Great project
Arms and Armor
Débuté par
Ambaryerno
, nov. 21 2009 07:45
#101
Posté 15 février 2010 - 07:41
#102
Posté 22 février 2010 - 08:28
Hey
It looks like this modder has cracked your problem. He Claims he is able to replace stock weapons with new ones like you intend to do. Hope this helps.
http://www.dragonage...file.php?id=777
It looks like this modder has cracked your problem. He Claims he is able to replace stock weapons with new ones like you intend to do. Hope this helps.
http://www.dragonage...file.php?id=777
#103
Posté 22 février 2010 - 11:15
It looks like all this does is replace existing weapon models. My problem is that I can't get changes in Base Type or adding NEW Base Types to work.
#104
Posté 23 février 2010 - 08:47
This linking from DA Nexus and back is a bit weird, I also have a project here btw 
Anyway... I don't just claim, I did replace the stock weapon models, and that's "all I've done" indeed.
What do you mean by "adding new base types"? Editing the variation gdas to allow for more different models than the stock 6?
Anyway... I don't just claim, I did replace the stock weapon models, and that's "all I've done" indeed.
What do you mean by "adding new base types"? Editing the variation gdas to allow for more different models than the stock 6?
#105
Posté 23 février 2010 - 12:57
I mean adding completely new TYPES of weapons beyond "longsword," greatsword, maul, etc entirely.
It's do-able, the problem is that even though it appears in the Toolset successfully, I can't get the game to recognize any changes made by the toolset, so it doesn't recognize if I change the Base Type of a weapon.
It's do-able, the problem is that even though it appears in the Toolset successfully, I can't get the game to recognize any changes made by the toolset, so it doesn't recognize if I change the Base Type of a weapon.
#106
Posté 23 février 2010 - 03:55
I think adding entirely new types of weapons may require scripting, but I haven't really looked into this as yet. I assume that it works much like Neverwinter Nights did, with weapon type constants that define how the game treats them.
#107
Posté 23 février 2010 - 06:44
I'd tried looking for a script but never came up with anything.
#108
Posté 23 février 2010 - 06:48
#109
Posté 23 février 2010 - 11:40
Yup, I have. Like I said, everything works fine in the toolset, and it DOES read the new 2DA files. The game will just not read the new or modified UTI files.
#110
Posté 24 février 2010 - 03:14
Did you try adding the rows to both the 2DA_base and M2DA_base worksheets? I must have been having a "blonde moment" when I made my previous post here. The only other idea that I have is to try making the new weapons variations on existing weapons.
#111
Posté 24 février 2010 - 04:06
What ID ranges are you using in your m2das? I don't know exactly what 2das need to be changed for this mod but see if this explains your problem - http://social.biowar...but_not_in_game
#112
Posté 24 février 2010 - 07:03
Yes. All 2DAs are filled out, and I double-checked the ranges. As I said, the 2DA files are fine: The game reads them, sees them, uses them.
It's the UTI files exported by the toolset that aren't being read.
It's the UTI files exported by the toolset that aren't being read.
#113
Posté 26 février 2010 - 03:53
I'm on the Home Stretch!
With Timelord's help I've been able to get one of the new Base Types to successfully load in the game. I've got quite a ways to go yet before I'm ready for any sort of Alpha release, but I can now see the light at the end of the tunnel. In preparation for this, however, I REALLY am going to need some help:
Scripting - I'm a modeler and, in a pinch, texture artist. The programming side of things is a bit over my head. If anyone is willing to lend a hand as a scripter I'd much appreciate it.
Texturing - Ok, as I said I can texture in a pinch, but I'm an amateur at best. With the number of weapons I need to do, if anyone knows their way around a graphics program I REALLY need your help.
Modeling - I can certainly handle the meshes myself, it would just be a LOT quicker if I had a couple other people I could delegate some of the meshes to.
With Timelord's help I've been able to get one of the new Base Types to successfully load in the game. I've got quite a ways to go yet before I'm ready for any sort of Alpha release, but I can now see the light at the end of the tunnel. In preparation for this, however, I REALLY am going to need some help:
Scripting - I'm a modeler and, in a pinch, texture artist. The programming side of things is a bit over my head. If anyone is willing to lend a hand as a scripter I'd much appreciate it.
Texturing - Ok, as I said I can texture in a pinch, but I'm an amateur at best. With the number of weapons I need to do, if anyone knows their way around a graphics program I REALLY need your help.
Modeling - I can certainly handle the meshes myself, it would just be a LOT quicker if I had a couple other people I could delegate some of the meshes to.
#114
Posté 26 février 2010 - 04:08
Hi, I can help with any scripting needs you might have. Just send me a PM or an email to timelorddc at gmail.
#115
Posté 26 février 2010 - 09:04
Awesome really glad you managed to solve the problem. Sadly I wont be able to help with the modding side of things. But if you need tester just send me a PM.
