I've got a problem; I'm going to upate my black silk attire, but my modding tool won't open? I've tried to remove the dlcs from the update folder, I've tried different versions of it and I've tried with the dlcs in the folder as well. Don't know what else to do :S anyone can help?
DAI Tools
#5426
Posté 08 mai 2015 - 04:55
#5427
Posté 08 mai 2015 - 05:00
We are working on the Modding tool right now, we are also coming up with a way to automatically update you tools when a dev makes a new version, so please stay tuned for Dan. and Dawn's update hopefully they will finish tonight im still on skype with them even now
#5428
Posté 08 mai 2015 - 05:22
Sure!
Can you please report
We're trying to narrow down why some mods work for some people and not others. Thank you so much!
- The race & gender of the Inquisitors that work in the Mirror
- The version of Shantia's mods you are using (the timestamp of the .daimod file would be fine)
And Jnigh7 & electricfish, I did a thing, just so you know.
Human/Female/Mage
Link to the file -> https://www.dropbox....exture.zip?dl=0
May I add a question (or two) to that list, Tiki? (My apologies if this is out of line and please, feel free to delete my post, should that be the case.)
4. Have you completed JoH (including the Old Temple schematics quest)?
5. Are you able to craft weapons with DLC schematics?
6. Are you able to modify non-crafted JoH weapons? (Swap out runes, that sort of thing...)
No. I have not done the DLC yet.
Yes. I purchased schematics from B.E. and was able to craft them just fine with no issues.
Again, sorry, I have not done the DLC as of yet. I was waiting for a fix to MODs before attempting to do so.
I have been playing for about 6 hours straight and have had zero issues with MODs.
Not sure if it matters, but I am playing on Windows 7 (went back because 8 was not letting SweetFX to work).,
If I run into an issue, I will be sure to post it here. If you have something else to ask, feel free.
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#5429
Posté 08 mai 2015 - 05:39
Edit the package file with notepad and increase the version number until it works. The reason that happens is because you remerged over an already merged package file which made the version number increase each time. Save files are tied to the highest version number they were played on. Saving after editing with notepad shouldn't alter the file unless you manually alter the file extension it's saved as.
Now that I've actually tried this, what version should old merged patches have been on? I checked the one I was using during patch 6, and it was version 10, though using this version number on the new patches (both official and merged) doesn't load the saves.
I haven't been changing the patch number before I merge mods though, so I've deleted all my patch files and done a game repair to try again. I've also kept both the official patch and the merged patch in the update folder, but I'm not sure whether that actually makes a difference or not.
#5430
Posté 08 mai 2015 - 05:53
We are working on the Modding tool right now, we are also coming up with a way to automatically update you tools when a dev makes a new version, so please stay tuned for Dan. and Dawn's update hopefully they will finish tonight im still on skype with them even now
Can you tell them both we love them endlessly?
Now that I've actually tried this, what version should old merged patches have been on? I checked the one I was using during patch 6, and it was version 10, though using this version number on the new patches (both official and merged) doesn't load the saves.
I haven't been changing the patch number before I merge mods though, so I've deleted all my patch files and done a game repair to try again. I've also kept both the official patch and the merged patch in the update folder, but I'm not sure whether that actually makes a difference or not.
You might want to check out this post about package.mft and see if that answers your questions about what to do with your package.mft.
#5431
Posté 08 mai 2015 - 06:00
I've got a problem; I'm going to upate my black silk attire, but my modding tool won't open? I've tried to remove the dlcs from the update folder, I've tried different versions of it and I've tried with the dlcs in the folder as well. Don't know what else to do :S anyone can help?
The DLC - Jaws of Hakkon and BE both - need to be out of the Update folder while you run the modding tool, since it can't scan their files at all. (hopefully Dan and Dawn pull off a miracle and fix this!)
Make sure the only Patch folder in the Update folder is Bioware Patch 6, and make sure that the daimodding.ini file says 'PatchVersion=7'
That's what I had to do to get the Tool running while switching between Patch 7 to run mods and Patch 6 to modify mods.
Good luck!
And hopefully modding tool 1.28 will be the unicorn!
