Hi! I'm a little but dumb when it comes to modding, so may I ask you for help here, or rather, a more detailed explanation how to change the appereance of ST104a to SF03a? When I dragged and dropped the mod into Frosty and got the configuration menu it had just the option for staff parts, not for the unique ones : / Thank you in advance for help!
I only just noticed that I got the name of Fade Knocker (SF03a) incorrect on the menu. I put STF instead of SF, oops. It's Appearance #33. I hope this helps!
Im really thankful for the Update. Merging right now to test it.
And i feel honored and shamed in equal measure that you made my Comment in your other mod a sticky. Let me be an example for what happens when you do not read the whole description. XD
Yeah i ran into a tiny problem on my side. Didnt realize that its just a few Staff Upgrades that are changed (Makes sense for they are the strongest) but those upgrades are not available in your Configurable Store II Mod so i will have to wait until ive got to the point where i found one of those schematics to confirm if it works properly.
So. I could test it now and the Grips work fine, but the Blades dont. Even if they are invisible. When equipping a Staff Blade it still looks fine but as soon as i leave the Menu the staff is completely invisible. Well its a shame, but at least the Grips work as intended ^^
Maybe its like with armor? Maybe if it wouldnt be invisible but unequipped?
You might be able to fix that bug, but it's not a bug in my mods - it's how the existing game handles upgrades on those particular staves.
[edit] Oh it seems to be because the ItemPartAppearance of those one-piece staves is in the Blade slot of the ItemAppearance file, not the Head slot. So putting a blade on it will make the rest of it disappear, obviously.
[edit] Well I just did it and it does the same thing regardless which slot it's in. But it seems obvious to me that the game is treating the model like a blade part.
It could be the PartType Staff_Head, that only has Staff Element in it where other weapons have their main part. I suppose replacing the element will make all staves lose their vfx? -well I can't even do it anyway, so we'll never know. gg
Well at least i can use the Grips. So thank you anyway. Great Mod. Like i said before, all the Svarty mods are very good and high end. Only problem with them is not going overboard and becoming all powerful ^^. But thats not a problem with the Mods themselves ^^
I'm using the rare weapons mod. Is there anyway I can replace the stormbreak staff with the venatori enchanter staff? Because I don't think Stormbreak allows grips or blades to be added.
yo svarty, i was wondering if there's a way to make staff01 (celene's mask thing) an option in the mod? since it's a prop and not an actual staff i figured at the time it was a no-go, but since npc armor is a big thing now i have to ask: is swapping a regular staff appearance for celene's possible, or are weapons different from armor in that respect?
I have no idea whatsoever which name would be given to the wooden one; SF03a but i absolutely love it. It retains the original appearance of dalish staves but i have no idea what it would be named.
I might just be tired and hope that I am not disturbing you, but is this mod purely a cosmetic change? If so, that is what I am looking for... but in the description it mentioned the changing of stats, does that mean that this mod will be incompatible with another mod I have that alters the recipes for the staves? Would that interfere? I am very new and understand that modding this game is not easy and I appreciate any help you can give me :) I will endorse your mod if I like it and am able to use it properly, I am excited, this is probably the first and only mod that does this, very exciting!
Yes, it's purely for appearances, No, it won't interfere with recipes, unless those recipes change equip_templates.
Considering that you're new to modding, I want to just take a moment to remind you of a couple of things about this mod: > Remember, when you press the configure button, that you have to DRAG DOWN the BOTTOM EDGE of the menu that pops up. > Please refer to the images on this mod to see how the menu is laid out.
If you're interested in mod authorship, you can find out more here: https://www.nexusmods.com/dragonageinquisition/mods/2384 or here: https://www.tapatalk.com/groups/daitools/how-to-change-weapon-armour-upgrade-slots-beginner-t1850.html or here: https://www.tapatalk.com/groups/daitools/how-to-make-weapon-or-armour-schematics-t1328.html if you are a coder, you can find out more on that site, too, such as: https://www.tapatalk.com/groups/daitools/tutorial-how-to-make-configurable-mods-t1514.html
As you can see in the image, 023 is a staff and a point but has no grip. You can change the Witch staff to that appearance using the mod below: https://www.nexusmods.com/dragonageinquisition/mods/2085 As you can see by that image, it is called First Enchanter on that menu. The 023 Blade is available in THIS mod: https://www.nexusmods.com/dragonageinquisition/mods/2087 just change one of the blade recipes you currently own (on the left hand side) to the dropdown menu number 023.
