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Need help getting "25 tactic slots mod" to work with Awakening


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#1
elkston

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I've been using a mod which unlocks all 25 tacitc slots regardless of level or skill allocation.  It does this by using a modified data table which is placed in the "override" directory.  The source of this table relative to the toolset is: "tools\\\\Source\\\\2DA\\\\rules\\\\exptable.xls"; and the compiled, game-ready version of the file is called "exptable.2da".

The problem now is that the table only specifies data for character levels up to 25, the maximum allowed in base DA:O.  So as soon my character hit level 26 in DA:Awakening, my tactic slots reset to "8" instead of staying at 25.  I'm guessing the game used the default level data in Awakening since the appropriate info was not in the override file.

My question is, can anyone here provide me with the "exptable.xls" source file (or equivalent) for DA:Awakening?   This way I can apply the same edit to the new 26+ character levels. Trying to extract it from my Awakening install is not sufficient because I need the true source data, not the game binary.

Alternatively, if you guys can think of any way I can get the game to ignore the tactics slot update during character level up, this would work as well.   My chars already have the max slots. I simply don't want them touched anymore.

See this link for more info about the edit I am talking about:
http://www.dragonage...slots-tutorial/


EDIT/UPDATE:  I found the information I needed and have released the fix mod that works with Awakening:
http://www.dragonage...file.php?id=881

Modifié par elkston, 20 mars 2010 - 05:26 .


#2
darkizzle

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Yup...what he said...

#3
elkston

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Update:

Using the toolset I was able to find the table describing the new levels (20-31) in Awakening. It is called exptable_gxa.gda. I have extracted it and am looking into making changes now.

Update 2:

It works! I leveled up to 26 and still maintained the 25 tactics slots.  Now to see about getting this file out to everyone. 

Modifié par elkston, 18 mars 2010 - 05:25 .


#4
darkizzle

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Thats awesome! You rock dude! Where is it?

#5
Trogdorx

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Want!



Also has anyone experienced a problem with this mod preventing companions from getting the proper number of specialization points? All of my dudes can only pick 2. But on my roommate's xbox version he can pick 3.

#6
elkston

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Trogdorx wrote...
Also has anyone experienced a problem with this mod preventing companions from getting the proper number of specialization points? All of my dudes can only pick 2. But on my roommate's xbox version he can pick 3.


You know, I might know what is going on with that.  The mod places two *.gda files into the override directory: "exptable.gda" from Dragon Age:Origins and "exptable_gxa.gda" from Dragon Age:Awakenings.  These files are essentially tables that describe how to allocate attribute points, tactic slots, spec. points, etc. for each level up.  The dragon age file contains rows for levels 1 thru 25.  The awakenings file contains rows for levels 20 through 31.  I assumed that the overlap in "exptable_gxa.gda" for levels 20-25 was just an oversight.  I did a superficial glance at those rows in both files and they did look the same. But now I'm thinking that they chose to overlap those levels because Awakenings gives you extra Specialization points in the 20-25 levels that base Origins doesn't.   I must have missed that.

So, if you have "exptable.gda" installed in override, it will use the OLD dragon age values for specialization points in the 20-25 levels.  So to fix this, I think its safe to just remove "exptable.gda" from override AS LONG AS YOU ARE LEVEL 19 or above.  Levels 20-31 are covered in the "exptable_gxa.gda" and I'm pretty sure the correct specialization values are there as well.

BTW, you can download the mod here:

http://www.dragonage...file.php?id=881

Modifié par elkston, 19 mars 2010 - 05:55 .


#7
elkston

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Update:



The problem with the specialization point is due to the fact that Awakenings gives you an extra Spec point at level 22, but original Dragon Age does NOT.



The tactic unlock mod has the OLD table value for level 22, which causes Awakening to NOT give you (or any NPCs) that spec. point if you gain that level from within the expansion.



I fixed this problem and uploaded a new version of the mod (see the link in previous posts).



Also, I was wrong about the row contents of the files above. "exptable.gda" (Origins) describes levels 1-25. "exptable_gxa.gda" (Awakening) describes levels 22 and 26 - 35. So the only real overlap was that single level 22 in which the expansion grants you an extra spec. point, while the base game does not.

#8
Proleric

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Perhaps the problem could have been avoided if the original mods had used an M2DA table rather than an override? Bioware's Awakening table is an example of how to do an M2DA.

Modifié par Proleric1, 19 mars 2010 - 09:54 .


#9
Trogdorx

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Sounds good. Thanks for looking into this.

Is there any way to fix characters that have already gone past level 22? Will this do that automatically?

Or is there a working console command to give out specialization points?

Edit: I suppose I could edit the table you describe myself to give the point at 25 or 26 or something, as a last resort.

Edit again: Tried opening the .GDA files in the toolset and...it doesn't make a whole lot of sense. Can anyone point me in the right direction for finding the place where specialization points are distributed?

