this is getting annoying, but it required a few more tweaks
perhaps we should do this in PM?
anyways, here you go
Looks amazing guys! Keep up the amazing work! Can't wait to see the final results
I can't believe I actually did it; I managed to make it look acceptable xD

Haha, went to this site on a lark, and look what said Hello to me ![]()

Huh, imagine that.
Huh, imagine that.
I know, right
had no idea my internet could talk ![]()
Here's how happy I am now ![]()

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.
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.
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)
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'.
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!
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:
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:
Let me know if you want me to test anything else!
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
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.
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
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. ![]()
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.
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?
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....
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?
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 .
Afternoon all ![]()
Quick question for you; are tattoo and face texture mods currently working?
Cheers ![]()
Afternoon all
Quick question for you; are tattoo and face texture mods currently working?
Cheers
yup, they do ![]()