#5432
Posté 08 mai 2015 - 06:53
The DLC - Jaws of Hakkon and BE both - need to be out of the Update folder while you run the modding tool, since it can't scan their files at all. (hopefully Dan and Dawn pull off a miracle and fix this!)
Make sure the only Patch folder in the Update folder is Bioware Patch 6, and make sure that the daimodding.ini file says 'PatchVersion=7'
That's what I had to do to get the Tool running while switching between Patch 7 to run mods and Patch 6 to modify mods.
Good luck!
And hopefully modding tool 1.28 will be the unicorn!
thanks, but it didn't work either
running as admin didn't work ![]()
#5433
Posté 08 mai 2015 - 07:03
thanks, but it didn't work either
running as admin didn't work
Aww, that sucks. Maybe just start fresh? Leave the Patch 6 in the Update folder (Patch 7 doesn't work, that's what Dan/Dawn are working on), and download/unzip a fresh copy of 1.27a again.
Oh, maybe re-install SlimDX, too? As a long shot.
#5434
Posté 08 mai 2015 - 08:00
Can you tell them both we love them endlessly?
You might want to check out this post about package.mft and see if that answers your questions about what to do with your package.mft.
That post was very helpful, thank you so much! After bumping my version number up to 13 I was finally able to get my saves to load. I had no idea using a merged patch when merging new mods could cause such a problem, I'll be sure to remember that in the future.
#5435
Posté 08 mai 2015 - 08:23
Hi Everyone, I am here. First of all, thank you so much for working hard on your spare time on this! You make the game even better than it is ![]()
I just wanted to share my experience with Patch 7.
Human Mage:
With MM 0.50: no crashes in game or DLC. No issue with the BE mirror (not using facial mod). But no mod working in JoH and BE. Tried with configurable mod and non configurable mod. Got no loading issue or crashes so far in DLCs. I coudl as well craft weapon from legendary schematic bought in BE.
With MM 0.51: Same
Female Qunari:
With MM 0.50: same as for my human mage
With MM 0.51: game is not loading. It hangs on the loading screen (My Qunari is in Skyhold)
Some of my mod are not working at all, but they do not crash the game such as Armor/Weapon Restriction.
Extra info: I can only load save via "load" not "continue". As well, if any of my character is in BE or ToH in a save, then that save will not be able to load. Those 2 issues are for both MM 0.50 and MM 0.51
Here the list of MODs I am using:
http://i.imgur.com/OrzOiBd.png
I would gladly help anyone with testing if needed ^^
#5436
Posté 08 mai 2015 - 08:25
I've gotten all my mods to work with the new mod manager, thank you for all the hard work! Still a few issues though.
I do have JoH DLC and have completed it.
Any JoH weapons or armor that I have in my inventory will crash the game if I scroll past it in my inventory. So, I removed all those and placed them in storage. Can't use them but I can play the game.
I tried to access the weapon crafting station....and Crash. The first schematic that pops up on my screen is a JoH schematic and once it populates the game freezes and crashes.
So, JoH items and schematics still problematic whether you're selecting them or not.
#5437
Posté 08 mai 2015 - 08:57
@Pechane and @cyran9:
An newer, improved version of the JoH workaround was found about an hour or two after the first one. I made a post of it here with the details. Have either of you tried the newest version of that workaround for JoH/mod issues yet?
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@Pechane specifically: MM0.51 works with configurable mods, as long as you remember to configure the mods even if you don't make any changes. So make sure you click 'Configure' for each mod that is capable of it when you merge your mods.
As for the hanging at the loading screen, I'd recommend removing your patched folder from your game folder, repairing the game via Origin, re-merging the mod (remembering to click configure every time it's an option) with the new MM0.51, and following the instructions in that link earlier in this post.
As for your mods, I saw you run Smooth Shiny Hair Textures. This mod is causing issues with BE definitely, but not across the board. It shouldn't make your game crash, though, so I'm not sure that's the source of your problem. The other mods you had looked all right, though I didn't recognize 'momo'.
One more note: if you converted any mods to .daimod format to use with .50, you might want to consider switching it out and replacing it with the original distributable version. I had one converted mod that just kept killing one of my Inquisitor's games, but it still works fine in distributable mode.
