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[Release] Add Companion Mod/Tutorial


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#101
jackkel dragon

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madsabroo wrote...

I'm getting stuck on opening the utc in the new program. I was able to find it and open it in pyGFF, but then I'm stumped.

Any advice?


Did you export the file from the ERF/RIM first? You won't even be able to find it with the new program if you don't extract it with PyGFF first. (Use the export option in the file menu, near the bottom past open. Ctrl-E, I think.)

#102
madsabroo

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jackkel dragon wrote...

madsabroo wrote...

I'm getting stuck on opening the utc in the new program. I was able to find it and open it in pyGFF, but then I'm stumped.

Any advice?


Did you export the file from the ERF/RIM first? You won't even be able to find it with the new program if you don't extract it with PyGFF first. (Use the export option in the file menu, near the bottom past open. Ctrl-E, I think.)


Oh gotcha - does it matter what I name the exported file?

#103
jackkel dragon

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You can name it what you want when you edit it, but it has to be named "gen00fl_justice.utc" when you put it in the override folder or it won't override the default resource.

#104
Skybreaker

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bluecuban wrote...

It was originally posted on Dragon Age Nexus by someone I was working with on figuring it out, but I don't know if he kept it up there.

The basic idea though was to copy over the DLC onto a USB drive, and then use Horizon 360 to extract the data (Modio never seemed to work oddly).  Once the data is extracted, you'll notice the folder paths are similar to how you install files associated with mods in DA:O.  We just dropped files in for mods we wanted, and most of the time they worked fine.

Texture mods never worked unfortunately.  However, we were able to make mods work that added new skills/techniques and specializations.

A few quest and character mods were also able to work.  For instance, I was able to at one point get the first version of the Ser Gilmore mod to work - I stopped playing DA:O by the time updates came out for it.

After they made the last update for the game, some of them stopped working, so there's no guarantee it'll still work.  Just depends on which mods you try to use.  Definitely stay clear of texture mods - they tended to crash the game.


Is that for JTAG only, or would it work for a normal 360? I remember trying something like that a while back, but the content would always come up corrupt. I think I read somewhere that would only work on modded 360s (which I don't have), because there is no way to resign/rehash PIRS files (Xbox Live/DLC files) for retail 360s (unmodded). I could be remembering incorrectly.

If it is possible on unmodded 360s, could you explain how to put the files back together after extracting and adding new files so they don't come up corrupt?

Thanks

#105
bluecuban

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Ares Targaryen wrote...

bluecuban wrote...

It was originally posted on Dragon Age Nexus by someone I was working with on figuring it out, but I don't know if he kept it up there.

The basic idea though was to copy over the DLC onto a USB drive, and then use Horizon 360 to extract the data (Modio never seemed to work oddly).  Once the data is extracted, you'll notice the folder paths are similar to how you install files associated with mods in DA:O.  We just dropped files in for mods we wanted, and most of the time they worked fine.

Texture mods never worked unfortunately.  However, we were able to make mods work that added new skills/techniques and specializations.

A few quest and character mods were also able to work.  For instance, I was able to at one point get the first version of the Ser Gilmore mod to work - I stopped playing DA:O by the time updates came out for it.

After they made the last update for the game, some of them stopped working, so there's no guarantee it'll still work.  Just depends on which mods you try to use.  Definitely stay clear of texture mods - they tended to crash the game.


Is that for JTAG only, or would it work for a normal 360? I remember trying something like that a while back, but the content would always come up corrupt. I think I read somewhere that would only work on modded 360s (which I don't have), because there is no way to resign/rehash PIRS files (Xbox Live/DLC files) for retail 360s (unmodded). I could be remembering incorrectly.

If it is possible on unmodded 360s, could you explain how to put the files back together after extracting and adding new files so they don't come up corrupt?

Thanks


Not a problem, this can all be done on unmodded Xbox 360's.  I know as I have never Jtagged my Xbox.

You'll need Modio, Dragon Age Checksum Fix, and some tool to extract the save data (360 Explorer, or USBXTAF).  All of these can be downloaded via the internet, and found with a quick Google search.  I'll give an example using USBXTAF.
  • So, copy your save from the Xbox memory to a USB drive.  Remove the drive, and plug it into your computer.
  • Open up USBXTAF, and go to File -> Open Drive
  • Locate the save file, and extract it anywhere.
  • Open Modio.  Under file contents, extract the savegame.das and savegame.das.x files
  • Open up the pyGFF Editor, and open savegame.das
  • Make whatever changes you want to make to the save file.
  • Save As a brand new file somewhere else - do not just regular save; it will either corrupt your save or not keep any changes.
  • Open the Dragon Age Checksum Fix.  When you click the big button, first select savegame.das, and then select savegames.das.x
  • Give the program about 30 seconds and then close it.
  • Go back into Modio, and Replace both the savegame.das and savegame.das.x files
  • Click the Rehash button in Modio, and after it's done rehashing, close the program.
  • In USBXTAF, delete the previous save file, and Inject the new one you just created.
  • Select to Close Drive
You're all set.  I would highly recommend testing the new save file via the USB before copying it back to the Xbox HDD.

Also, this will not help you get any achievements.  I'm not saying that's your goal, but I want to make that expressly clear in case anyone has issue with the posting this tutorial as it does not affect your Xbox Live standing.

#106
Skybreaker

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bluecuban wrote...
*snip*

Actually, I was referring to how you got PC mods for Dragon Age Origins (like on Nexus) to work on the 360. I tried adding some mods to a DLC file (Stone Prisoner), but the DLC file always comes up corrupt when I go to load it on the 360. Sorry if I wasn't clear enough in my post earlier.

