Hi Svarty! First of all: thank you for all your configurable mods! I feel like a kid in a candy store ^^
I do have 2 questions, though: 1) Is there a reason for the default slot sizes (eg, for the axe: 20, 15 and 6)? Is there - as far as you know - a max to what these values should be set (apart from the obvious "make sure you have enough materials to fill the slots")? 2) Will the Bull's Edge model be added at some point? According to the Dragon Age Wiki, the item ID is "equip_greataxe_ironbull" (source: https://dragonage.fandom.com/wiki/Bull%27s_Edge), if that helps.
Marjo91 wrote: Hi Svarty! First of all: thank you for all your configurable mods! I feel like a kid in a candy store ^^
I do have 2 questions, though: 1) Is there a reason for the default slot sizes (eg, for the axe: 20, 15 and 6)? Is there - as far as you know - a max to what these values should be set (apart from the obvious "make sure you have enough materials to fill the slots")? 2) Will the Bull's Edge model be added at some point? According to the Dragon Age Wiki, the item ID is "equip_greataxe_ironbull" (source: https://dragonage.fandom.com/wiki/Bull%27s_Edge), if that helps.
Hello Marjo91
1) The slot size I chose should be something similar to what you get in-game by default at end-game. If you want to change the default you can follow the instructions in the "Optional" section of the description (it's at the bottom).
2) I haven't done a greataxe mod! It's been requested before, now I remember - I kept putting it off then forgot about it. I wanted to make it a big fancy mod that works by allowing the user to change any axe to any other axe, but it's a lot more work. There is a Bulls Edge mod that I have always used to beef it up into a monster that was good enough for me, but I might do the greataxe mod now that I've been reminded....
2) Well that would definitely explain me not finding Bull's axe xD I keep forgetting handaxes exist (I never use them), so I assumed this was the greataxe mod *facepalm* Thanks for the link, though! That might do the trick just as well.
Hng... well... I WANTED to make it a clever "one mod to rule them all" type of thing, but it would mean either making an array of offsets (i.e. lots of research/donkey-work) or a clever routine that can identify the offsets itself.
I *could* make a copy of all the other mods but for Gaxes instead ...
Hi svarty. Thank you so much for your mods they are really awesome and allow our Inquisitors and companions to look exactly how we want them to.
I have a couple of comments and questions for you: - CorneliuS referred to item numbers and I would like to reiterate that point. In the drop-down appearance menu of the configure section of modmanager, some appearances are represented by a series of numbers that do not indicate what it is. I couldn't find these numbers in the DAI item string index so there is no way of knowing what that appearance is without configuring and merging and launching the game again. Could you swap the numbers for item names or give us a reference sheet? - When I want to re-configure one of your mods, I delete my patch update folder and relaunch modmanager but all of your mods seem to have been reset and I need to reconfigure them all. Is this normal? Also when this happens, items already crafted in my saved games display the default passive ability and the schematics go back to default too . Is this normal? Is there any way I can reconfigure one of the mods without having them all reset? Is this being caused by deleting the patch update folder? From what I understood it is recommended before a new merge.
The menu numbering convention that I adopted for my later mods is this; 0 <- These are the number on the menu - they are what you put when editing the Daimod with Notepad++ 1 2 3
There is a number after this which refers to Sapphim's images. Here is Sapphim's tumblr with the weapon models on it - as you can see they have numbers associated with them. http://sapphim.tumblr.com/post/155523714520/had-to-throw-together-a-lot-of-weapon-model
Those numbers are actual game file numbers. They are not arbitrary as far as we are concerned (by "we" I mean you, Sapphim and myself).
Where reconfiguring is concerned, you should not need to delete your patch update folder. Modmanager will do that during it's Merge. There is no way to SAVE the configuration of mods - sadly, afaik you can't write a file to store the values, I'm not amazing at C# - in fact, I've just noticed that I spelt something wrongly the last time I tried, so it may have been possible all along - I'll have another go at this when I get time. I've put it on the end of my things to try list. There is an alternative to keep changing the settings, and I post it on nearly all of my mods - if you look for the section called "OPTIONAL" on the description page, it should be a relatively straightforward alternative to being able to save settings - i.e. just change what the default menu settings are yourself - then you never have to change them.
