I added this, and it worked fine, but I didn't buy them at first, I wanted to wait a bit until I had done at least one main mission. Now that I am ready to buy them, they're all of a sudden not in Bodahn's shop, I know I saw them in there the first time I checked, but now they're nowhere to be seen. I've double, tripple and quadrupel checked that the files are still in the override folder, no clue what happened >.< Edit: I now also tried removing the mod, loading into the game without it, then exit, download and put the folder into override again, but still no luck. Oh well. Edit2: The console commands worked, so I managed to get them that way.
I really like it, the medium armor models in this game are so nice but they're severely underutilized in the modding scene. I also appreciate that the armor set is strong but not game-breaking. 10/10!
I removed this mod from my own override and her hands are functioning correctly now. I will see if I am able to make a compatible file with that mod, I have an idea but I'm not sure how well its going to work yet. I'll update here as needed. :)
I tried to make the armour use its own variations of the .msh file, however this made tmp's mod stop working and vice versa.
I tried with both vanilla and tmp's file and it still causes the issue on either my armour, or any base game armour with tmp's mod installed.
I'm very confused as I can't see why they are affecting each other when they use seperate files... I will keep looking into it. For now, the only immediate fix would be to remove any proportion fix style mods and revert back to playing vanilla game Dwarfs... I will try and find a fix and update as needed.
Thank you! Yeah, removing the arm fix for Dwarves make them so unplayable (for me). Human length arms on Dwarves is just so damn weird (LOL). It's a wonderful mod and I can't wait to dress my little ladies up in what you've created.
Hey, that's some cool looking armor. : D Good job.
Here's free, unsolicited advice, feel free to entirely ignore it: Rather than replacing the merchant resource, I'd suggest instead using "PRCSCR" (Post Release Content Scripts) to add to the merchant's inventory. It's a bit daunting but definitely a more clean approach to getting your contents into the game. Some resources to that effect:
Thanks for the comment, though I am actually well-versed in PRCSCR.. I have a custom follower mod that is around 2 years in the making so I've used PRCSCR quite a lot already ^^
The reason I decided to use a base-game resource for the merchant is mainly because I figured most people would just use the script anyway and I have laid the files out so it's easy not to install the "pre100sr_quartermaster_sp.utm" file. Maybe down the line if demand is high enough I may add it elsewhere but I kinda needed a break from scripting which is how I ended up texturing in the first place ^^
I'm also aware that if someone downloads an armour mod, 9 times out of 10, they want the model and not your stats... Which is why I also released it in override files instead of a DAZIP to make life easier for those who want to make their own version in the toolset, which would also then be unaffected by any adding into the game that I have done so I admit I was lazy and didn't put the effort into the adding into the game part xD
Ah, well then, more the fool am I for jumping the crossbow, lol. I suppose I see your point, particularly in light of something of a draught of new armor-content-mods of late. I am curious, does the armor tint with materials?
The armour will tint, though should it is a different question... xD
I have not edited the tint map at all so it uses the bog-standard chainmail one I think (unique version of it though)... maybe some combinations of tints will look good but I think some tints may add metal to the wrong areas etc.
Like I said, that's why I just threw it together into an override folder so people like yourself can edit the textures and maps without first needing to change a DAZIP into a ZIP, then extracting the ERF's and opening them in the toolset to find the files you need to then extract in order to edit... ^^
Feel free to edit the tint map for it and see what results you can get!
I just checked to be sure, It carries over into Awakening! Judging by that alone I would say I feel confident in saying that the same would apply for Golems/Witch Hunt as well :D
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Edit: I now also tried removing the mod, loading into the game without it, then exit, download and put the folder into override again, but still no luck. Oh well.
Edit2: The console commands worked, so I managed to get them that way.
Thanks for letting me know! Are you using a proportion mod such as https://www.moddb.com/mods/tmp7704/downloads/dwarf-proportions?
I removed this mod from my own override and her hands are functioning correctly now. I will see if I am able to make a compatible file with that mod, I have an idea but I'm not sure how well its going to work yet. I'll update here as needed. :)
I tried with both vanilla and tmp's file and it still causes the issue on either my armour, or any base game armour with tmp's mod installed.
I'm very confused as I can't see why they are affecting each other when they use seperate files... I will keep looking into it. For now, the only immediate fix would be to remove any proportion fix style mods and revert back to playing vanilla game Dwarfs... I will try and find a fix and update as needed.
Thanks for letting me know about this!
I just need to assemble the file and it will be up for download soon! :)
Edit: The fix is found under optional files.
Yeah I agree! Thanks to figuring out the fix for that I was also able to add Qunari update compatibility too! ^^
Here's free, unsolicited advice, feel free to entirely ignore it:
Rather than replacing the merchant resource, I'd suggest instead using "PRCSCR" (Post Release Content Scripts) to add to the merchant's inventory. It's a bit daunting but definitely a more clean approach to getting your contents into the game.
Some resources to that effect:
http://www.datoolset.net/wiki/PRCSCR
https://dragonagemodding.wordpress.com/2009/11/18/creating-a-custom-merchant-for-the-player%E2%80%99s-camp-%E2%80%93-part-3/
Thanks for the comment, though I am actually well-versed in PRCSCR.. I have a custom follower mod that is around 2 years in the making so I've used PRCSCR quite a lot already ^^
The reason I decided to use a base-game resource for the merchant is mainly because I figured most people would just use the script anyway and I have laid the files out so it's easy not to install the "pre100sr_quartermaster_sp.utm" file. Maybe down the line if demand is high enough I may add it elsewhere but I kinda needed a break from scripting which is how I ended up texturing in the first place ^^
I'm also aware that if someone downloads an armour mod, 9 times out of 10, they want the model and not your stats... Which is why I also released it in override files instead of a DAZIP to make life easier for those who want to make their own version in the toolset, which would also then be unaffected by any adding into the game that I have done so I admit I was lazy and didn't put the effort into the adding into the game part xD
I am curious, does the armor tint with materials?
I have not edited the tint map at all so it uses the bog-standard chainmail one I think (unique version of it though)... maybe some combinations of tints will look good but I think some tints may add metal to the wrong areas etc.
Feel free to edit the tint map for it and see what results you can get!
Do not quote me 100% as I havn’t checked! but I believe it is the “Axel” hairstyle from AH00B hairs found here on nexus. :)
https://www.nexusmods.com/dragonage/mods/5492?tab=files
cause if so, they are my new favorite armors...
I just checked to be sure, It carries over into Awakening! Judging by that alone I would say I feel confident in saying that the same would apply for Golems/Witch Hunt as well :D
was just about to replay after along time.
It gonna make my game, it's just the thing I was looking for...