Aller au contenu

Photo

Editing saved characters?


  • Veuillez vous connecter pour répondre
167 réponses à ce sujet

#1
IIsatar

IIsatar
  • Members
  • 31 messages
Is it possible to edit saved game characters? If so, how would one go about doing this? Is there a tutorial for this already that I've managed to miss? The search function on this forum is bust for me - it doesn't seem to generate any threads or...well, anything.

#2
demicraftgod

demicraftgod
  • Members
  • 120 messages
yes, just open your save file with the toolset, I believe the extension ends with .dds or something like that...and player around, of course, remember to backup your original save files...so far I only identified attributes, skills, and some items...others require...figuring out the what values meant to each specific thread...

#3
Beerfish

Beerfish
  • Members
  • 23 825 messages
You can open saved game/characters with the GFF editor in the tools folder of the toolset. I have a small tutorial on how to use a head morph created with the toolset on a saved game character. You can edit a lot of other stuff though. Look for the tutorial I mentioned in the project called Beerfish spreadsheet utilities.



As always with saved games, messing around with them is at the users own risk.

#4
FalloutBoy

FalloutBoy
  • Members
  • 580 messages
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?

#5
chrismloren

chrismloren
  • Members
  • 9 messages
where is the save file located?

#6
DFM2005

DFM2005
  • Members
  • 37 messages

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
Malcroix

Malcroix
  • Members
  • 360 messages

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
Malcroix

Malcroix
  • Members
  • 360 messages

chrismloren wrote...

where is the save file located?


It's in your Documents folder (BioWare\\DragonAge\\Characters\\CHARNAME\\Saves).

#9
Malcroix

Malcroix
  • Members
  • 360 messages
The file we're looking for is with the *.DAS extension.



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
Malcroix

Malcroix
  • Members
  • 360 messages
DONE.

End result:

Posted Image


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
Malcroix

Malcroix
  • Members
  • 360 messages
A couple more pics.



Posted Image



Posted Image



Posted Image



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
Malcroix

Malcroix
  • Members
  • 360 messages
The 2DA files are under Tools/Source in your main DA directory, and can be used as a reference to change your characters' abilities in saved games.

#13
Malcroix

Malcroix
  • Members
  • 360 messages
As it turns out, the method above capitally screws up your game. The thread about Toolset breaking the game applies here. By "Posting to Local", the Toolset creates a new Single Player directory in Documents, which makes the game completely unplayable.



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
mystupidmouth

mystupidmouth
  • Members
  • 273 messages
I've edited my save game to raise the inventory max. A nice tweak

#15
S'imr-Li the Slayer

S'imr-Li the Slayer
  • Members
  • 3 messages
Where is this tutorial? The "official" toolset wiki seems to require a login but doesn't seem to accept mine.

#16
Malcroix

Malcroix
  • Members
  • 360 messages
Okay, solution found.



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
1Parmenides

1Parmenides
  • Members
  • 188 messages
Tried that Malcroix, but nothing happend...

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
Fhoenix_Elderstar

Fhoenix_Elderstar
  • Members
  • 4 messages
Whenever I open a save game with the toolset, I get a "GFF file contains references. Shared references will no longer be shared." warning. Is this alright/can be ignored?


#19
DFM2005

DFM2005
  • Members
  • 37 messages
Anyone notice a glitch with the "out of memory" error when opening two different save games files side by side?

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
Malcroix

Malcroix
  • Members
  • 360 messages

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
Narial

Narial
  • Members
  • 54 messages

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
Tesslyn

Tesslyn
  • Members
  • 71 messages
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

Modifié par Tesslyn, 08 novembre 2009 - 02:02 .


#23
lyxdesic

lyxdesic
  • Members
  • 7 messages

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.

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.

#24
Malcroix

Malcroix
  • Members
  • 360 messages
Bad news, companions look unmoddable so far.



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
Malcroix

Malcroix
  • Members
  • 360 messages

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.