Please let me know if this works for you, or if I can be more clear with my wording or something.
Thanks for the sapphim link, it really helps understand what appearances are being referenced, I wasn't aware of that tumblr post.
I tried editing many of your mods with Notepad++ to the defaults I wanted and then merged without deleting my modmanager update patch file beforehand and it all worked perfectly.
So it's all good! I love your mods man, keep up the good work. :)
Bug report 1. Configurable mace. On equip=game crashes 2. Configurable greatsword. Weird one, everything was ok, decided to swap passive "flow of battle" to "chain knockdown" and now game crashes at start, only disabling this mod entirely solves this crash. 3. Battlemaster mail heavy armor wrong appearance on Casandra. On Protagonist, Iron Bull, Blackwall as it should be. -------------- id numbers instead of names - big inconvenience.
Thank you very much for taking the time to compile this list. I appreciate that you went to the trouble of making it.
1. Is anything else strange during crafting? A slot the wrong name or size or anything like that? I used to get bugs like that when I was doing the my first slot changing mods. I can't understand why this might happen. Maybe it's a banana or something - which appearance is it?
2. I don't know - I'll take a look. .. oh dear... the menu is wrong... gah... There are some misnumbered things... it turns out that the one you're actually putting on the weapon is Basic Attack End of Attack Chain AoE.... checking that... It's the correct GUID for that ability - I just don't the answer to this. It could be something to do with it being a dagger ability, but it seems unlikely. I'll remove this ability from the Greatsword - it makes me cry to think of all the weapons I'd have to change if it was the same problem with all of them! Here are the Enhanced Weapon Abilities, some aren't in my mods: MACE: Enhanced basic attacks: the end of the attack chain now briefly stuns enemies GREATAXE: Enhanced basic attacks: you now whirlwind, all the time. MAUL: Enhanced basic attacks: the end of the attack chain now knocks down enemies DAGGER: Enhanced basic attacks: the end of the attack chain now hits all enemies in the area STAFF: Enhanced basic attacks: the end of the attack chain now drops 3 electricity glyphs around you So if they don't work on other weapons, it's something to do with the weapon, I suppose?! I just don't know.
3. Which mod is that? If it's Config Armour, that should only happen if the ItemPartAppearance is being changed, which it isn't. This is really weird - could it be a different mod? Is it the Armour Switcher? -------------- Which id numbers are you referring to?
Hi. I've seen couple more bugs since then. 1. Better Hats. First attempt went horribly wrong. Unchecked “one stats for all hats” and messed a lot with different appearances. In the result, one recipe, on different party members, had different appearance or no appearance at all. Second attempt picked appearances once, tried not to mess a lot with your list and everything went perfect. However unchecked option “one stats for all hats” still resulted in 12 material slot size in every untouched schematics. 2. Prowler mail medium wrong appearance on protagonist. 3. Tried “attack chain now knocks down enemies” and “attack chain now hits all enemies in the area” on greatsword and didn't work.
About armor appearance mismatch. Compiled patch only with your modes
You did great work and bugs...well they bound to happen because you building space ship from metal scraps. It was bioware job not yours. They spit out half finished product and monetized every drop greedy bastards. Four years ago I spent ~100$ on this game, and only now can equip free marches helmet on Iron Bull and tweak material slots for armor and weapons. Kudos to you and others moders.