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@Cyran9 specifically: you saw the first version of the workaround, not sure about the second. It was made specifically to address the fact that the first version killed so many mods including pajama mods, and I think that it fixes the weapon crafting station issue, too. Please try that new, second version. I hope it works for you!
(and yes, Jaws continues to be a headache for the mods. Grrrrr.)
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I hope the above helps!
#5438
Posté 08 mai 2015 - 09:44
@Pechane and @cyran9:
An newer, improved version of the JoH workaround was found about an hour or two after the first one. I made a post of it here with the details. Have either of you tried the newest version of that workaround for JoH/mod issues yet?
-----
@Pechane specifically: MM0.51 works with configurable mods, as long as you remember to configure the mods even if you don't make any changes. So make sure you click 'Configure' for each mod that is capable of it when you merge your mods.
As for the hanging at the loading screen, I'd recommend removing your patched folder from your game folder, repairing the game via Origin, re-merging the mod (remembering to click configure every time it's an option) with the new MM0.51, and following the instructions in that link earlier in this post.
As for your mods, I saw you run Smooth Shiny Hair Textures. This mod is causing issues with BE definitely, but not across the board. It shouldn't make your game crash, though, so I'm not sure that's the source of your problem. The other mods you had looked all right, though I didn't recognize 'momo'.
One more note: if you converted any mods to .daimod format to use with .50, you might want to consider switching it out and replacing it with the original distributable version. I had one converted mod that just kept killing one of my Inquisitor's games, but it still works fine in distributable mode.
Thanks for you reply ![]()
As my human mage I have no trouble in BE even with the hair mod. The mirror works fine
. I experience no crashes at all in JoH and BE.
I just loaded an earlier save for my Qunari female, and I have no issues with it now. So i guess the latest ones were corrupted.
I tried the fix you suggested for my issue with JoH, but I still have no mods 'used' in JoH and BE. After merging and launching the game, I have mods in the non dlc part, but when zoning in JoH/BE, its as the game was turning off the mods. No crashes though, I can play both DLC perfectly. It just play as if there was no mod installed at all. The rest of the game (non dlc) plays with mods just fine. only a couple that does not work cause they need update I guess. But it does not cause any crashes.
For additional information, here the steps I perform when I merge (Fix steps not included):
- Make sure official vanilla patch is present in Patch folder
- Open MM as admin (currently using 0.51)
- Configure any mod that needs to be
- Merge
- Delete vanilla patch folder
- Rename Patch_modmanagermerge to Patch
- Launch the game
- Load save
So that's what I do.
Thanks for your help with my no mod loaded in DLC issue though ![]()
#5439
Posté 08 mai 2015 - 10:40
Okay, so I'm just going to list my issues, since I do have that Realistic hair mod!
Female dwarf- froze the game upon attempting the mirror, had to CAD out. That was the only mod on her. Crashed the game when attempted JoH. Only mod on her.
Female qunari- crashed the game upon attempting the mirror. Froze the game upon JoH attempt, CAD out. Used hair mod and freckles mod.
Going to try with the others after I repair and repatch with .51v since this was all with .50v
#5441
Posté 08 mai 2015 - 02:05
Can someone who's experiencing the JoH weapon crash try merging with this Patch.daimod file?
I'm 99% sure I found and fixed the issue, but I don't have a character I can test with so I'd like to get some confirmation that it works before I release a new version.
Edit: updated mod manager posted below
#5442
Posté 08 mai 2015 - 02:28
Can someone who's experiencing the JoH weapon crash try merging with this Patch.daimod file? https://drive.google...iew?usp=sharing
I'm 99% sure I found and fixed the issue, but I don't have a character I can test with so I'd like to get some confirmation that it works before I release a new version.
I'll give it a try. BRB.
(Some times passes...)
*cracks knuckles*
Good news!
I was able to craft a weapon, using a JoH schematic and from JoH mats:

I was also able to modify a non-crafted JoH weapon.
And it looked like all the mods that I had working before still work.
I was able to travel to the JoH map, and then back to Skyhold. And from a cursory glance, the mods were also working in the Frostback Basin. (Caveat: I went in and out quickly, after confirming that the Skyhold oufit replacer and levelling tweak were working.)
