Edit: I fixed it by downloading version 1 and just addking the GDF file. Can you tell me how to use the tint file? What is UDK is that a program? Thanks I'm trying to learn.
i've downloaded this mod and am really excited about it, but i can't get it to show up in my inventory. i installed it into my core/override folder, but nothing happens. this is also true with other robe mods i've downloaded. is there something i'm missing? any help would be very much appreciated. thanks
The robes, once installed, are available through the console in game, using the following scripts for each variation: - runscript give_mort_all (gives all six of the robes) - runscript give_mortrobe (basic robe - generalist) - runscript give_mortd (increases defences) - runscript give_mortc (creation specialization) - runscript give_morte (entrophy specialization) - runscript give_mortp (primal specialization) - runscript give_morts (spirit specialization)
If you're not sure how to activate and use your console, http://dragonage.wikia.com/wiki/Console_(Origins) covers pretty much everything you need to know
I feel like I'm gabbing all over your comment thread, but you may have seen my "Morrigan is having a bad day" post on tumblr where I showed her with the Slenderman arm? That's what happens when you use tmp's concept art Morrigan robes with the hood and don't uninstall all the files for it before trying to use these robes. The mesh gets all confused and I guess tries to stick her hood on her upper right arm or something.
At any rate, the best way to make sure that won't happen is to search your override directory for *rob_mora* and it will give you the Morrigan robe files that aren't associated with your mod so you can purge them all.
I love the idea of this mod but I use tmp's fantastic hooded robe from the Concept Art Morrigan mod over on Bioware Social. I was wondering if it would be possible to get a version of this mod that uses that model? If it's not possible then that's fine, but I thought I would ask anyway.
Sorry if I sound rude in this comment. It's often hard to tell how your tone will sound via writing.
It's certainly technically possible to do, but first I'd need to get TMP's permission to use the altered meshes. After which it should be a pretty trivial task to duplicate this mod to use a clothing variation based on that mesh instead.
Love this mod, but you've named the GDA files for this, the Brocade Robes, and the Tranquil Robes as the default "clothing_variation.gda" and left them with all their original contents intact so they don't play well together and occasionally conflict with other mods. The Brocade Robes GDA is the only one that contains all the lines for all three mods to work. Unfortunately, the game (according to the Improved Atmosphere ReadMe) only loads the first override file it finds with any given name, going in reverse alphabetical order by folder name, with the "toolsetexport" folder taking priority over everything else. So each "clothing_variation.gda" file, regardless of additional subdirectories, is ignored after the first one is loaded.
Can you rebuild the mods with individual GDAs that only contain the item in the mod and suffixes on the GDA file names? For example, the Kirkwall clothes GDA is called "clothing_variation_kimp.gda" and only includes the items included in that package.
If no one else is having problems, then please tell me how you've got your stuff set up.
AHHHH, I didn't know you could give the GDA files different names! None of the tutorials I've found ever mentioned that, they just said to add the lines to the GDA and compile it. I was pretty sure I must be doing something not quite right when I had to put the GDA in toolsetexport for it to function correctly, but I couldn't figure out what. I'll get that fixed ASAP, though it'll likely be tomorrow my time before I can get them all corrected and re-uploaded.
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Edit: I fixed it by downloading version 1 and just addking the GDF file. Can you tell me how to use the tint file? What is UDK is that a program? Thanks I'm trying to learn.
The robes, once installed, are available through the console in game, using the following scripts for each variation:
- runscript give_mort_all (gives all six of the robes)
- runscript give_mortrobe (basic robe - generalist)
- runscript give_mortd (increases defences)
- runscript give_mortc (creation specialization)
- runscript give_morte (entrophy specialization)
- runscript give_mortp (primal specialization)
- runscript give_morts (spirit specialization)
If you're not sure how to activate and use your console, http://dragonage.wikia.com/wiki/Console_(Origins) covers pretty much everything you need to know
At any rate, the best way to make sure that won't happen is to search your override directory for *rob_mora* and it will give you the Morrigan robe files that aren't associated with your mod so you can purge them all.
Sorry if I sound rude in this comment. It's often hard to tell how your tone will sound via writing.
Can you rebuild the mods with individual GDAs that only contain the item in the mod and suffixes on the GDA file names? For example, the Kirkwall clothes GDA is called "clothing_variation_kimp.gda" and only includes the items included in that package.
If no one else is having problems, then please tell me how you've got your stuff set up.
Thanks for the tip!
Still so much to learn about modding this game...