Another weird thing I just noticed is that while my companions have 2 specialization points, I have the proper 3. However this character was exactly level 22 when I imported him, so maybe the game gave me that extra point as part of the import process?

Modifié par Trogdorx, 19 mars 2010 - 04:05 .


#10
Trogdorx

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Okay had enough editing that last post. This one is sufficiently on a different topic to warrant a fresh post.



I looked at that 25 tactics slot guide linked in the OP, and it described looking at exptable.xls. I opened Exptable.xls and it has 6 columns. The last column is called "SpecPoint" and I assume this is the column that determines how many specialization points are given at each level (row) and from this table the .GDA file is generated.



But what's confusing me is that points seem to be given at level 10 and level 17. There is a 1 in level 10's SpecPoint field and a 2 in level 17's. In DA:O you got one point at level 7 and one at level 14. So either that column isn't what I think it is, or this file was updated for DA:A. But that doesn't make sense either because Elkston said it gave you a point at level 22, and this file is part of the toolset, which I doubt DA:A updated at all.



*confused*

#11
traversc

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As was stated above, you need to edit the file "exptable_gxa.gda" from awakening. Set all the spec points for level up to "3" and on your next level up, you'll get your third spec point.

#12
elkston

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Trogdorx wrote...


Edit: I suppose I could edit the table you describe myself to give the point at 25 or 26 or something, as a last resort.


That's what I did to fix the problem specificaly in my game only.  I changed the "exptable_gxa.gda" file to give a specilization point at level 27.  This made up for the ones my NPCs had missed because of the previous error.  The actual file in the MOD, however, has the increase at level 22 in both the "exptable_gxa.gda" file (no change needed there) AND the DA:O file, "exptable.gda" (the edit went here).

Edit again: Tried opening the .GDA files in the toolset and...it doesn't make a whole lot of sense. Can anyone point me in the right direction for finding the place where specialization points are distributed?


1. Open the "exptable_gxa.gda" file in the toolset
2. Expand the options where you see "Top Level Struct-->G2DA_ROW_LIST"
3. Lets give the extra specilization point at level 27.  To do this, choose "3"  from the sublist and expand it. 
4. "3" corresponds to the row that describes level 27.  Look at the sub-option "G2DA_COLUMN_5" and examine its
   value column.  If the column is non-zero, it indicates the change in the maximum number of spec. points your char. should have (regardless if he has spent them or not).
5.  Change the value from "0" to "3". 
6. Save the file.

Now when you (or any NPC) reach level 27, you'll be given the specialization point you missed.  If you want to make the change another level, simply change the row number you select in step 4.  For example, row 4 would be level 28, row 5 level 29, and so on ... up to 11 for level 35.

Another weird thing I just noticed is that while my companions have 2 specialization points, I have the proper 3. However this character was exactly level 22 when I imported him, so maybe the game gave me that extra point as part of the import process?


This happened to me too and I'm pretty sure that the Awakening module gives you an extra spec. point immediately if you import a character that is OVER level 22.   Otherwise there would be no way to obtain the point via the normal level-up procedures.

Modifié par elkston, 20 mars 2010 - 05:28 .


#13
Trogdorx

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Thanks for the explanation, I'll give that a try.

#14
Trogdorx

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Am I correct in assuming that each row (0-11) in that G2DA_ROW_LIST corresponds to the next subsequent level, with the exception of level 22? So the matchup would look like:

0 -> 22
1 -> 25
2 -> 26
3 -> 27
4 -> 28
5 -> 29
6 -> 30
7 -> 31
8 -> 32
9 -> 33
10 -> 34
11 -> 35

Edit: Ah, yes it must be. G2DA_COLUMN_1 must refer to the level, because it follows the pattern I just described.

Modifié par Trogdorx, 20 mars 2010 - 08:43 .


#15
elkston

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^^^^^^^^

Trogdorx,



You got it! :)

#16
Pjwned

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I don't know about other people, but I personally use the "more tactics slots per level" mod since I like more of a progression in increased tactics slots like the game intended, and I'm running into the same problems (missing specialization point for party members and tactics disappearing at level 26).

It'd be pretty sweet if somebody could post instructions on how to change it myself or even a quick fix to the mod in question, or something. I've been looking for information to just do it myself but whatever I've found is too hard to understand how to apply it in a useful way.

Oh, and for the record, the "more tactics slots per level" mod pretty much makes it so you start out with 5 tactics slots at level 1 and then every 2 levels after that you get an additional slot (so at level 3 you'd have 6 slots, level 8 you'd have 7 slots, etc.).  I imagine that's already obvious to anybody that knows much about the DA toolset, but I guess the point is it also seems like a relatively simple fix.

Modifié par Pjwned, 22 mars 2010 - 06:05 .