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Awakening Skills/Abilities into the original?


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#1
Proph2525

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Is there a mod or a way to import the new skills/abilities/specializations from awakening into the original? Some of the new stuff is pretty cool and it's a shame that we can't use the content from awakening as part of the original campaign like any other DLC.

Honestly the original campaign is in desperate need of the heraldries.

#2
ladydesire

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I'm going to look into doing this once the toolset gets updated; however, I do not plan to remove the level limit on the skills, talents, spells, and specializations.

#3
KwanGong

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If you're just looking for abilities and specialisations, it can already be done now

the-aria.org/DA/Awake01.jpg
the-aria.org/DA/Awake02.jpg
the-aria.org/DA/Awake03.jpg

I'm still going through the game to see if anything is broken using the method I'm using but have so far not encountered anything.

Modifié par KwanGong, 22 mars 2010 - 06:06 .


#4
Proph2525

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ladydesire wrote...

I'm going to look into doing this once the toolset gets updated; however, I do not plan to remove the level limit on the skills, talents, spells, and specializations.


I don't think that the level requirements should be adjusted at all, as the power of the abilities is pretty appropriate for level 20 imo. It's kind of surprising that the abilities aren't available for use in origins already, it wouldn't have been difficult for bioware to have made the skills available in both campaigns.

KwanGong wrote...

If you're just looking for abilities and specialisations, it can already
be done now

the-aria.org/DA/Awake01.jpg
the-aria.org/DA/Awake02.jpg
the-aria.org/DA/Awake03.jpg

I'm still going
through the game to see if anything is broken using the method I'm using
but have so far not encountered anything.


How were you able to get the awakening abilities into the original campaign? Is it a mod or did you add it with the toolset yourself?

#5
KwanGong

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It's a bit of a mod. Mostly has to do with the .erf files for the expansion not being encrypted. Having done some custom abilities before, I figured that since I could access the gda and scripts, it'd be possible to add them into the expansion through and M2DA override.

#6
Emperor Iaius I

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Hm. I'm more interested in items--can weapons and armor be brought over as well? If I just use a .uti override, I'm left with an armor with a missing material (guess I'd have to create a GDA extension?) and missing names/descriptions (I'm not sure how to bring those over).

#7
KwanGong

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Talk tables and the gda file that handles equipment tiers should be what you're looking at.

#8
Abomination5

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Hey, KawnGong would you mind posting an early version of your mod on the nexus? I'm not purchasing awakenings until a mod of this sort is available.

#9
bonisaur

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This is pretty awesome. I hope to see more of this.

Modifié par bonisaur, 23 mars 2010 - 11:38 .


#10
KwanGong

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Given that I am using core resources from the Awakening module to get them working, I don't think it is legal for me to post the mod for public download, sorry Abomination.

#11
Proph2525

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I understand that you can't post a mod that contains files from awakening due to copyright issues, but do you think maybe you could post a tutorial for those of us who already have awakenings?



Anything that lets us use our awakening content in the original campaign would be cool.

#12
KwanGong

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I'll work on it. I'm a bit reluctant still because I want to get through the original campaign once to at least make sure nothing breaks form the files I used.

#13
Proph2525

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Well I found a bit of a workaround that will let anyone get the skills, abilities, specializations, and items into the original, though this isn't through any mod or work of my own.



First go to your C:\\....\\dragon age origins\\packages folder. Then copy the folder core_ep1 (you need to have awakening installed, this is where the content is located). Once you've copied this folder, go to your C:\\....\\dragon age origins\\packages\\core\\override folder and paste the core_ep1 folder here. This will allow you to train any skills, spells, and abilities that were added in awakening while you're playing the main campaign of origins (note that the level requirements are still in place, so you must be at least level 20 to use any awakening abilities).



Now to get the items is a bit trickier, but there is a way and I take no credit as I did not create the mod that allows this.



After you've done the above step to add all the scripts, item information, etc. into your normal campaign, you can use a mod created by trcvrs that was made for awakening to get all the items into your inventory. The mod is located here: http://www.dragonage...file.php?id=906



Once you have the mod installed, simply use the same instructions the mod gives for awakening, but in the original campaign. Open up the console (make sure that you have it enabled, if you don't know how here's the tutorial http://dragonage.wik...om/wiki/Console) and simply use the command "runscript test X" where X is a number between 1 and 7, each number associated to different types of items. It will then add those items into your inventory. For example, if you do "runscript test 5" it will add all of the potions, runes, and heraldries into your inventory. #5 also adds the skill books into your inventory, unlocking the specializations (all awakening specializations are unlocked through skill books). Note that "runscript test 4" adds crafting recipes to your inventory, and I haven't actually tried this one. The author of the mod also warns against saving your game with an overloaded inventory, as it can cause some serious problems.



If you guys want, I can post this little tutorial in a new thread for easy finding, but I'll only do it if I think people care.



Happy hunting.

#14
Basileus777

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Proph2525 wrote...

Well I found a bit of a workaround that will let anyone get the skills, abilities, specializations, and items into the original, though this isn't through any mod or work of my own.

First go to your C:\\\\....\\\\dragon age origins\\\\packages folder. Then copy the folder core_ep1 (you need to have awakening installed, this is where the content is located). Once you've copied this folder, go to your C:\\\\....\\\\dragon age origins\\\\packages\\\\core\\\\override folder and paste the core_ep1 folder here. This will allow you to train any skills, spells, and abilities that were added in awakening while you're playing the main campaign of origins (note that the level requirements are still in place, so you must be at least level 20 to use any awakening abilities).


When I do this I don't get any text or descriptions for the Awakening abilities.

