Dragon Age 2

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anshela

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anshela

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14 comments

  1. Arramon777
    Arramon777
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    Can the wolves be in different sizes? To raise from a pup to adult? Right now I summon the dragonling in Act 1 then the dragon before Act II, the mature dragon in Act II and Act III the high dragon gets summoned. I have to switch out the drag and drop coding between Act changes, so was wondering if you could create different sizes of the wolf mesh to help recreate raising one. =)
  2. Zykii2048
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    This is a very cool mod! i'm just wondering if the wolf would stay in the house as well?
  3. Nosdi
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    I love having a pack of puppies, thank you! Going to download this now, I don't see any talk of giving them names, would that be possible?
    1. anshela
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      At the moment, there's no functionality for naming your wolf summon manually/within the game.  Sorry!!  If there's a specific name you want your wolf to have, I could most likely edit the file for you.  (It's been a while since I touched the files in this, but I'm fairly sure it would work.)
  4. ovinnik
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    Hi anshela,

    This is not directly related to your excellent mod at all, sorry to be a bother -- I'm terribly curious how you've managed to work with creature meshes for DA2 and, well, I figured that asking can't hurt.

    Basically:

    1. How did you import a DA2 creature, i.e. the "mubari", mmh in Blender? (Mine throws an error, and so the bones of the msh don't get named properly.)
    2. How did you export it, also using Blender? (QuenchedSteel's script doesn't handle creature rigs, afaik.)

    ...Did you adjust one script, or both? Did you (and I hope this wasn't it) name each bone manually? Did you use e.g. an existing DAI rig?

    Either way, this sounds like a veritable mammoth job, so, as mentioned: I'm terribly curious.
    1. anshela
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      Hey there!  No bother at all, I'll see if I can help. :)

      For the mabari (mubari, looooool) -- I couldn't get the mmh to load into Blender, either, but for my purposes, I actually didn't need it.  I imported the mabari mesh (sans bone names, just using the numbers), used the weights on that mesh to copy/transfer over to the new wolf one, did my adjustments from there, exported my new msh out (using the "male" bones option), and then repurposed the existing mabari mmh.  (I'm assuming that, because I didn't delete any of the bones, the export didn't change their order, so they still match the bone order in the mmh.)  I didn't need to generate a new mmh at all, since I was able to just use a copy of the original.

      For the DAO Animals that I did in my Kirkwall Expanded mod, I did need to alter the export script for the msh export so that it could assign the correct bone names/numbers, but for those I again just used a copy of the original mmh (and in this case changed bone order to match what was in the newly exported mesh).

      Entirely possible there were better/easier ways of doing all this, but, uh, that's the method I used.  I hope it helps!
    2. ovinnik
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      So, a bone weight copy with indices instead of names works after all? I was under the impression that the export script relied on named bones to do its magic -- apparently that's not necessarily the case, lol. Cool!

      (I was also under the impression that script-generated meshes preferred its bespoke mmhs, but that was probably due to some random hiccup or other. Will definitely use the, erm, mubari as a test candidate. Not to be confused with its cousins wulf and blond wulf.)

      I just spent the weekend fruitlessly trying to get rid of seams on ported meshes without it resulting in warped textures in-game, and I wasn't keen on starting a new and maybe equally fruitless endeavour right after. It's certainly good to know what the script is and isn't capable of. Your insights are very much appreciated -- thank you. :-)
    3. anshela
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      (I'll give a more in-depth response in a second, but it just occurred to me while I was running errands that there are multiple versions of the "mubari" mmh in the files -- I think there might be a patch one and maybe one other?  And I honestly can't remember at this point which one I used, but the one I'm using in all of these files *should* work with any exports you do from the mabari mesh, if you want to use it as a base.)

      Editing for a slightly longer comment:  the bone weight copy of the indices instead of the names will totally work.  (I *think* what the export script for the msh actually does is re-assign the correct, corresponding numbers to the named bone weights in the msh -- so just having the numbers will work, because that's the desired end product anyway.  Generating a *new* workable mmh does need the actual names of the bones, of course.)

      RE: seams.  Those are the bane of my existence; some can be eradicated, some I have just given up on entirely.  So I feel your pain!

      Anyway -- you're welcome, and if you have more questions/anything I can try to help with, let me know! :)
    4. ovinnik
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      Hmm. I don't recall seeing any mubari.mmhs in the patch files, but that totally can't mean they're not in there somewhere. I'll take a look, mess around a bit and hit you up if the ones I stumble upon won't do the trick.

      RE: the script, that makes complete and utter sense, yes. In retrospect, I have no idea why I just went ahead and assumed that it would belligerently combust upon trying to export a mesh without named bones. Let's blame the seams. My brain is tired. (I've been wondering whether magpiedragon might have found a solution to the seams thing here, but it unfortunately doesn't look like they're around anymore.)

      Thank you, again -- in some ways, DA2 is quite a different beast compared to DAO, and it's not just because of the non-existent toolset. ...Turns out that questions can, indeed, grow on trees.
  5. Chickenboy445
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    Still holdin' out hope for a post-beta :')
    1. anshela
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      You mean for a full specialization, or better animations for the wolf?  I'm not sure I'm actually going to get better at weighting that wolf, unfortunately.

      If you mean a full Ranger spec... there hasn't seemed to be much interest in it, and I'm not sure I'd want to implement the summons in this way for a full spec, so that's definitely on hold for now.  I've been toying with a Summoner spec for mages that operates differently, however, and I might see about releasing that.
  6. elleung
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    Oh how interesting! Congrats on the mod release, this looks great
  7. Dannie2341
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    The ability disappears after the use of a maker's sigh potion.
    1. anshela
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      Oh, that didn't even occur to me. I'll try to come up with a fix, but in the meantime, you can always add the ability back via the console by typing the following:

      runscript addtalent 230010