Editing saved characters?
#1
Posté 07 novembre 2009 - 05:05
#2
Posté 07 novembre 2009 - 06:10
#3
Posté 07 novembre 2009 - 06:40
As always with saved games, messing around with them is at the users own risk.
#4
Posté 07 novembre 2009 - 07:36
#5
Posté 07 novembre 2009 - 07:38
#6
Posté 07 novembre 2009 - 12:29
FalloutBoy wrote...
I tried following your tutorial but I can't use the GffEditor with a keyfile. Is there any way to do it with the regular toolset editor?
I get that error message as well, what is that about?
#7
Posté 07 novembre 2009 - 12:37
DFM2005 wrote...
FalloutBoy wrote...
I tried following your tutorial but I can't use the GffEditor with a keyfile. Is there any way to do it with the regular toolset editor?
I get that error message as well, what is that about?
It's a BioWare screwup, they gave us the BETA-TESTER Erf/Gff editors, which are locked by a keyfile.
You can supposedly still open the saved game file straight from the toolset. I'm going to try that now.
#8
Posté 07 novembre 2009 - 12:43
chrismloren wrote...
where is the save file located?
It's in your Documents folder (BioWare\\DragonAge\\Characters\\CHARNAME\\Saves).
#9
Posté 07 novembre 2009 - 12:50
It's presented very straightforwardly.
We'll have to research spell/talent/skill names (from the 2da, I suppose) for proper editing.
Appearance has a new function called "use morph", which is presumably what Beerfish's tutorial is about, i.e. you can make a head separately in the toolset and then easily attach it to your saved char. I'm gonna see how it works.
#10
Posté 07 novembre 2009 - 02:20
End result:

Now this looks kinda more like how a Blood Mage is supposed to look.
P.S. The social network server can't digest DA screenshots? Mine weren't "parsing", so had to upload to a sucky free site which downsized my 1920x1080 image, hence the poor quality.
Modifié par Malcroix, 07 novembre 2009 - 02:23 .
#11
Posté 07 novembre 2009 - 02:40



Blood Dragon armor on an Arcane Warrior RULES. You can put it on as soon as you get 38 Magic and the specialisation, and it's got amazing bonuses (including +50 Health, very handy for a Blood Mage!)
P.S.What the hell's wrong with the upload service here, anyway? They can't process screenshots from their own game?
#12
Posté 07 novembre 2009 - 05:18
#13
Posté 07 novembre 2009 - 10:08
To make it playable again, you have to remove this new directory, which also removes your new head.
Apparently, Mr Beerfish missed this little nuance when he wrote his excellent guide.
Will look for a workaround.
#14
Posté 07 novembre 2009 - 10:29
#15
Posté 07 novembre 2009 - 10:40
#16
Posté 07 novembre 2009 - 10:53
1. Save your Morph WITHOUT POSTING TO LOCAL, use a name that conforms with the required syntax - i.e. add " hm_ " in the beginning if it's a human male.
2. Copy the morph file to your main DA directory's Single Player/Override folder.
3. Edit the saved game (put the name of your morph file in the relevant line under PLAYERCHAR/APPEARANCE).
4. Exit the toolset.
5. DELETE/RENAME the Single Player directory created by the toolset in your Documents/BioWare/Dragon Age folder (NOT YOUR MAIN GAME FOLDER).
Voila.
You've got your new head, without the total gamebreakage.
#17
Posté 08 novembre 2009 - 03:28
for step #1 asside from the prefix, does the name matter? (e.g 'hm_random.mrh' ok?)
For step #2, you are talking about copying to:
C:\\\\Program Files\\\\Electronic Arts\\\\Dragon Age Origins\\\\modules\\\\single player\\\\override right?
For #3
in the savegame.das (not savegame.das.met)
where do you put hm_morphname? Is it the value for SAVEGAME_APPEARANCE_MORPH_NAME ?
or the struct: SAVEGAME_APPEARANCE -> struct (default of which is APP1)
Should I put 'hm_morphname.mrh' or without the extension?
#5 would be deleting:
..\\\\Documents\\\\BioWare\\\\Dragon Age\\\\modules\\\\Single Player Age ?
Modifié par 1Parmenides, 08 novembre 2009 - 03:30 .
#18
Posté 08 novembre 2009 - 09:13
#19
Posté 08 novembre 2009 - 10:07
I have 12 gigs of ram installed on my computer theres no way in hell i'm out of memory.
Modifié par DFM2005, 08 novembre 2009 - 10:08 .
#20
Posté 08 novembre 2009 - 10:36
1Parmenides wrote...
For step #2, you are talking about copying to:
C:\\\\\\\\\\\\\\\\Program Files\\\\\\\\\\\\\\\\Electronic Arts\\\\\\\\\\\\\\\\Dragon Age Origins\\\\\\\\\\\\\\\\modules\\\\\\\\\\\\\\\\single player\\\\\\\\\\\\\\\\override right?
If that doesn't work, try putting it into your Documents override folder (BioWare\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolsetexport )
for step #1 asside from the prefix, does the name matter? (e.g 'hm_random.mrh' ok?)
I don't think the name matters, aside from the required prefix (which must conform to your character's race/gender).
For #3
in the savegame.das (not savegame.das.met)
where do you put hm_morphname? Is it the value for SAVEGAME_APPEARANCE_MORPH_NAME ?
or the struct: SAVEGAME_APPEARANCE -> struct (default of which is APP1)
I would say the answer is rather obvious - it's MORPH_NAME. I guess you didn't read Beerfish's guide after all.
Should I put 'hm_morphname.mrh' or without the extension?
I put it without the extension.
#5 would be deleting:
..\\\\\\\\\\\\\\\\Documents\\\\\\\\\\\\\\\\BioWare\\\\\\\\\\\\\\\\Dragon Age\\\\\\\\\\\\\\\\modules\\\\\\\\\\\\\\\\Single Player Age ?
Yes.
See if it works now.
Next step, I'm going to mod companions this way. Zevran's look is way too surfer-dude to fit into my party.
Modifié par Malcroix, 08 novembre 2009 - 10:38 .
#21
Posté 08 novembre 2009 - 01:51
mystupidmouth wrote...
I've edited my save game to raise the inventory max. A nice tweak
how? i'm looking t hrough a new game save and not seeing it
edit: nm found it
Modifié par Narial, 08 novembre 2009 - 01:52 .
#22
Posté 08 novembre 2009 - 02:01
Edit: Hmm found something. Gonna try http://www.gamefaqs....&topic=52107939
Modifié par Tesslyn, 08 novembre 2009 - 02:02 .
#23
Posté 08 novembre 2009 - 02:29
Wholly related. Spent over an hour looking for said guide. If it is not the wiki entry, then I blame this ****ty forum software for my inability to find it.Malcroix wrote...
I would say the answer is rather obvious - it's MORPH_NAME. I guess you didn't read Beerfish's guide after all.
#24
Posté 08 novembre 2009 - 02:50
They don't have a MORPH line in the structure, if you try to add one it does nothing, and if you try to change structure title to match the Player Character's (APP1), it breaks the game.
It gives me the creeps to think that developers may have decided not to allow usage of morphs on anything other than the Player character.
There has to be a workaround? But, enough for today.
#25
Posté 08 novembre 2009 - 02:52
Tesslyn wrote...
How do I remove my learned spells and redo them? Is there a list of codes for what each spell is? (Which would be simplest)
Edit: Hmm found something. Gonna try http://www.gamefaqs....&topic=52107939
Simplest way: look at the 2DA spreadsheet located in your Toolset/Source folder.
All abilities & skills there.





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