#15
Proph2525

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Yes, I don't get any text descriptions either, and some abilities are missing the appropriate sounds, but as far as I can tell the abilities do function normally.

#16
KwanGong

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You'll need to load the talk tables independently of the files. I personally suggest creating a faux module then sticking the talk table from Awakening into the module and renaming it so when you run Origins, the module will load the talk table.

#17
avantoreon

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For the slightly confused readers (like I was), here's one way to accomplish the goal of this thread.



You guys probably already know this, but you don't need to put core_ep1 into the packages\\\\\\override folder---you can just create a new module and copy it in there instead. For obvious reasons, I can't post what I did, but this is how I did it:



1. Create a new module (I've named mine Aw2Origins). Make sure you have it extending single player, and have single parent

2. Find the core_ep1 folder in your Dragon Age folder in Program Files. Open it up. For me, it was here:

C:\\\\\\Program Files\\\\\\Dragon Age\\\\\\packages\\\\\\core_ep1

You'll see three folders: audio, data, and textures. Copy those folders.

3. (a) Paste the contents of the data folder into the module\\\\\\override folder of your custom module. For me, this was here:

C:\\\\\\Users\\\\\\[name]\\\\\\Documents\\\\\\BioWare\\\\\\Dragon Age\\\\\\AddIns\\\\\\aw2origins\\\\\\module\\\\\\override

(B) Paste the other folders into C:\\\\\\Users\\\\\\[name]\\\\\\Documents\\\\\\BioWare\\\\\\Dragon Age\\\\\\AddIns\\\\\\aw2origins\\\\\\module, so in your module folder you'll have "textures" and "audio."

4. Find the talktable (data\\\\\\talktables\\\\\\core_ep1_en-us.tlk). Cut and paste this to module\\\\\\override\\\\\\toolsetexport\\\\\\, and rename it to the name of your module. (For example, mine is aw2origins_en-us.tlk).



5. There's still one step remaining to get things to work. Open up the toolset, and browse to your module\\\\\\override folder (NOT the core_ep1 folder!), and open up 2da.erf. You'll see some GDAs beginning with the word "background". Delete these, and re-save the archive (you might need to Save-As and then replace the existing one).



If you don't delete these files from the archive, when you start a new character in Origins, you'll be able to select the "Grey Warden" origin (and only the Grey Warden origin), which automatically starts you in the Human Noble origin plot (to great comedic effect, if you're a dwarf or a mage).



You can also whip together a script to level you up after you finish character generation (if anyone wants to see how I did that, let me know).



As a disclaimer, I make no claims to the stability, safety, or sanity of this method for bringing Awakening content into Origins. All I can vouch is that it works at least until Lothering with the Mage origin story.



Another cool thing with this is, in the toolset, you can create Tier 8 (white steel) and Tier 9 (volcanic whatchamacallit) weapons and armor, and use all the new Awakening item properties (like fatigue reduction) on your items. And occasionally your enemies drop stamina draughts.

#18
twanto

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avantoreon, once the mod is created (I've followed your instructions) how do you actually play it?

#19
avantoreon

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Well, once you've copied all of the relevant ERF's over to the relevant folders in your module (and made sure to remove the background GDA stuff), in the toolset you can make sure that your module extends Single Player and adds content associated with Single Player (in the toolset: File--->Manage Modules--->Properties), you'll just have to generate the manifest XML and module XML (under tools-->export).



In my particular mod, I also set up a script to execute the first time the player starts a new game which will level my character up to level 12 (so, hopefully, I can start using some of the Awakening abilities once I'm about halfway through the game).



Once you've done all that, you should be able to start a new game in Dragon Age Origins (or load an existing one), and you'll be able to see all of the Awakening abilities.

#20
twanto

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Excellent, I was missing the xml's part. I see the skills in my game. THANK YOU!

#21
twanto

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So does your script skip the origin story?

Modifié par twanto, 09 avril 2010 - 04:08 .


#22
Rheia

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Guys, have any of you tried finishing the origins with this modification and importing the character to awakening? I am wondering if I'd need to disable the mod before starting awakening, and if any of the ability points could be lost as a result?



Thanks in advance :)

#23
avantoreon

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@twanto



My script doesn't skip the origin story. If you're not careful about pulling the right GDA's out of the 2da.erf package, though, you can end up being able to pick the "Grey Warden" background (and ONLY the Grey Warden background) from Awakening---which, in Origins, apparently means you get to the be son/daughter of the Couslands (even if you're a dwarf or an elf or a mage).



@Rheia



I haven't finished origins with this modification yet, but, an easy way to check would be to enable this mod, load up the save file of one of your characters at the end game, use a respecialization potion from Werikk's respec mod to grab some of the new abilities, save that game, and try to import it.



If you're worried about it, you can use a respec mod to dump your ability points into standard origins abilities in the post-campaign save, and then use one of the respec books in Awakening to swap back.


#24
Bofra

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This is really cool! I'm still playing the Awakening story and find the new skills/specializations a lot of fun. As soon as I'm done with the story I'm going to try this out and give Origins another go.



Would you care to show us how you did the script to start in Origins at level 12?



Also, you mention you can create Tier 8 and 9 items with this modification and that Stamina Droughts are added to the loot tables but are any other Awakening items added to loot tables? Like Rune crafting recipes or default Tier 8/9 armours and weapons? Or otherwise, would it be possible to add those items to the loot tables by hand?



Thanks a lot for the guides!

#25
The Night Haunter

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@ Avantorean - I tried what you posted and i can see the skills/spells/talents but they have no description, is there a way to fix that?