If you are using The Winter Forge, the enchantment dialogue can be used to enable rune slots on items that do not have them unlocked. (It might require using the 'cheat mode' option. Not sure about that.) There may be other cheat-type mods that have similar functionality, but TWF is the one I'm familiar with.
Or, you can edit the UTI files for the weapons. I use TlkEdit2, but I believe the Dragon Age Toolset can also be used to make edits to exported UTI files. Open the UTI in TLKEdit2. Expand t he 'VarTable' field.
Scroll all the way to the bottom, and expand field '[12]'. If the Value is '0', the item does not have rune slots enabled.
Changing the Value to '1' will enable rune slots.
This folder structure doesnt make any sense for the installation instructions given here. There winds up being duplicate files within the mod itself. The mod conflicts with itself. I am worried about putting the wrong folders in place. Is it okay to just dump them all into override folder? OR Do they go elsewhere. The folder structure looks more like a Dazip Structure than an override Structure. I am So Confused. Please Help. I Like the looks of this mod and want to try it out. :)
You can scrap the folder structure (which was created during the toolset export process) and put the individual files into a single 'Back To Ferelden' override folder. (As I said in response to an earlier, similar question, it appears that the modder just packaged the export folders into an umbrella 'back_to_ferelden' folder, rather than 'cleaning it up' for the end user.)
It's generally a bad idea to just dump loose files into the root of the override folder. It makes it more difficult to remove mods (deleting dozes or even hundreds of loose files vs one folder), and if multiple mods are treated in that way, there's no way to tell what mod a file came from.
There are, as you mention, some conflicting files within in the mod. IIRC, some are duplicates, and others are newer/updated version of the files. Compare date stamps/file sizes to be sure.
It looks like the modder just packaged the export folders into an umbrella 'back_to_ferelden' folder and called it good, rather than 'cleaning it up' and making the structure pretty for the end user, but that doesn't affect the utility of the mod.
If the folder structure really bothers you, just move everything into the root folder (back_to_ferelden). Or create folders for the various files types within that folder. Or folders for each individual item.
Do I have to have this whole mod for EDR Hawke Family in Lothering, the Carver update? I use the Of Ferelden and Kirkwall Exports packs already, and just don't want a naked Carver running around.
I have to unzip and place everything on "MyDocuments/Bioware/ Dragon Age/Packages/Override" or into "MyDocuments/Bioware/ Dragon Age/Packages" & "MyDocuments/Bioware/ Dragon Age/modules"?
[username]\Documents\BioWare\Dragon Age\packages\core\override is the game's manual override folder.
The folder may not exist for a newly installed game. If the folder is not present, either manually create it, or run the game once (as far as opening the character creator; the CC process does not have to be completed) and the game should spawn the folder.
You don't have to go as far as character creator for the override folder. Just running the game once and make sure you are logged in with your EA account will be enough. You can just go as far as the menu and then exit and you will have an override folder.
180 comments
Or, you can edit the UTI files for the weapons. I use TlkEdit2, but I believe the Dragon Age Toolset can also be used to make edits to exported UTI files.
Open the UTI in TLKEdit2. Expand t he 'VarTable' field.
Scroll all the way to the bottom, and expand field '[12]'. If the Value is '0', the item does not have rune slots enabled.
Changing the Value to '1' will enable rune slots.
It's generally a bad idea to just dump loose files into the root of the override folder. It makes it more difficult to remove mods (deleting dozes or even hundreds of loose files vs one folder), and if multiple mods are treated in that way, there's no way to tell what mod a file came from.
There are, as you mention, some conflicting files within in the mod. IIRC, some are duplicates, and others are newer/updated version of the files. Compare date stamps/file sizes to be sure.
It looks like the modder just packaged the export folders into an umbrella 'back_to_ferelden' folder and called it good, rather than 'cleaning it up' and making the structure pretty for the end user, but that doesn't affect the utility of the mod.
If the folder structure really bothers you, just move everything into the root folder (back_to_ferelden). Or create folders for the various files types within that folder. Or folders for each individual item.
The Witcher 2 DAO at Dragon Age: Origins - mods and community (nexusmods.com)
Under optional, titled "Triss armor for elf female". Overwrite when prompted.
I have to unzip and place everything on "MyDocuments/Bioware/ Dragon Age/Packages/Override" or into "MyDocuments/Bioware/ Dragon Age/Packages" & "MyDocuments/Bioware/ Dragon Age/modules"?
The folder may not exist for a newly installed game. If the folder is not present, either manually create it, or run the game once (as far as opening the character creator; the CC process does not have to be completed) and the game should spawn the folder.