Dragon Age: Origins
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BuzzParsec

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  1. dragonlove
    dragonlove
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    know this is not the place but any one know how to change weapon stats from 2 handed to 1 handed i want to change the reaper scythe weapon to 1 handed instead of 2 handed with the exact same look it have on 2 handed ,, just for my own personal usage
    1. BuzzParsec
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      SHORT EXPLANATION: Modify the weapon's UTI file accordingly (attend to the BaseItem and ModelVariation fields), and copy the correct "sub-tree" from whichever GDA file the two-handed model is assigned, into a GDA file corresponding to the type of one-handed weaponry desired. Rename model-number assignments as necessary. (This is a quick-and-dirty way of accomplishing the task -- consolidating into an existing file without bothering to create a new, separate GDA file.)

      LONG VERSION:
      I'll try to get you off the ground but anyone out there feel free to correct me or add advice if I left something out. Bear in mind what you're asking is not exactly a quick process unless you have some experience working within the game files. I'm assuming you know about the override folder, manual vs managed mod installation, mod locations, and so forth. (I tend to throw everything into the "override" folder or a sub-folder, but doing so you cannot simply disable the mod by turning it off in-game.) You need to ferret out which UTI file and which GDA file corresponds to your weapon. Also you need the appropriate tools -- the Toolset at the very least, and a GFF editor such as nwn2gff may also come in handy in case the toolset won't save your UTI files (a problem I sometimes have). But you're pretty much going to be dealing with only two file types.

      Basically, you need to make changes in the appropriate UTI and GDA files. The UTI file deals with weapon stats, which overall model the weapon uses, and so forth. The GDA file deals with (among other things) the model/mesh placement within the hierarchy -- for example, what number is it, and under what category does it appear. You have for instance the category for "longsword" and it will have numbers assigned to it for each available longsword model -- such as 1, 2, 3 ... etc for vanilla models. At the same time the category for "greatsword" also has numbers 1, 2, 3 ... etc for the available models. But obviously the #2 greatsword model is different than the #2 longsword model because the numbers apply to different subsets or categories.

      The UTI file is pretty straightforward and descriptive upon opening it. In the UTI file you have a field for model type (ModelVariation) and it will be an integer value such as I mentioned above. You also have in the UTI a field (BaseItem) for establishing the type of weapon (e.g., longsword, mace, dagger, etc.). The BaseItem numbers are easily extrapolated by comparing with other known weaponry or simply playing around with the Toolset. Now, if your model is, say, #170 (or some other modded value) that's been placed in the 1-handed waraxe category, and you now want to change the UTI to the 2-handed battleaxe category, the UTI will now point to whatever item is assigned 170 in the 2-handed "battleaxe" category (there may not even be one in there unless and until you assign one there with that model number within a corresponding GDA). Basically put, within each BaseItem category fall the various ModelVariation numbers.

      That's why you also need to edit the appropriate GDA -- APPEND is probably a better word, using the technique I outline below -- so it changes the type of subset within which the model/mesh itself gets placed. The GDA's you need are usually named something like "waraxe_variation_xyz.GDA" or "battleaxe_variation_xyz.GDA" or some such. IN MY EXPERIENCE the first part of these filenames is a critical factor, so be careful about renaming these GDA's if you feel the need -- you should be able to simply work with existing GDA's, I believe, in order to avoid potential complications.

      With modded games there are typically such addon GDA's floating around all over the place, so be careful your assignment numbers don't conflict with something else. (Additionally, oftentimes the main files such as mmh, gda, dds, phy, uti and so forth, are contained within a larger ERF file which is basically a container similar in concept to a ZIP or RAR. You may need to find and extract your UTI and GDA from inside ERF's -- use the Toolset for this.)

      Now, although the GDA part of the equation is a little more delicate, IN MY EXPERIENCE the easiest way would be to copy the node or sub-tree (or whatever it's called) corresponding to your weapon, and simply paste it over in the appropriate location within an existing GDA for the desired type of weapon (for example you want to copy a 2-handed battleaxe into the GDA for 1-handed waraxes). As an example, say you open your "battleaxe_variation_xyz.gda" OR WHATEVER IT MAY BE NAMED. You're going to see a "tree" called G2DA_ROW_LIST and "sub-trees" such as 0, 1, 2 etc (depending on how many weapons are called out in that GDA). Figure out which 2-handed weapon is the one you want. Note that it contains G2DA_COLUMN_1 (this applies the ModelVariation number), G2DA_COLUMN_2 (this will have the title as it appears in the toolset) ... etc. etc. (These fields can be revised as necessary.) You would want to copy the entire "sub-tree" for that weapon, then open up your 1-handed weapon folder -- let's call it "waraxe_variation_xyz.gda" OR WHATEVER IT'S CALLED, and paste that new "sub-tree" into the G2DA_ROW_LIST upper-level "tree" within the "waraxe" gda file. Now it should show up as a 1H waraxe model within the toolset and be able to be applied within the UTI as the corresponding 1-handed model. MAKE SURE YOU CHANGE THE MODEL VARIATION NUMBER TO SOMETHING UNUSED, IF NECESSARY, SO YOU DON'T HAVE REDUNDANT NUMBERS assigned for the same type of BaseItem. Also make sure the ModelVariation number in the UTI corresponds with the number assigned to your weapon in the GDA.

      That's the best I can do. It's difficult to explain, easier to simply do it and work through it. I didn't set out to compose a streamlined tutorial so my apologies for the stream-of-consciousness verbosity.
    2. dragonlove
      dragonlove
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      i tried that but some how didn't work for the reaper mod , however thank you so much for explanation i rly appreciate all the effort explaining this to me
    3. BuzzParsec
      BuzzParsec
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      I'm pretty sure you need to re-spawn the weapon -- did you try that? When changing a UTI file, cosmetic changes "take" regardless of whether the item is already acquired, but item properties do not change unless you re-spawn a new one. The easiest way to do this is to use the Add Item script mod:

      https://www.nexusmods.com/dragonage/mods/3708/

      Also, it should show up in the toolset under the new category's available model variations. If not, re-check your steps. The method I outlined has worked for me in the past.

      One other thing: make sure you don't have redundant/conflicting UTI or GDA files -- perhaps within separate sub-folders of your override directory.

  2. theskymoves
    theskymoves
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    This is a really great idea! If I still played Bioware games, it would definitely have a place in my install.
    1. BuzzParsec
      BuzzParsec
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      Thanks, I appreciate that!