Awakening Skills/Abilities into the original?
#1
Posté 22 mars 2010 - 03:11
Honestly the original campaign is in desperate need of the heraldries.
#2
Posté 22 mars 2010 - 09:31
#3
Posté 22 mars 2010 - 06:03
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
Posté 23 mars 2010 - 06:04
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
Posté 23 mars 2010 - 08:29
#6
Posté 23 mars 2010 - 10:29
#7
Posté 23 mars 2010 - 10:48
#8
Posté 23 mars 2010 - 11:21
#9
Posté 23 mars 2010 - 11:38
Modifié par bonisaur, 23 mars 2010 - 11:38 .
#10
Posté 24 mars 2010 - 12:11
#11
Posté 24 mars 2010 - 01:47
Anything that lets us use our awakening content in the original campaign would be cool.
#12
Posté 24 mars 2010 - 02:56
#13
Posté 24 mars 2010 - 05:21
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
Posté 24 mars 2010 - 08:12
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
Posté 24 mars 2010 - 09:25
#16
Posté 25 mars 2010 - 06:15
#17
Posté 31 mars 2010 - 03:37
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
(
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
Posté 09 avril 2010 - 12:06
#19
Posté 09 avril 2010 - 12:37
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
Posté 09 avril 2010 - 01:13
#21
Posté 09 avril 2010 - 04:07
Modifié par twanto, 09 avril 2010 - 04:08 .
#22
Posté 09 avril 2010 - 12:53
Thanks in advance
#23
Posté 10 avril 2010 - 04:29
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
Posté 12 avril 2010 - 08:27
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
Posté 16 avril 2010 - 07:57





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