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#1
Lotion Soronarr

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I'm attempting to make a rather big modification for DA:O and I could use some help.
Now, I'm a long-tome modder, so I can probably figure everything myself, but I'm short on time.
I get only weekends to work with, so it's better to ask for help then waste a lot of time.

So...

which files must I go after if I want to:

- change general weapon type attributes  *FOUND IT*

- change general armor attributes *FOUND IT*

- change armor attribute requirement (like needing X STR to wear armor)   ??????

- change physical attributes(bonuses) of races  *FOUND IT*

- change bonus for classes  ???????

- change the overall leveling scheme (setting starting STR, max STR, point per level, stuff like that)  ???????

- change material properties (silverite, dragonbone, etc..) *FOUND OUT*

- change spells and abilitites

- change and adjust the strenght/leveling scheme of enemies ??????


The rest (plot, conversations, etc.) should be pretty straightforward.
Thanx in advance.

Modifié par Lotion Soronnar, 18 décembre 2009 - 01:10 .


#2
Lotion Soronarr

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For reference, my current plan (prone to changes):



- setting attribute growth to 1 point every 3 or 4 levels, and max natural value capped at 20



- adjusting abilitites and spells to account to that (4 time bigger bonus per point needed)



- adjusting attribute requirement for armors (with 17 STR you should pretty much be able to carry any armor in-game)



- changing material progression (red steel, silverite and dragonbone are the same tier, but with different prons and cons)



- change race and class bonuses (done for the race,s still have to fine the classes)

- possibly add a gender based bonus (at least as a script)



- adding new weapon models (in progress..several weapons are in different stages of completion)



- possibly a new SYMETRIC massive armor (difficult, don't know if it's possible ATM)



- a few new armors, basicly re-textures of existing ones (in progress)



- re-balancing enemy scaling



- constitution increases stamina, no HP gain with level, only with items or constitution (or a tiny, insignificant gain). A warrior would start with roughly 200 HP and with 20 CON would have 300 or a bit more



adding new conversation options & quest changes



- abillity to send Iona away in Human Noble Origin

- option to give her daugheter $$ or find someone to take care of her if Iona dies.

- a less deuchbag conversation line to harden Alistair (something along the lines of "You're sister had it rough. If you are king, you could change that.")

- kill Loghain at Landsmeet after the duel without letting him speak

- trick Loghain into a corner in the discussion on Ostagar (by careful conversation options)

- Tell the Templars the location of Flemeths hut. Let them kill her (you don't get the Grimoire)

- add Dog to the ending

- 50% chance that someone in Redcliffe will die if you go to the Circle

- 50% chance that Loghain will backstab you if you spare him.



MORE TO COME

#3
Lotion Soronarr

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C'mon people....some help pls. That is what this forum is for, no?

#4
Lotion Soronarr

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and a smallish progress report:

Posted Image

#5
Lotion Soronarr

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What's a guy gotta do to get some help around here?



C'mon.chaaaange! Change! Help a guy out, will ya?





*raises sign*



WILL LICK LAMP POSTS IN WINTER FOR HELP!

#6
Lotion Soronarr

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Will assainate for help.



Will give antivan massages for help.



Will stop posting for help!

#7
Chains-Gore

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- change armor attribute requirement (like needing X STR to wear armor) ??????



I believe you would have to alter the attribute requirements for all items that use a specific material. I could be wrong but unless you used the no attributes property thats all I can think of. That should be able to be altered either in the materialrules.gda or the materialtypes.gda I think it's rules tho. If you're only planning on doing this only for custom items you're creating you can just make a custom material with the stat requirements you want.




#8
Lotion Soronarr

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Thanks for the reply. Some progress at least.



Yeah, I plan on doing it for all items, and I have been fiddling with materials, but it doens't seem to be the only thing affecting hte requirements. Armors themselves have a modifier.



Methinks the requirement is actually calculated as armor_type*material_modifier



The thing I'm most interest ATM is changing hte whole class bonuses and leveling rules.

#9
Ashmaran

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- change bonus for classes ???????