1. Better Hats II: This mod can seem strange. It ONLY changes the hats on the left side of the menu. Other hats are not affected. So things like Cole's Hat will only be changed if you change another hat to it's appearance- that's why the original one retains it's no-hair setting. If you change one of the hats on my menu to Cole's hat, it will have hair under the hat. The original recipe for Cole's hat will also be in your crafting menu and that will have NO hair under the hat. The 12 material slot is done on purpose. Sorry if you don't like it. I could make it so the mod doesn't change the original size instead... but that's a bit rubbish, right? These are BETTER hats! So that one isn't a bug I'm also aware that some hats have no appearance. These are to do with the way the game handles them. If you bear in mind that my mod doesn't edit any of the DelayLoadBundleHashes within the ItemPartAppearance files which are used to change appearances of an individual item when equipped by different characters. This means that some hats that already don't work on certain gender/race combinations still won't work on those combinations. e.g. Isabela's hat will only work on human females (and only with the patch), and Iron Bull's hat will not work on non-qunari males etc. -that's why you need something akin to Companion Hats for You or the Isabela hat patch which DO change the DelayLoadBundleHashes. I think this mod is working pretty much as I expect it to. The quirks are just thing that the game does - though I could give it a quick look - when I get chance and if I remember!
2. Please let me know the mod that is causing this. I can't fix it if I don't know the cause. If it's my Configurable Armour mod, here are images from the files, as you can see, they match up - so I don't know what's causing the issue. https://i.imgur.com/DmB1ITz.png -You can see the file number also on the wiki: http://dragonage.wikia.com/wiki/Battlemaster_Mail https://i.imgur.com/eblSnvS.png -The file name on the wiki matches but the image is completely different. http://dragonage.wikia.com/wiki/Prowler_Mail This is really strange... I have no idea what's wrong.,.. I'll give it some further study. Expect this one to take a long time to fix.
3. I've not updated the greatsword yet. I will publish it now (v0.5) - I was going to wait and add more abilities but I will do that at another time. Please could you test those abilities again? Only "Basic Attack End of Attack Chain Knockdown" should be visible on the menu now.
1. Ended up uninstalling configurable armor mod too many bugs. Decided to go around and try armor upgrade recipes, all good looking schematics have useless utility slots. No luck:)
2. Configurable Mace mod now works!
3. http://dragonage.wikia.com/wiki/Prowler_Mail- This is not prowler mail, this is prowler armor.
1. You don't have to look for mods, you can make the mod you want yourself using the tools. On the description page are links to tutorials. If you want further help you can join DAI modding Discord. 2. You're welcome. 3. I agree. I've check this over and over and over and the data in the mod still correlates with the data in the game files: https://i.imgur.com/a1faY1d.png -I could really use some more information about this issue :/
Er... hang on. I just tested this in game and it's correct: https://i.imgur.com/kFFBuow.png https://i.imgur.com/gw0copf.png
37 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
Also, thank you! A LOT!
[Some time later...] That's done now, have fun!
Back at DAI after a long time and found this. Can finally play through with my perfect weapon =)
Thanks a bunch, love your work!
https://dragonage.fandom.com/wiki/Noble_Shield_Schematic
AKA this;
https://dragonage.fandom.com/wiki/Magehunter
You can get the appearance on Svarty's Configurable Shield number 26 You're welcome.
The armour is 57 Reaver on Svarty's Configurable Armour and Svarty's Configurable Armour II.
First of all: thank you for all your configurable mods! I feel like a kid in a candy store ^^
I do have 2 questions, though:
1) Is there a reason for the default slot sizes (eg, for the axe: 20, 15 and 6)? Is there - as far as you know - a max to what these values should be set (apart from the obvious "make sure you have enough materials to fill the slots")?
2) Will the Bull's Edge model be added at some point? According to the Dragon Age Wiki, the item ID is "equip_greataxe_ironbull" (source: https://dragonage.fandom.com/wiki/Bull%27s_Edge), if that helps.
Hello Marjo91
1) The slot size I chose should be something similar to what you get in-game by default at end-game. If you want to change the default you can follow the instructions in the "Optional" section of the description (it's at the bottom).
2) I haven't done a greataxe mod! It's been requested before, now I remember - I kept putting it off then forgot about it. I wanted to make it a big fancy mod that works by allowing the user to change any axe to any other axe, but it's a lot more work. There is a Bulls Edge mod that I have always used to beef it up into a monster that was good enough for me, but I might do the greataxe mod now that I've been reminded....
It was this mod https://www.nexusmods.com/dragonageinquisition/mods/1836 that got me into modding DAI, in fact!
