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[Release] Add Companion Mod/Tutorial


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#51
Crimea River

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Image IPB

He's all glowy in that one, though. ^^

#52
Vampessa

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All works nicely thank you for the effort and guide.
http://social.biowar...5878/116460.jpg

Just wondering though does anyone know which section it would be to change the soundsets? as a Hurlock sounding like Anders is a bit odd lol

Best Regards
Vampessa

Modifié par Vampessa, 27 avril 2011 - 11:52 .


#53
bluecuban

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Vampessa wrote...

All works nicely thank you for the effort and guide.
http://social.biowar...5878/116460.jpg

Just wondering though does anyone know which section it would be to change the soundsets? as a Hurlock sounding like Anders is a bit odd lol

Best Regards
Vampessa


I believe it's located in /files/modules/campaign_base/audio/

However, as I don't have the PC version I can't be sure.  That's what I got from the filelist Dragonnay setup on gib a little while back.

Worse case though, if you can wait until Act 2 you should be alright.  At least for me there hasn't been any issue, and I played through both Acts without an issue.

#54
jackkel dragon

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I think soundsets are based on the resource, and thus not editable from the save game.

#55
bluecuban

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jackkel dragon wrote...

I think soundsets are based on the resource, and thus not editable from the save game.


Correct!  However, someone who is modding for PC could probably change a .gda file somewhere to attribute the audio somewhere else and throw that in the override folder.

Since I don't have the PC version though, I can't really assist to that point :blush:

Anyone who wants to expand on what I've done though to make a full new character on PC, go for it!

#56
jackkel dragon

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A full new character would require a copied .utc and either blind scripting or mad save editing skills. And while I suppose there may be a gda for soundsets (there's one for Hawke soundsets to set it based on gender), I believe that soundsets are like conversation files (they were .dlg files in DAO).

However, this means that if the soundset files are found, they can be swapped out or maybe even replaced with a blank file.

Edit: Has anyone tried editing extracted .utc files yet? They would be in the GFF format when opened in PyGFF, I think.

Modifié par jackkel dragon, 28 avril 2011 - 01:06 .


#57
madsabroo

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bluecuban wrote...

jackkel dragon wrote...

I think soundsets are based on the resource, and thus not editable from the save game.


Correct!  However, someone who is modding for PC could probably change a .gda file somewhere to attribute the audio somewhere else and throw that in the override folder.

Since I don't have the PC version though, I can't really assist to that point :blush:

Anyone who wants to expand on what I've done though to make a full new character on PC, go for it!


I wish it was an obvious swap, like changing what file the soundset is referencing, something that could be changed with pyGFF.  From what I can see, it's not a listed variable like model or morph.  Too bad, because that could make this pretty robust.  It's good for now, though, since I usually have Anders around anyway.

#58
jackkel dragon

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I have good news for PC owners.

Image IPB

Use PyGFF to add in whatever soundset you want to the Justice .utc, and plop it in the override folder. Or leave it blank for mute characters (shouldn't cause problems unless party followers are different from some mute enemy files.)

Edit: See the conversation ResRef field? You can add conversations. Almost useless without a toolset (to make new .cnv files), but giving a simple ambient conversation line to allies might make them less bland...

Modifié par jackkel dragon, 28 avril 2011 - 01:21 .


#59
bluecuban

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jackkel dragon wrote...

I have good news for PC owners.

Image IPB

Use PyGFF to add in whatever soundset you want to the Justice .utc, and plop it in the override folder. Or leave it blank for mute characters (shouldn't cause problems unless party followers are different from some mute enemy files.)

Edit: See the conversation ResRef field? You can add conversations. Almost useless without a toolset (to make new .cnv files), but giving a simple ambient conversation line to allies might make them less bland...


Awesome find!  Have you by any chance found a way to edit the .utc to give the character a personal spot in the party picker?  I don't have access to anything beyond what people upload online, so I can't reference any of the main party member .utc files to see if there's something like that in there.

#60
jackkel dragon

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Looking in the partypicker.gda, I believe the only current way to get new characters on the partypicker (especially for consoles) is to replace existing characters.

While the tag of a characer doesn't seem to need to be on the partypicker (Justice isn't in there), my work with DAO tells me that the characters are likely placed according to certain waypoints within the area. Unless you modify the .are file to add new waypoints, you'll have to piggyback tags.

Edit: While the partypicker gda doesn't have justice, it does have "gen00fl_tallis" in the tag field. Maybe that waypoint is available?

Edit 2: Note that this "Tallis" may eventually be released as DLC and eat up any extra slot that may be on the partypicker. ;p

Modifié par jackkel dragon, 28 avril 2011 - 01:44 .


#61
Stigandr Ogaefa

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jackkel dragon wrote...

I have good news for PC owners.

Image IPB

Use PyGFF to add in whatever soundset you want to the Justice .utc, and plop it in the override folder. Or leave it blank for mute characters (shouldn't cause problems unless party followers are different from some mute enemy files.)