I was also able to open up and travel to the Black Emporium, and, as before, successfully messed up my Inquisitor's face... I don't have much in the way of chargen mods installed, though, no skins or hairstyles.
A couple of bits of weirdness that may or may not be worth mentioning:
I typically 'backnumber' my modded patch MFT to match the version # of the official patch. When I did so for this test, mods did not work. They did, once I re-incremented the version number to the +1.
The ESC key to bring up the 'Hero menu' did not work. (It didn't respond at all.) I had to use the HUD 'gear' icon to exit from the game.
And thank you, so much, for troubleshooting the crafting issue!
#5443
Posté 08 mai 2015 - 03:20
I will try this now as well to see if my mods are working in JoH.
Edit:
- Replaced the Patch.daimod fix
- Remerged
- Launch the game (from continue woohoo)
- No crashes when entering Frostback Basin or BE.
- No problem crafting weapon from BE (I do not have schematic from JoH yet so I cannot check that)
- No problem playing with the mirror either
- Compatible Mods are now "loaded" in Frostback Basin
Now for the bad news:
- Game crashes when looting/gathering in Frostback Basin. No problem in other areas.
#5444
Posté 08 mai 2015 - 05:28
I had a couple of minutes free, so I remerged mods again (with the 'test' damod) and took my Inquisitor back to the Frostback Basin to kill some stuff.
Mods that affect battle mechanics (spell cooldowns, focus pool) are working. (Melting bogfishers is fun!)
I didn't experience the looting/gathering crash reported by Pechane. (I don't use the Faster Looting mod, if that matters.)
I did have the same issue with the ESC not bringing up the usual menu as in my initial test.
#5445
Posté 08 mai 2015 - 06:20
I've released the Mod Manager v0.52: https://drive.google...iew?usp=sharing
This version generates the patch.daimod I posted above, so it should fix the JoH weapon crashes.
#5446
Posté 08 mai 2015 - 06:23
I've released the Mod Manager v0.52: https://drive.google...iew?usp=sharing
This version generates the patch.daimod I posted above, so it should fix the JoH weapon crashes.
where did you post the "above" one? Don't understand which one you mean ^^"
#5447
Posté 08 mai 2015 - 06:23
I've released the Mod Manager v0.52: https://drive.google...iew?usp=sharing
This version generates the patch.daimod I posted above, so it should fix the JoH weapon crashes.
thank you, we really appreciate your work so much
#5448
Posté 08 mai 2015 - 06:37
I had a couple of minutes free, so I remerged mods again (with the 'test' damod) and took my Inquisitor back to the Frostback Basin to kill some stuff.
Mods that affect battle mechanics (spell cooldowns, focus pool) are working. (Melting bogfishers is fun!)
I didn't experience the looting/gathering crash reported by Pechane. (I don't use the Faster Looting mod, if that matters.)
I did have the same issue with the ESC not bringing up the usual menu as in my initial test.
Could aslo be MoreLoot or More Faded. But I will try to see without the fast looting during the weekend. Its good that now at least some mods can be used finally in DLC. Soon I guess we will have them all in it
Thanks for the hard work Zhentar ![]()
Edit 1: I just looked at it now, and I crash outside the first camp without looting or anything. I crashed exactly when I got a "region discovered" update.
Edit 2: Removed the loot mods (MoreLoot, faster looting, MoreFaded), I ended up crashing during a fight.
It seems very random. It hangs though as soon as I leave the camp.
#5449
Posté 08 mai 2015 - 07:06
I do have both More Loot and More FadeTouched in my load, though I don't believe they affect the drops in the DLC map. (I'm also not using any configurable mods, if configurable of those mods exist.)
#5450
Posté 08 mai 2015 - 07:53
where did you post the "above" one? Don't understand which one you mean ^^"
A few posts earlier, I shared the .daimod for testing. I edited out the link after posting the Mod Manager version that generates it, though.
(I'm also not using any configurable mods, if configurable of those mods exist.)
It shouldn't matter any more if mods are/aren't configurable; they're all the same once they've been merged into the game. There was an issue configurable mods in the v0.49 release, but that wasn't related to anything on the DAI/Bioware side of things.





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