2) Well that would definitely explain me not finding Bull's axe xD I keep forgetting handaxes exist (I never use them), so I assumed this was the greataxe mod *facepalm*
Thanks for the link, though! That might do the trick just as well.
I *could* make a copy of all the other mods but for Gaxes instead ...
How do I get the Firm Tevinter Mace to work using DAIMM and configuring it notepad++ (002a on saphym's image)?
Any light you could shine on this would be super grateful!
Sidenote: Thank you for ALL your mods, can't imagine playing DAI without them!
It's not on the menu, so I've added it and uploaded. It's tested and working.
Other weapons have their own mods as detailed on the Description page.
I have a couple of comments and questions for you:
- CorneliuS referred to item numbers and I would like to reiterate that point. In the drop-down appearance menu of the configure section of modmanager, some appearances are represented by a series of numbers that do not indicate what it is. I couldn't find these numbers in the DAI item string index so there is no way of knowing what that appearance is without configuring and merging and launching the game again. Could you swap the numbers for item names or give us a reference sheet?
- When I want to re-configure one of your mods, I delete my patch update folder and relaunch modmanager but all of your mods seem to have been reset and I need to reconfigure them all. Is this normal? Also when this happens, items already crafted in my saved games display the default passive ability and the schematics go back to default too . Is this normal?
Is there any way I can reconfigure one of the mods without having them all reset? Is this being caused by deleting the patch update folder? From what I understood it is recommended before a new merge.
0 <- These are the number on the menu - they are what you put when editing the Daimod with Notepad++
1
2
3
There is a number after this which refers to Sapphim's images.
Here is Sapphim's tumblr with the weapon models on it - as you can see they have numbers associated with them.
http://sapphim.tumblr.com/post/155523714520/had-to-throw-together-a-lot-of-weapon-model
Those numbers are actual game file numbers. They are not arbitrary as far as we are concerned (by "we" I mean you, Sapphim and myself).
Where reconfiguring is concerned, you should not need to delete your patch update folder. Modmanager will do that during it's Merge.
There is no way to SAVE the configuration of mods - sadly, afaik you can't write a file to store the values, I'm not amazing at C# - in fact, I've just noticed that I spelt something wrongly the last time I tried, so it may have been possible all along - I'll have another go at this when I get time. I've put it on the end of my things to try list.
There is an alternative to keep changing the settings, and I post it on nearly all of my mods - if you look for the section called "OPTIONAL" on the description page, it should be a relatively straightforward alternative to being able to save settings - i.e. just change what the default menu settings are yourself - then you never have to change them.
Please let me know if this works for you, or if I can be more clear with my wording or something.
I tried editing many of your mods with Notepad++ to the defaults I wanted and then merged without deleting my modmanager update patch file beforehand and it all worked perfectly.
So it's all good! I love your mods man, keep up the good work. :)
1. Configurable mace. On equip=game crashes
2. Configurable greatsword. Weird one, everything was ok, decided to swap passive "flow of battle" to "chain knockdown" and now game crashes at start, only disabling this mod entirely solves this crash.
3. Battlemaster mail heavy armor wrong appearance on Casandra. On Protagonist, Iron Bull, Blackwall as it should be.
--------------
id numbers instead of names - big inconvenience.
1. Is anything else strange during crafting? A slot the wrong name or size or anything like that? I used to get bugs like that when I was doing the my first slot changing mods. I can't understand why this might happen. Maybe it's a banana or something - which appearance is it?
2. I don't know - I'll take a look. .. oh dear... the menu is wrong... gah... There are some misnumbered things... it turns out that the one you're actually putting on the weapon is Basic Attack End of Attack Chain AoE.... checking that... It's the correct GUID for that ability - I just don't the answer to this. It could be something to do with it being a dagger ability, but it seems unlikely. I'll remove this ability from the Greatsword - it makes me cry to think of all the weapons I'd have to change if it was the same problem with all of them!
Here are the Enhanced Weapon Abilities, some aren't in my mods:
MACE: Enhanced basic attacks: the end of the attack chain now briefly stuns enemies
GREATAXE: Enhanced basic attacks: you now whirlwind, all the time.