Edit: See the conversation ResRef field? You can add conversations. Almost useless without a toolset (to make new .cnv files), but giving a simple ambient conversation line to allies might make them less bland...


what file is that located in?

#62
Vampessa

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Or maybe copy one of the other flags set it as a "new" npc then change its XYZ pos and XYZ Orientation, may be hit and miss but it if works on the same theory as the DAO party room once you have the right distances for the axis then it is just a matter of tweaking where needed? just a thought

#63
jackkel dragon

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Stigandr Ogaefa wrote...

jackkel dragon wrote...

I have good news for PC owners.

Image IPB

Use PyGFF to add in whatever soundset you want to the Justice .utc, and plop it in the override folder. Or leave it blank for mute characters (shouldn't cause problems unless party followers are different from some mute enemy files.)

Edit: See the conversation ResRef field? You can add conversations. Almost useless without a toolset (to make new .cnv files), but giving a simple ambient conversation line to allies might make them less bland...


what file is that located in?


That's the gen00fl_justice.utc, found in the designercreatures.erf.

Vampessa wrote...

Or maybe copy one of the other flags set it as a "new" npc then change its XYZ pos and XYZ Orientation, may be hit and miss but it if works on the same theory as the DAO party room once you have the right distances for the axis then it is just a matter of tweaking where needed? just a thought


With the partypicker, it's not quite as easy. The save editor can only get the position of the characters in the area where the player saved the game. The partypicker's waypoints are part of the area itself, and can't be added from the outside like other components of an area (doors, for example, can be added to an existing area through a script.)

I've tested the Tallis route, but there's no resource for her and there's no waypoint for her on the partypicker as far as I can tell. Also, it seems PyGFF isn't able to edit .utc files like I thought it could, because I couldn't change the tag, conversation, or soundset of Justice.

Hopefully someone can find/make a tool to edit .utc files soon. I don't like promising things that aren't possible...

#64
Vampessa

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The KOTOR tool used to be able to edit .utc's (far as I remember) but unfortunatly you need kotor installed (which I no longer do) so I cant test to see if it will do it for these :(

Modifié par Vampessa, 28 avril 2011 - 02:45 .


#65
bluecuban

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jackkel dragon wrote...

Looking in the partypicker.gda, I believe the only current way to get new characters on the partypicker (especially for consoles) is to replace existing characters.

While the tag of a characer doesn't seem to need to be on the partypicker (Justice isn't in there), my work with DAO tells me that the characters are likely placed according to certain waypoints within the area. Unless you modify the .are file to add new waypoints, you'll have to piggyback tags.

Edit: While the partypicker gda doesn't have justice, it does have "gen00fl_tallis" in the tag field. Maybe that waypoint is available?

Edit 2: Note that this "Tallis" may eventually be released as DLC and eat up any extra slot that may be on the partypicker. ;p


I remember reading about the gen00fl_tallis in another thread.  Tallis is the name of the character Felicia Day is playing in the live-action web series, so it's assumed somehow it will eventually tie-in to a DLC.

Thanks for checking though, I appreciate it!

#66
Vampessa

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Ignore this (pc had a fit and double posted)

Modifié par Vampessa, 28 avril 2011 - 02:43 .


#67
Vampessa

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With the partypicker, it's not quite as easy. The save editor can only get the position of the characters in the area where the player saved the game. The partypicker's waypoints are part of the area itself, and can't be added from the outside like other components of an area (doors, for example, can be added to an existing area through a script.)

Yeh forgot that sorry just figured if we could find a way to get them showing on the pp window then maybe run off a GDA for the rest

#68
bluecuban

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I was hoping I could find a way to open the Exiled Prince DLC, and throw in additional content to piggyback into the game; hopefully lead to a way to add another character that way. Unfortunately, I just tried and no software seems able to access the file contents from the DLC.

It may sound like a silly idea to try, but back in Origins I had managed to access the content for Stone Prisoner and was able to piggyback mods onto Xbox through it - really made the game exciting to have PC mods on it.

Looks like I'm stuck on ideas unless anyone else has any? At least we were able to add one other character to the party :)

#69
jackkel dragon

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Don't forget that all our new characters are going to be voiced by Adam Howden on consoles (and on PCs until we can edit .utc files). Mark that as a "feature." ;p

Modifié par jackkel dragon, 28 avril 2011 - 03:13 .


#70
bluecuban

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jackkel dragon wrote...

Don't forget that all our new characters are going to be voiced by Adam Howden on consoles (and on PCs until we can edit .utc files). Mark that as a "feature." ;p


I can totally live with calling that a feature :lol:

I did manage to find a way to extract the 2da file for Exiled Prince though, but apparently the pyGFF Editor can't extract the .gda files for DLC.

At least everyone who's been using this technique seems quite happy with having a favorite NPC in there party ^_^

#71
Stigandr Ogaefa

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bluecuban wrote...

jackkel dragon wrote...

