targets. But, if I play a rogue, I guess I just have some hangup that makes want to get in and just stab everything really fast. Archery just isn't very exciting in DA2, it was actually a lot more fun in origins. Well, my opinion anyway.


LOL once I saw trash mobs just drop under Hail of Arrows, I was hooked on archery.

Also, I see that you did do an Act 1 bow after all. Turns out Swarm is Act 1, which I hadn't remembered. So my worry was baseless.

#72
Elysium-Fic

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Sunnie22 wrote...

ElectroRonin wrote...

Hi Sunnie,
Full respect for your work!:wub:

I'm being a bit dense at the moment and can't figure out how to modify existing inventory item to evolve.
I'm using the gff editor on the savegame and playing with items on PC, NPC and in inventory.

Adding the 9115 parameter is easy but then adding the appropriate, corresponding item_property_powers is a complete cipher to me :blink:

Any advice?  Has anyone cracked the code of these long integers?

As Ish said, you need to have a PropertyPower of 1 for every PropertyID in the list. Not having one results in a default zero which basically turns it off. It is an INT32 entry and you will need to check the "Treat as floating point" box and enter 1, then save value.
The You will need to add an Item_Properties_Powers entry for each Item_Properties entry and the position in each list corresponds to each other (assuming you are using the pyGFF editor).


Is there a post explaining the PropertyPower stuff somewhere which might get into things a bit more in-depth. For instance, when adding a property such as "bonus to evade traps" or "damage to XXX species" or whatever, how do we choose how powerful to make it, and what sort of value would that be?

#73
Sunnie

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Elysium-Fic wrote...

Sunnie22 wrote...

ElectroRonin wrote...

Hi Sunnie,
Full respect for your work!:wub:

I'm being a bit dense at the moment and can't figure out how to modify existing inventory item to evolve.
I'm using the gff editor on the savegame and playing with items on PC, NPC and in inventory.

Adding the 9115 parameter is easy but then adding the appropriate, corresponding item_property_powers is a complete cipher to me :blink:

Any advice?  Has anyone cracked the code of these long integers?

As Ish said, you need to have a PropertyPower of 1 for every PropertyID in the list. Not having one results in a default zero which basically turns it off. It is an INT32 entry and you will need to check the "Treat as floating point" box and enter 1, then save value.
The You will need to add an Item_Properties_Powers entry for each Item_Properties entry and the position in each list corresponds to each other (assuming you are using the pyGFF editor).


Is there a post explaining the PropertyPower stuff somewhere which might get into things a bit more in-depth. For instance, when adding a property such as "bonus to evade traps" or "damage to XXX species" or whatever, how do we choose how powerful to make it, and what sort of value would that be?

The power value is normally 1 unless you are dealing with rune slots, in which case the power value is the number of rune slots.
I don't know if anyone has posted any other detailed info about item data, I just know of the details I have commented about, occasionally.

#74
Thychiz

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Sunnie22 wrote...

Thychiz wrote...

Any word on making the arishok sword work as a one hander (longsword) yet?

Thats actually easy to do. but you won't be able to dual wield it if it's classed as a longsword.

I'm going to include the dual wield dagger set that I posted a pick of earlier in my upcoming custom item release (120ish+ items).

Im actually keen on using it as tank sword :P 
If you wouldn't mind including this in your upcoming pack (or seperately for lil ol' me)  I'd really appreciate that!



#75
Sunnie

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Do you want a Longsword or a Greatsword? And do you want the axe or the sword model?