Basically, how do you inject the PC mods into a 360 DLC file?
Do you have to resign/rehash the file afterward?

After extracting the DLC (Stone Prisoner), I see that there is a core - data and module - data folders that mod files can be place in. How do you repack the files so you can put it back on the 360? I didn't see a way to add files in Horizon. I tried with Le Fluffie but the file always end up corrupt and can't load.

Modifié par Ares Targaryen, 10 mai 2011 - 06:24 .


#107
bluecuban

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Ares Targaryen wrote...

bluecuban wrote...
*snip*

Actually, I was referring to how you got PC mods for Dragon Age Origins (like on Nexus) to work on the 360. I tried adding some mods to a DLC file (Stone Prisoner), but the DLC file always comes up corrupt when I go to load it on the 360. Sorry if I wasn't clear enough in my post earlier.

Basically, how do you inject the PC mods into a 360 DLC file?
Do you have to resign/rehash the file afterward?

After extracting the DLC (Stone Prisoner), I see that there is a core - data and module - data folders that mod files can be place in. How do you repack the files so you can put it back on the 360? I didn't see a way to add files in Horizon. I tried with Le Fluffie but the file always end up corrupt and can't load.


Ah ok, I got you.  Sorry for the mixup.

When I was able to get it to work long ago we just injected the files and folders in using Horizon.  After the final update came out though for DA:O, we kept getting the corrupted issue too and were never able to make them work again.  I'm not sure how or why unfortunately - it even corrupted save files that were using mods.

However, someone did recently inform me that the DA:O toolset does have a system in place to export a mod to a format associated with the Xbox version.  So it may be possible to take a current mod, load it in the toolset, compile it for Xbox, and then inject that version.  I don't have the toolset or a PC version so I haven't ever had a chance to figure it out myself.

I'll email the other modder I worked with and see if he still has the tutorial or something.  Otherwise, sorry I can't offer any suggestion on how to get it to work :blush:

#108
Crimea River

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Don't mind me, just bumping this so that people who have wanted to do this will see it.

#109
Mitthrawnuruodo

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 Bumping because this was an incredible help. Thanks you guys, SO MUCH. 

#110
Mitthrawnuruodo

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Just bumping with a vid to show off what this thread did for me.

Meredith in party is sodding hilarious. Her raging cracks me up beyond measure.

#111
bluecuban

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It's great to see everyone enjoying the tricks and expanding on them. If anyone is interested, Bhaalspawn5001 took everything done in this thread to make two new mods for PC gamers.

The first one makes use of the trick to add in a new party member, just without someone having to go through the same long process I did to figure it out. I call that a positive :)
http://www.dragonage...ile.php?id=2947

The second one expands on Stigandr Ogaefa's findings to allow for multiple new party members to be added. I personally find this one extra awesome.
http://www.dragonage...ile.php?id=2958

I'll update the front page to reflect these new updates with a link to both mods. And of course, if anyone has any suggestions on how to possibly get this kind of ability to the Xbox and PS3 gamers I'd love to hear them! :)

#112
Ad Dugg

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bluecuban wrote...



Ah ok, I got you.  Sorry for the mixup.

When I was able to get it to work long ago we just injected the files and folders in using Horizon.  After the final update came out though for DA:O, we kept getting the corrupted issue too and were never able to make them work again.  I'm not sure how or why unfortunately - it even corrupted save files that were using mods.

However, someone did recently inform me that the DA:O toolset does have a system in place to export a mod to a format associated with the Xbox version.  So it may be possible to take a current mod, load it in the toolset, compile it for Xbox, and then inject that version.  I don't have the toolset or a PC version so I haven't ever had a chance to figure it out myself.

I'll email the other modder I worked with and see if he still has the tutorial or something.  Otherwise, sorry I can't offer any suggestion on how to get it to work :blush:


Do you have a link to any of this or a place for me to get started?

Would it work if you just cleared the system cache?

EDIT: Nevermind, just found out your console needs to be Jtagged.  Guessing Xlast doesn't boot code unless it's modded.

Modifié par Ad Dugg, 04 juillet 2011 - 12:13 .


#113
Ad Dugg

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Sorry for the double but has anyone found a way to add custom Hawkes as a follower?

IE Can I copy a Hawke from another save and add them as a companion or is this not possible?

#114
jackkel dragon

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@Ad Dugg: If you're talking about using a custom Hawke face as a follower, you'll need to use the save editor to extract the face morph data into a .mor file and use that as the custom follower's face (the .mor has to be in the override folder.) For stats, you'll have to input them manually into the companion data.

#115
Vic George 2011

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I recently got Meredith, Orsino, and Nathaniel Howe modded in as additional party characters for the PC version through the help of Dragon Age Nexus, and it was pretty fun so far. I just like dragging them into situations where the NPCs in certain quests just talk about mages and templars (particularly Meredith) while being oblivious to the fact that they're standing right in front of them. The Wayward Son quest, when you talk to Vincento and Samson about a runaway mage, is real fun when Meredith is standing right there listening to them and nobody notices! I took them right through to the end of the game with the Last Straw's two campaigns and had Meredith slay templars in the mage campaign and Orsino slay mages in the templar campaign, and ultimately they ended up slaying their in-game selves, which in the Meredith battle was pretty funny and awesome at the same time.

Modifié par Vic George 2011, 27 juillet 2011 - 02:14 .


#116
scarletsteam

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dam editor is not openening says spector modudual can not be found or somthing what the ****!