Don't forget that all our new characters are going to be voiced by Adam Howden on consoles (and on PCs until we can edit .utc files). Mark that as a "feature." ;p


I can totally live with calling that a feature :lol:

I did manage to find a way to extract the 2da file for Exiled Prince though, but apparently the pyGFF Editor can't extract the .gda files for DLC.

At least everyone who's been using this technique seems quite happy with having a favorite NPC in there party ^_^


Yup, now Hawke and Athenril can go on adventures together!

#72
jackkel dragon

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I've found out something new, and I can actually promise this one will work the way I said it did and provide a screenshot for evidence!

Granting your Save-Edited Companion a Unique Pose (PC Only)

By default, the "Justice" resource that is used in this tutorial for a bonus save-edited companion doesn't get to have a pose in the partypicker. But if your companion is compatable with humanoid animations, you can give them the pose of one of the original companions.

1 - Export and create a copy of the "partypicker.gda" found in the 2da.erf.
2 - Rename this .gda to be compatable with patches and future DLC to "partypicker_*****.gda". For example, "partypicker_jackkel.gda".
3 - Open up the new gda and add a new row, copying all values from the row of the companion you want your character to imitate.
4 - Set the ID of your new row to something high, I'd suggest 20 at the minimum. Change the label to something unique and the tag to "gen00fl_justice".
5 - (optional) To ensure full compatability with future patches and DLC, remove all rows besides your custom row.
6 - Save your new gda and place it in an override or addin folder, based on your preference and modding knowledge. (Note that other partypicker gdas may override or be overriden by yours if you use the same IDs or tags.)
7 - Load a saved game with the save-edited companion present and find a party selection point. Your save-edited companion will now have their copied pose.

P.S: Varric's pose is rather awkward for any other characters, because no other characters seem to hold their weapon in Bianca's place (she may be part of Varric's character model.) If anyone has a list of the animation .anb files, perhaps more poses can be used, such as dialogue poses.

Screen 1: Steps 1-4

Image IPB

Screen 2: Steps 5-6

Image IPB

Screen 3: Step 7

Image IPB

P.P.S: I'm sorry the images are so small, they apparently got resized too small to read easily.

#73
bluecuban

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jackkel dragon wrote...

I've found out something new, and I can actually promise this one will work the way I said it did and provide a screenshot for evidence!

Granting your Save-Edited Companion a Unique Pose (PC Only)

By default, the "Justice" resource that is used in this tutorial for a bonus save-edited companion doesn't get to have a pose in the partypicker. But if your companion is compatable with humanoid animations, you can give them the pose of one of the original companions.

1 - Export and create a copy of the "partypicker.gda" found in the 2da.erf.
2 - Rename this .gda to be compatable with patches and future DLC to "partypicker_*****.gda". For example, "partypicker_jackkel.gda".
3 - Open up the new gda and add a new row, copying all values from the row of the companion you want your character to imitate.
4 - Set the ID of your new row to something high, I'd suggest 20 at the minimum. Change the label to something unique and the tag to "gen00fl_justice".
5 - (optional) To ensure full compatability with future patches and DLC, remove all rows besides your custom row.
6 - Save your new gda and place it in an override or addin folder, based on your preference and modding knowledge. (Note that other partypicker gdas may override or be overriden by yours if you use the same IDs or tags.)
7 - Load a saved game with the save-edited companion present and find a party selection point. Your save-edited companion will now have their copied pose.

P.S: Varric's pose is rather awkward for any other characters, because no other characters seem to hold their weapon in Bianca's place (she may be part of Varric's character model.) If anyone has a list of the animation .anb files, perhaps more poses can be used, such as dialogue poses.

Screen 1: Steps 1-4

Image IPB

Screen 2: Steps 5-6

Image IPB

Screen 3: Step 7

Image IPB

P.P.S: I'm sorry the images are so small, they apparently got resized too small to read easily.


Awesome find!  I'm still trying to find if there's a way to throw a GDA file into the data of a console DLC to accomplish something similar.

One thing I find weird though.  When I was first running tests of different characters, there was one who did have an animation in the party picker.  If I made the new character a Qunari Thralled Mage (model 21302), and gave it the hm_anders headmorph, it actually had an animation in the party picker.  I was still using the gen00fl_justice template as well.  It was unexpectedly interesting.

#74
Crimea River

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Haven't tried the custom pose thing, but I might. If there's a way to make Ketojan/Qunari lean forward, that'd work great for me so I can see my sibling. xD. not a big deal though. I AM LOVING THIS. I'm so glad you guys figured this out for me. I especially enjoy using Ketojan. Force Mage FTW. My character would not trust an abomination or a blood mage, so he's perfect. xD

#75
Stigandr Ogaefa

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I believe I got rid of the Anders voice.

I can upload the voiceless file or You can edit the file yourself

SWKOTOR Tools
Download K-GFF GFF Editor v1.3.1

Modifié par Stigandr Ogaefa, 04 mai 2011 - 02:57 .