Is it possible to add the enemies explode on death ability into the mauls? Also.. I cant seem to get the passives yolo leap and whirlwind to work so far..
I tried Whirlwind and it didn't do anything for me, either. It's been a long time since I made this mod, and I don't remember everything - I'll check the menus on my other mods ... yep it's still there, called enhanced2haxe - I guess it's a clue that it's for 2haxe tho. I should have removed it.
Anyway - I apologise if some things don't work, I was trying things out when I developed this - If you want to be sure that an ability works, there are two things to remember: 1. If it's a multiplayer ability it will almost certainly NOT work, unless you have a mod that puts multiplayer abilities into regular map bundles. 2. if it's an item ability (i.e. it's also on crafting material) it will definitely* work as a passive ability.
Hi Svarty, Thanks for the mods it's really inspiring. I just wonder is there a way to use w_bru_002a_mesh ? That's the same model as barbarian lord maul but bigger i think. If not then is there a way to re-scale a weapon size?
I'd have to make the mod in a different way because I don't think there's an existing appearance file that links to delayloadbundlehash 2194538141 (decimal).
... which is: da3/equipment/weapons/bruiser_weapons/w_bru_002a_itembp_ibpbundle
but you should be able to bung that in an existing part_app file for the appearance you desire. IIRC.
I'll put it on my to-do list, but it'll be a while before I get chance to try it.
[EDIT] I've thought about this and the easiest way for me would be to provide a little replacer mod that you use alongside this one. I'll cobble one together and see if it works...
The supplementary mod is now uploaded in the Optional files section. Thanks for the suggestion! I wouldn't have thought of doing it.
To make the mod work select one of these appearances in Svarty's Configurable Maul; Merkel's First = bru001a War Hammer =,bru002a (as seen in screenshot) The Whale = bru003a Superb Dwarven Rock-Crusher = bru004a I picked mauls I regarded as ugly/unpopular. An unfortunate side-effect of the mod is that regular recipes for all four weapons will produce the bruiser weapons listed above. Sorry about that.
You need both mods but load order is unimportant.
I only tested one of the four, so if the others don't work, please let me know.
Thanks for the effort in creating great enhancement mods and sharing it to the community.
Is it possible to replace the appearance of Dragon Maul (Flames of the Inquisition DLC) into Brute Hammer across the game (Both crafted and non-crafted).
Probably. You can do it in Frosty by switching the Appearance in the EquipTemplate file. You will probably need to do it in both the Recipe's EquipTemplate and the ITEM's EquipTemplate, if they are different things. Since that shouldn't change the size of the file, it *should*/could/might work with the Item, but that's possibly a lie.
There are 2 Brute Hammers, this one: https://dragonage.fandom.com/wiki/Brute_Hammer and this one: https://dragonage.fandom.com/wiki/Masterwork_Brute_Hammer_Schematic
Which did you mean, are you happy with just regular dragon weapon stats and no passive power, when it's done where do you want me to send the file to? The easiest is probably to dump it somewhere on Discord.
Yep, that would be an easy change. .... would need to 1. inititalise a variable, put the option on the menu, 2, find the Offset of the appropriate byte in the ebx, 3. change it if the user chose to do so, 4. rebuild the mod, upload it.
Svarty, let me begin this comment by giving you a huge thank you. This, and all of your other configurable mods are awesome - they are all in my mod loadout and I can't imagine ever taking them out!
With that, I have a quick question...
I was very pleasantly surprised to see the Hakkon Energy maul on this mod - I have an Adaar inquisitor and that weapon in particular is nicely sized for a qunari character (similar in size to the "giant" tank enemies encountered in the game). To your knowledge, are any other "larger" weapons models findable in the game code? I know a few others popped up in your customizable shields mod, but I was curious as to whether other weapon options (including mauls wielded by large enemies) are findable through the modding tools...
Again, thank you for all the hard work, and for getting us all that much closer to our ideal inquisitor!
I don't THINK there are (m)any big weapons that I haven't done.
If you're curious, you can download Frosty Editor and nosey around the files for yourself, even if you're not modding! https://frostytoolsuitedev.gitlab.io/downloads.html
But yes, there are many PROPS that I haven't managed to get into our hands, such as Celene's staff. It looks great! Check it out: w_empresscelene_staff01_mesh (just type that into frosty and open all the folders in the Data Explorer section of the mod. The item name will appear in the box below and you double click it to see it appear on the right (after a loading process that loads all the models in the game).
I think it's possible, but beyond my knowledge, sadly. There are issues with Bundles that only Frosty can solve etc etc.
As far as shields go, i think there is only one that doesn't have a hash ... therefore has no itemblueprintbundle (ibpbundle) ...which is what the delayloadbundlehashes reference iirc. It looks like this: w_shd_twrd_apo01_mesh Like I say, I've done what I could - if there are others it'll mean editing things I haven't had any success with such as MeshVariationDatabases.
