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

Modifié par Vampessa, 27 avril 2011 - 11:52 .
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
jackkel dragon wrote...
I think soundsets are based on the resource, and thus not editable from the save game.
Modifié par jackkel dragon, 28 avril 2011 - 01:06 .
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
Anyone who wants to expand on what I've done though to make a full new character on PC, go for it!

Modifié par jackkel dragon, 28 avril 2011 - 01:21 .
jackkel dragon wrote...
I have good news for PC owners.
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 - 01:44 .
jackkel dragon wrote...
I have good news for PC owners.
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...
Stigandr Ogaefa wrote...
jackkel dragon wrote...
I have good news for PC owners.
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?
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
Modifié par Vampessa, 28 avril 2011 - 02:45 .
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
Modifié par Vampessa, 28 avril 2011 - 02:43 .
Modifié par jackkel dragon, 28 avril 2011 - 03:13 .
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
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
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



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
Screen 2: Steps 5-6
Screen 3: Step 7
P.P.S: I'm sorry the images are so small, they apparently got resized too small to read easily.
Modifié par Stigandr Ogaefa, 04 mai 2011 - 02:57 .