#116
Posté 26 février 2010 - 06:45
I'm glad you figured it out; could you let us know what exactly the problem was?
#117
Posté 26 février 2010 - 07:24
Part of it was an error in my script that added one of the new Base Types to inventory. Based on discussions with Timelord, it looks like the rest is going to be a matter of a script to change all weapons in player, party, NPC, merchant, etc. inventories to use the new UTI files.
Which makes sense now that I think about it, because some of the changed weapons also have changed file names (IE, longswords that are now arming swords are changed from gen_im_wep_lsw_<whatever> to gen_im_wep_asw).
Because I'm not just ADDING a weapon with a brand new base type, but replacing the Base Types of existing weapons the game needs to be specifically told to swap for the correct UTI files.
I won't give a timeframe, but I may be able to do an Alpha before too long.
Which makes sense now that I think about it, because some of the changed weapons also have changed file names (IE, longswords that are now arming swords are changed from gen_im_wep_lsw_<whatever> to gen_im_wep_asw).
Because I'm not just ADDING a weapon with a brand new base type, but replacing the Base Types of existing weapons the game needs to be specifically told to swap for the correct UTI files.
I won't give a timeframe, but I may be able to do an Alpha before too long.
#118
Posté 27 février 2010 - 09:46
I didn't get that last part... you have to replace an existing uti via script to use your own ones? Why don't you make an override version of the existing uti and change the base type in there? I suppose because you want to stick with the new naming?
Looking forward to the alpha
Looking forward to the alpha
#119
Posté 27 février 2010 - 02:22
Adonnay,
I tried that: I changed the Family Sword from longsword (stock) to greatsword without changing the name of the UTI file. When loading the game, it still treated the Family Sword as a longsword (both if I started a saved game where it's already in inventory, and from a game BEFORE I obtained it). The problem is that for whatever reason the game still defaults to using the "stock" weapon stats.
Anyway, are you sure I can't convince you to do some texture work? ;-)
I tried that: I changed the Family Sword from longsword (stock) to greatsword without changing the name of the UTI file. When loading the game, it still treated the Family Sword as a longsword (both if I started a saved game where it's already in inventory, and from a game BEFORE I obtained it). The problem is that for whatever reason the game still defaults to using the "stock" weapon stats.
Anyway, are you sure I can't convince you to do some texture work? ;-)
#120
Posté 27 février 2010 - 03:17
That's really weird, it seems the base type is a bit more complex. Perhaps you could post your issue in the "Are We Nearly There Yet" thread and see if some BioWare guy might help out.
As for the texturing, I really hate texturing *grins*. I prefer modeling actually... but someone has to do the "dirty" work
I had the same issue back in Oblivion, no one wanted to help me texture my swords. That's the main reason why I started texturing my own creations, not because I love to
As for the texturing, I really hate texturing *grins*. I prefer modeling actually... but someone has to do the "dirty" work
#121
Posté 27 février 2010 - 03:25
I'm going to guess that the game uses the base type as long as the item either has a filename that contains the abbreviations listed in the item variations file for the base type, or the item has a unique filename; if the base type is changed without changing the filename, it seems to default to using the item variation base type.
#122
Posté 27 février 2010 - 03:56
LD,
No, because I DID change the name of the Warden Longsword as well as its Base Type, and it still used the old base type. I don't see anywhere in the 2DAs to specify a default file name prefix (eg. gen_im_wep_lsw for longswords).
Adonnay,
Yeah, more or less the same reason I started texturing my own stuff, too. That and it's easier to control what things look like (I HAD a texture artist. However he insisted on making swords look like they'd been buried for a century or two and didn't get that REAL swords would not be allowed to deteriorate like that). The problem is I've got so much to do I don't know if I can possibly do them all myself (all weapons are getting unique models, rather than the 5-6 generic ones like we have now).
I COULD use another hand with meshing as well, tho....
No, because I DID change the name of the Warden Longsword as well as its Base Type, and it still used the old base type. I don't see anywhere in the 2DAs to specify a default file name prefix (eg. gen_im_wep_lsw for longswords).
Adonnay,
Yeah, more or less the same reason I started texturing my own stuff, too. That and it's easier to control what things look like (I HAD a texture artist. However he insisted on making swords look like they'd been buried for a century or two and didn't get that REAL swords would not be allowed to deteriorate like that). The problem is I've got so much to do I don't know if I can possibly do them all myself (all weapons are getting unique models, rather than the 5-6 generic ones like we have now).
I COULD use another hand with meshing as well, tho....
#123
Posté 09 mars 2010 - 08:40
So hows the project coming along ? any luck so far.
#124
Posté 09 mars 2010 - 12:49
Mostly behind the scenes stuff like updating the loot drops and working out a script to swap the new weapons in and out as needed.
#125
Posté 27 mars 2010 - 07:21
Any news on the Alpha ?





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