MAUL: Enhanced basic attacks: the end of the attack chain now knocks down enemies
DAGGER: Enhanced basic attacks: the end of the attack chain now hits all enemies in the area
STAFF: Enhanced basic attacks: the end of the attack chain now drops 3 electricity glyphs around you
So if they don't work on other weapons, it's something to do with the weapon, I suppose?! I just don't know.
3. Which mod is that? If it's Config Armour, that should only happen if the ItemPartAppearance is being changed, which it isn't. This is really weird - could it be a different mod? Is it the Armour Switcher?
--------------
Which id numbers are you referring to?
1. Better Hats. First attempt went horribly wrong. Unchecked “one stats for all hats” and messed a lot with different appearances. In the result, one recipe, on different party members, had different appearance or no appearance at all. Second attempt picked appearances once, tried not to mess a lot with your list and everything went perfect. However unchecked option “one stats for all hats” still resulted in 12 material slot size in every untouched schematics.
2. Prowler mail medium wrong appearance on protagonist.
3. Tried “attack chain now knocks down enemies” and “attack chain now hits all enemies in the area” on greatsword and didn't work.
About armor appearance mismatch. Compiled patch only with your modes
You did great work and bugs...well they bound to happen because you building space ship from metal scraps. It was bioware job not yours. They spit out half finished product and monetized every drop greedy bastards. Four years ago I spent ~100$ on this game, and only now can equip free marches helmet on Iron Bull and tweak material slots for armor and weapons. Kudos to you and others moders.
1. Better Hats II:
This mod can seem strange. It ONLY changes the hats on the left side of the menu. Other hats are not affected. So things like Cole's Hat will only be changed if you change another hat to it's appearance- that's why the original one retains it's no-hair setting. If you change one of the hats on my menu to Cole's hat, it will have hair under the hat. The original recipe for Cole's hat will also be in your crafting menu and that will have NO hair under the hat.
The 12 material slot is done on purpose. Sorry if you don't like it. I could make it so the mod doesn't change the original size instead... but that's a bit rubbish, right? These are BETTER hats! So that one isn't a bug I'm also aware that some hats have no appearance. These are to do with the way the game handles them. If you bear in mind that my mod doesn't edit any of the DelayLoadBundleHashes within the ItemPartAppearance files which are used to change appearances of an individual item when equipped by different characters. This means that some hats that already don't work on certain gender/race combinations still won't work on those combinations. e.g. Isabela's hat will only work on human females (and only with the patch), and Iron Bull's hat will not work on non-qunari males etc. -that's why you need something akin to Companion Hats for You or the Isabela hat patch which DO change the DelayLoadBundleHashes.
I think this mod is working pretty much as I expect it to. The quirks are just thing that the game does - though I could give it a quick look - when I get chance and if I remember!
2. Please let me know the mod that is causing this. I can't fix it if I don't know the cause.
If it's my Configurable Armour mod, here are images from the files, as you can see, they match up - so I don't know what's causing the issue.
https://i.imgur.com/DmB1ITz.png -You can see the file number also on the wiki: http://dragonage.wikia.com/wiki/Battlemaster_Mail
https://i.imgur.com/eblSnvS.png -The file name on the wiki matches but the image is completely different. http://dragonage.wikia.com/wiki/Prowler_Mail
This is really strange... I have no idea what's wrong.,.. I'll give it some further study. Expect this one to take a long time to fix.
3. I've not updated the greatsword yet. I will publish it now (v0.5) - I was going to wait and add more abilities but I will do that at another time. Please could you test those abilities again? Only "Basic Attack End of Attack Chain Knockdown" should be visible on the menu now.
2. Configurable Mace mod now works!
3. http://dragonage.wikia.com/wiki/Prowler_Mail- This is not prowler mail, this is prowler armor.
2. You're welcome.
3. I agree. I've check this over and over and over and the data in the mod still correlates with the data in the game files: https://i.imgur.com/a1faY1d.png -I could really use some more information about this issue :/
Er... hang on. I just tested this in game and it's correct:
https://i.imgur.com/kFFBuow.png
https://i.imgur.com/gw0copf.png