Pretty sure you can alter that in the 2DA file ABI_base.xls, on the passive abilities tab. Haven't tried playing around with those yet.

#10
Lotion Soronarr

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Thank you! Some progress, finally :)

#11
Lotion Soronarr

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Hm....I can't find a connection...There is a refference to Wizzard, Rouge and Warrior, but I can't find anything that directly points to the base bonuses each class gets.

#12
Lotion Soronarr

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Well, scratch that. I guess the current class bonuses work for what I have in mind. But the leveling scheme doesn't.



Anyone got a clue as to how to change points recieved per levelup? (or implement a attribute cap)

#13
Craig Graff

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I'll be happy to answer a few of these once I'm back with the toolset.

#14
wwwwowwww

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wish I could help but your farther along in your understanding than I ever could be. , like the swards, kida wish the swords were a bit more too scale though in the game. The daggers are huge, more like short swords!

#15
Lotion Soronarr

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Craig Graff wrote...

I'll be happy to answer a few of these once I'm back with the toolset.


:o:O:O:O

Oh joy!!

Thankyouthankyouthankyouthankyou. I reeeeally want to do this, but until now really didn't know where to look.

#16
Lotion Soronarr

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To list critical items for my project:

- removing (or reducing) HP increase per levelup

- changing starting HP (warrior to 200, mage 150, rogue 175)

- CON adds to stamina(and a bit to mana)

- attributes capped at 20, 1 attribute point gained per 4 levels

Modifié par Lotion Soronnar, 28 décembre 2009 - 09:00 .


#17
Lotion Soronarr

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K, new question...I?m trying to create a new armor as are-skin of an old one WITHOUT overwriting the old one. For weapons is easy - just use DATool. But not so for armors.



Now I know I need to extract all the .msh,. mrh and .mao files and re-name or edit them, but where the hell are they?



Also, tried converting my swords, failed so far. Will keep trying.

#18
DarthParametric

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You don't need the MSH, just the MMH and PHY. They are in modelhierarchies.erf.

#19
Lotion Soronarr

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Got the modified meshes working:

Posted Image
Leliana was complaining about the draft and lack of protection, so some leather was added to the legs.

Modifié par Lotion Soronnar, 02 janvier 2010 - 05:41 .


#20
Awildawn

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Great, look a bit samouraï-ish but it's great seeing new models. Sorry can't help more, I didn't begin the scripting part of my mod (still creating levels and wrtiting convos)

#21
Lotion Soronarr

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It's not a new model...just a re-texture or an old one.
Adding new armor is difficult, but I do plan on doing that eventually. I want symetrical massive armors dammit!


EDIT: B.t.w. Craig, still waiting for those answers:crying:

Modifié par Lotion Soronnar, 03 janvier 2010 - 10:01 .


#22
Lotion Soronarr

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I managed to figure a few things...like editings spells and talents, and some other minor stuff.



I still haven't made any progress onediting the attributes.

I did fiddle with the core scripts and found out that only the modifier is ever edited, and never the actual value....but how to actually change or set some cap...nope :(

#23
FalloutBoy

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"change and adjust the strenght/leveling scheme of enemies ??????"



The way creatures level up is determined by the AL*.xls files. AL means autolevel and there is a sys_autolevel script if you are curious to see how it works. Basically every creature is assigned an AL scheme based on their package (packages.xls in case you want to make new ones of these too). It determines what attributes, skills, and talents a character will pick when they level up.



Note that this system is different than the autoscaling system (sys_autoscale). Autoscale chooses what level the creature should be. Autolevel chooses how to spend their points.


#24
FalloutBoy

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"change armor attribute requirement (like needing X STR to wear armor) ??????"



If you found the material properties, then you should have also found this. IIRC, they are in the same place, materialrules.xls I think.


#25
karanokyoukai1

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Hey Soronnar, any chance you could upload those weapon models somewhere if you haven't already done so, they are kind of absolutely awesome.

Modifié par karanokyoukai1, 07 janvier 2010 - 03:37 .