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#6001
Janic99

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this is getting annoying, but it required a few more tweaks :P perhaps we should do this in PM? :P anyways, here you go

Looks amazing guys! Keep up the amazing work! Can't wait to see the final results :D 



#6002
Joyce

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I can't believe I actually did it; I managed to make it look acceptable xD

 

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#6003
Joyce

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My hair-mod is up on Nexus now if anyone is interested :D a special thanks and a big hug to everyone who helped me; Adela, MilaBanilla, tklivory and all the others <3

 

(and of course I'm already getting hate, haha)



#6004
Joyce

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Haha, went to this site on a lark, and look what said Hello to me :D

 

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#6005
tklivory

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:whistle: Huh, imagine that.



#6006
Joyce

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:whistle: Huh, imagine that.

I know, right :o had no idea my internet could talk ;)



#6007
Joyce

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Here's how happy I am now :D

 

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#6008
katerinafm

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Okay, so I am a bit confused. Is there a way to have mods working AND the new patch working that adds the MP stuff? So far I've just been playing Offline so it doesn't update. Increasing the package number of an existing patch shouldn't actually update the game as far as I'm aware, just stop Origin from bugging you about updating.



#6009
tklivory

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Okay, so I am a bit confused. Is there a way to have mods working AND the new patch working that adds the MP stuff? So far I've just been playing Offline so it doesn't update. Increasing the package number of an existing patch shouldn't actually update the game as far as I'm aware, just stop Origin from bugging you about updating.

 

The new Mod Manager compatible with Patch 8 was just released. Don't have mods active while you are playing multiplayer, but since you'll be building your mods on top of Patch 8 instead of 7 now, the Patch 8 items should work.



#6010
katerinafm

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The new Mod Manager compatible with Patch 8 was just released. Don't have mods active while you are playing multiplayer, but since you'll be building your mods on top of Patch 8 instead of 7 now, the Patch 8 items should work.

 

Is mods having to be inactive in MP a new thing due to the new patch or were we supposed to not use a modded patch while playing MP in general? Because before that I've been playing MP with a modded patch and it worked fine (they were mods that didn't affect MP)



#6011
tklivory

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Is mods having to be inactive in MP a new thing due to the new patch or were we supposed to not use a modded patch while playing MP in general? Because before that I've been playing MP with a modded patch and it worked fine (they were mods that didn't affect MP)

 

Just a precaution, and not new. Some people have tried to mod MP and been banned, so it's just a cautionary warning like 'the objects in this mirror may be larger than they appear'.



#6012
katerinafm

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Just a precaution, and not new. Some people have tried to mod MP and been banned, so it's just a cautionary warning like 'the objects in this mirror may be larger than they appear'.

 

Ah, then everything should be as usual then! Great :) Thank you all for your hard work!



#6013
tklivory

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All right, since I've made the leap to Patch 8, I decided to test the Modding Tools as well.

 

DLCs I have at the time of testing:

  • Black Emporium
  • Deluxe Edition 
  • Jaws of Hakkon
  • NO Multiplayer
  • NO Spoils of the Avvar

 

Launched 1.31 (after renaming the old cache to cache.dai_old) and it... worked!

 

It created a new cache. Just like with Patch 7, you have to close it and restart it the first time to get 'Data' to show up in the upper left pane, but it worked, and it worked for someone I was chatting with online as well who had just upgraded to Patch 8. I imported an .obj (Joyce's hair mod, since I had it handy xD), exported an .obj, and was able to open and browse a .daimod file, too. I didn't do much more, but it was fairly promising.

 

Knowing that 1.31 is buggy, though, I decided to drop back and test down to 1.27 and Patch 6. This one, I'm going to test further tomorrow, since it didn't seem able to create a new cache file, but it worked fine with my old cache file. So that might have some limitations? I'll see if I can reproduce the error tomorrow. However, if you already have a cache file, it works. (Just make sure you have a backup of your cache!)

 

So, for the modders, it looks like we still have the same tools as with Patch 7 - Modding Tools 1.31 and Modding Tools 1.27.

 

NOTE, however, I'm not a modder, so I know I'm not using the tool exactly like how you guys do it to make mods. But I did want to report what I had found so far.