I've been looking at that staff for quite some time. Sadly, I don't know to get it onto an existing ItemPartAppearance, and I'm not confident that it would not crash if I could. It doesn't appear to be referred to by any DelayLoadBundleHash.
[edit] I asked Galaxyman (creator of ModMaker and Frosty) about this and he said, quote, "The next version of frosty has a delay load bundle viewer, allows you to filter by hash, and tell u what asset belongs to what hash" This MAY, though I'm not entirely certain, allow mod-authors to bring previously unavailable assets, such as Celene's staff and the Duelling Rapier into the reach of players. Be excited.
29 comments
Thank you in advance for help!
What I HAVE done is make it so you can craft SF03a instead of about 17 different schematics using https://www.nexusmods.com/dragonageinquisition/mods/3049.
I only just noticed that I got the name of Fade Knocker (SF03a) incorrect on the menu. I put STF instead of SF, oops. It's Appearance #33. I hope this helps!
You are amazing!!!
https://www.nexusmods.com/dragonageinquisition/mods/2381
And i feel honored and shamed in equal measure that you made my Comment in your other mod a sticky. Let me be an example for what happens when you do not read the whole description. XD
Upgrade recipes in the store? I can do that.
Maybe its like with armor? Maybe if it wouldnt be invisible but unequipped?
[edit]
Oh it seems to be because the ItemPartAppearance of those one-piece staves is in the Blade slot of the ItemAppearance file, not the Head slot. So putting a blade on it will make the rest of it disappear, obviously.
[edit]
Well I just did it and it does the same thing regardless which slot it's in. But it seems obvious to me that the game is treating the model like a blade part.
It could be the PartType Staff_Head, that only has Staff Element in it where other weapons have their main part. I suppose replacing the element will make all staves lose their vfx? -well I can't even do it anyway, so we'll never know. gg
Please, everybody, forgive me for bugs and report them!
https://www.nexusmods.com/dragonageinquisition/mods/3049
I might just be tired and hope that I am not disturbing you, but is this mod purely a cosmetic change? If so, that is what I am looking for... but in the description it mentioned the changing of stats, does that mean that this mod will be incompatible with another mod I have that alters the recipes for the staves? Would that interfere? I am very new and understand that modding this game is not easy and I appreciate any help you can give me :) I will endorse your mod if I like it and am able to use it properly, I am excited, this is probably the first and only mod that does this, very exciting!
No, it won't interfere with recipes, unless those recipes change equip_templates.
Considering that you're new to modding, I want to just take a moment to remind you of a couple of things about this mod:
> Remember, when you press the configure button, that you have to DRAG DOWN the BOTTOM EDGE of the menu that pops up.
> Please refer to the images on this mod to see how the menu is laid out.
If you're interested in mod authorship, you can find out more here: https://www.nexusmods.com/dragonageinquisition/mods/2384
or here: https://www.tapatalk.com/groups/daitools/how-to-change-weapon-armour-upgrade-slots-beginner-t1850.html
or here: https://www.tapatalk.com/groups/daitools/how-to-make-weapon-or-armour-schematics-t1328.html
if you are a coder, you can find out more on that site, too, such as: https://www.tapatalk.com/groups/daitools/tutorial-how-to-make-configurable-mods-t1514.html
How can I add the entire staff model? such as the 023
As you can see by that image, it is called First Enchanter on that menu.
The 023 Blade is available in THIS mod: https://www.nexusmods.com/dragonageinquisition/mods/2087 just change one of the blade recipes you currently own (on the left hand side) to the dropdown menu number 023.
Sadly, I don't know to get it onto an existing ItemPartAppearance, and I'm not confident that it would not crash if I could.
[edit] I asked Galaxyman (creator of ModMaker and Frosty) about this and he said, quote, "The next version of frosty has a delay load bundle viewer, allows you to filter by hash, and tell u what asset belongs to what hash"
This MAY, though I'm not entirely certain, allow mod-authors to bring previously unavailable assets, such as Celene's staff and the Duelling Rapier into the reach of players. Be excited.