Thank you so much bro, fantastic work, haven't been here for a while, been playing another phenomenal game Kingdom Come Deliverance......awesome awesome game, soon as i finish it i will be back to utilize what you did here. Cheers mate and a BIG KUDOS to you, thanks again.
22 comments
Testing limits
I'm hear to report a bug... some timesyes, sometimes not...
If damage materials over 50 peaces, maybe break missions, exemple (Alexius battle).
Better damage config is 30 peaces.
Who will use it, remember to don't do it a GODMOD
I should have removed it.
Anyway - I apologise if some things don't work, I was trying things out when I developed this - If you want to be sure that an ability works, there are two things to remember:
1. If it's a multiplayer ability it will almost certainly NOT work, unless you have a mod that puts multiplayer abilities into regular map bundles.
2. if it's an item ability (i.e. it's also on crafting material) it will definitely* work as a passive ability.
Good luck!
*probably.
I just wonder is there a way to use w_bru_002a_mesh ? That's the same model as barbarian lord maul but bigger i think. If not then is there a way to re-scale a weapon size?
I'd have to make the mod in a different way because I don't think there's an existing appearance file that links to delayloadbundlehash 2194538141 (decimal).
... which is: da3/equipment/weapons/bruiser_weapons/w_bru_002a_itembp_ibpbundle
but you should be able to bung that in an existing part_app file for the appearance you desire. IIRC.
I'll put it on my to-do list, but it'll be a while before I get chance to try it.
[EDIT] I've thought about this and the easiest way for me would be to provide a little replacer mod that you use alongside this one. I'll cobble one together and see if it works...
The supplementary mod is now uploaded in the Optional files section. Thanks for the suggestion! I wouldn't have thought of doing it.
To make the mod work select one of these appearances in Svarty's Configurable Maul;
Merkel's First = bru001a
War Hammer =,bru002a (as seen in screenshot)
The Whale = bru003a
Superb Dwarven Rock-Crusher = bru004a
I picked mauls I regarded as ugly/unpopular. An unfortunate side-effect of the mod is that regular recipes for all four weapons will produce the bruiser weapons listed above. Sorry about that.
You need both mods but load order is unimportant.
I only tested one of the four, so if the others don't work, please let me know.
Thanks for the effort in creating great enhancement mods and sharing it to the community.
Is it possible to replace the appearance of Dragon Maul (Flames of the Inquisition DLC) into Brute Hammer across the game (Both crafted and non-crafted).
Looking forward, thanks!
There are 2 Brute Hammers, this one: https://dragonage.fandom.com/wiki/Brute_Hammer
and this one: https://dragonage.fandom.com/wiki/Masterwork_Brute_Hammer_Schematic
Which did you mean, are you happy with just regular dragon weapon stats and no passive power, when it's done where do you want me to send the file to? The easiest is probably to dump it somewhere on Discord.
1. inititalise a variable, put the option on the menu,
2, find the Offset of the appropriate byte in the ebx,
3. change it if the user chose to do so,
4. rebuild the mod, upload it.
This SHOULD take approximately one hour.
Thanks for checking on this, and for your support of this community!
With that, I have a quick question...
I was very pleasantly surprised to see the Hakkon Energy maul on this mod - I have an Adaar inquisitor and that weapon in particular is nicely sized for a qunari character (similar in size to the "giant" tank enemies encountered in the game). To your knowledge, are any other "larger" weapons models findable in the game code? I know a few others popped up in your customizable shields mod, but I was curious as to whether other weapon options (including mauls wielded by large enemies) are findable through the modding tools...
Again, thank you for all the hard work, and for getting us all that much closer to our ideal inquisitor!
If you're curious, you can download Frosty Editor and nosey around the files for yourself, even if you're not modding!
https://frostytoolsuitedev.gitlab.io/downloads.html
But yes, there are many PROPS that I haven't managed to get into our hands, such as Celene's staff. It looks great! Check it out: w_empresscelene_staff01_mesh (just type that into frosty and open all the folders in the Data Explorer section of the mod. The item name will appear in the box below and you double click it to see it appear on the right (after a loading process that loads all the models in the game).
I think it's possible, but beyond my knowledge, sadly. There are issues with Bundles that only Frosty can solve etc etc.
As far as shields go, i think there is only one that doesn't have a hash ... therefore has no itemblueprintbundle (ibpbundle) ...which is what the delayloadbundlehashes reference iirc. It looks like this: w_shd_twrd_apo01_mesh
Like I say, I've done what I could - if there are others it'll mean editing things I haven't had any success with such as MeshVariationDatabases.
But really good work ! Is just beautiful :D
I will add more appearance options when I get chance.
Cheers mate and a BIG KUDOS to you, thanks again.