 

Further planned testing tomorrow:

  • Create a daimod file
  • Import of daimod file
  • Import of distributable mod
  • export/import DDS (textures)
  • export/import EBX
  • further export/import testing of OBJ

Let me know if you want me to test anything else!



#6014
Adela

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Just a reminder the modding tool v31 has been taken down  a while ago per Dan's request. Please do not use it, it has A LOT of bugs and its very unstable

 

Please be patient till Dawn and Dan  will release a properly fixed tool till then i advise to remain at v27 



#6015
tklivory

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All subsequent test will be performed only on a 1.27 basis. But if you want me to test anything for 1.27 in particular, let me know.

#6016
mrjack

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Just a reminder the modding tool v31 has been taken down  a while ago per Dan's request. Please do not use it, it has A LOT of bugs and its very unstable

 

Please be patient till Dawn and Dan  will release a properly fixed tool till then i advise to remain at v27 

 

I didn't know this. I've been using it since release and had no problems but all I do is import/export textures and export the occasional mesh.

 

TBH honest though, I don't plan on doing any proper modding (maybe a conversion) until the new tools are out.



#6017
Adela

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there had been  reports in the other forums that people were having issues importing ebx and importing meshes

 however exporting meshes  and importing/exporting textures works for the most part



#6018
heretica

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It's odd. I was playing just fine with mods and all (latest patch + black emporium). I deleted both the patch folder and black emporium dlc folder and did a repair THEN merged my mods using the new mod manager....

 

Since I'm done with finals and everything went fine I decided to buy Jaws of Hakkon... BUT mods won't work anymore and I'm very very sad.  :(



#6019
tklivory

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It's odd. I was playing just fine with mods and all (latest patch + black emporium). I deleted both the patch folder and black emporium dlc folder and did a repair THEN merged my mods using the new mod manager....
 
Since I'm done with finals and everything went fine I decided to buy Jaws of Hakkon... BUT mods won't work anymore and I'm very very sad.  :(


I almost hate to suggest it since it's a hassle, but... have you tried reinstalling your game? I've had to do that once when something borked it up.

Did you redownload BE? A repair wouldn't have automatically downloaded it again, iirc.

Maybe try running as Administrator?

*ponders* Why would they just stop working like that?

#6020
Darkmage187

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Been about 8 months since I checked this forum.  In that time, has there had been any progress in determining which game assets ( i.e. file types ) are used to determine weapon, armor, and spell stats ( e.g. damage, range, magic effects, etc. )?  If so, can these assets be extracted, modified, and "recompiled" for use in game utilizing the existing tools?



#6021
heretica

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I almost hate to suggest it since it's a hassle, but... have you tried reinstalling your game? I've had to do that once when something borked it up.

Did you redownload BE? A repair wouldn't have automatically downloaded it again, iirc.

Maybe try running as Administrator?

*ponders* Why would they just stop working like that?

 

I haven't reinstalled the full game, only dlc's. It's strange because mods work with patch 8 and BE. It's just Jaws.... 



#6022
tklivory

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I haven't reinstalled the full game, only dlc's. It's strange because mods work with patch 8 and BE. It's just Jaws....


Oh, Sunnie mentioned in the DAI Tools forum that their PJ mods were causing issues in Jaws (of all things, PJs!). When they took the PJ mods out, everything went back to working.

You might want to try experimenting with different mods to see if removing some makes other mods start working?

#6023
heretica

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Oh, Sunnie mentioned in the DAI Tools forum that their PJ mods were causing issues in Jaws (of all things, PJs!). When they took the PJ mods out, everything went back to working.

You might want to try experimenting with different mods to see if removing some makes other mods start working?

 

I will do that, thanks for the idea! I do use custom pj's, but I guess I can live without them until things get back to normal. My  modless girl Trevelyan looks like Mr. Potato haha. 

 

Edit: Boo. It did not work. 


Modifié par heretica, 12 juillet 2015 - 12:59 .


#6024
noxpanda

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Afternoon all :)

Quick question for you; are tattoo and face texture mods currently working?

 

Cheers :)



#6025
Joyce

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Afternoon all :)

Quick question for you; are tattoo and face texture mods currently working?

 

Cheers :)

yup, they do :)