So i download the mod before looking through all they axes online and decided that i only liked the dragon hunter axe, i quickly forgot about the mod until i got my hands on the schematic and realized it was changed to the rather ugly "Arishok" battleaxe (which was it's default configuration), i tried everything in the book i would think i would need to to restore it's old look, fumbled with the configuration, uninstalled the mod, uninstalled every mod, and yet it's still the same, I'm probably just ignorant but this has been my experience with the mod.
?I am having trouble posting a screenshot, so apparently using your mod isn't the only thing I am experiencing difficulties with today. My guess is user error.
I managed to get a Crash To Desktop on load when possessing the changed schematic (see below for changes) or when opening a merchant who possessed the schematic (I think you call the recipes sometimes?). CTD issues did not happen when I disabled this mod.
My initial thought was that it was an issue with putting simulacrum on a weapon, but it looks like from the comments that it might be the double bearded axe part instead! More investigation is needed... but I'm not sure if I'm up for it today
It's certainly possible that there's a problem with the base DAIMOD pre-code. This is built up of game files which I could have broken by accident. I may be able to mend it but it might take some time since I have to compare it with an original bin(ebx) that I export from Frosty. I could rebuild the whole file from scratch but I think that's a bigger job.
At first glance, it appears that I've not used a modified schematic so I'd expect it to crash in the Mod Manager before launching the game. Avoid that schematic - I'll check again another time and if it's still problematic, I'll have to build the base DAIMOD file again.
The file has a single byte (one value) in it that tells the game whether the class restriction is on or off.
This mod was a breakthrough for me, I worked out how to do that "Copy the mod" feaqture, so you can use it multiple times. Because of the "copy the mod" feature, I couldn't work out how to find the byte that determines "warrior only". Each file seems to be different - I had to analyse them in a way that was generic and allowed me to use the same code for every file.
The reason for this is that for "Copy The Mod" to work, I put a lot of weapon files into the mod (the weapons you can choose from), then the mod disables all the weapons except for the one you choose. -So I had to work out how to find the positions of the data (i.e. where the stats are, where the links to appearance files are etc) in each file automatically.
I wasn't able to automate the discovery of the position of the "class only" value - there were two methods I use in attempting to discover data positions; 1. Absolute position in the file structure - much data is a certain number of positions away from the end of the filename (give or take 16 bytes depending on whether the length of the filename has 0 modulus when divided by 16. In other words, if the filename is the exact length such that it ends at the end of the line (if you look at the ebx/bin in a hex editor), then you add another line to the position value). The problem in this instance is that the "class only" value doesn't seem to always be in the same position. 2. identifying the value of the data - I created some pre-defined arrays that have known values - these are used for identifying equiptemplate, appearance, item type files that determine how the weapon looks and is equipped by the character. The reason this technique doesn't work in this instance is that it's a single byte - searching for a 00 or 01 value will result in a LOT of false positives.
The bottom line is that I couldn't do it, not that I didn't want to.
I was hoping to have a Bulls Edge I could use on my mage lol. I tried the Bulls Edge replacer schematic but it doesn't seem to work. May just start a new file as a warrior to bypass some of the restrictions. I've played this game so much lol
Well you could use Configurable Staff II to turn a staff into an axe. It will BE an axe tho. The staves/staffs seem to all have the same offset - er.. "position" - so I didn't have the same issue in THAT mod.
Is that what you want?
(and for posterity, yes, I guess I *could* make a collection containing all the offsets for the axes, but I think it's cheating/boring isn't it?)
I'm playing a new save where I have every skill tree unlocked for the inquisitor lol. Wanted to try new things. I mean I could try what you said, since I do indeed want an AXE lol.
AMAZING WORK, I seriously do know how you do it. From what I have read in the comments it is a bit of a pain in the axe to add more weapon appearances, but if you ever feel up to it I would really love to have the Slayer axe and the Qunari axe as options. I think I may have a workaround for the Qunari by possibly letting another mod that changes the dragon axe's appearance over-ride yours. Have to try it out. Thank you for your work, and I hope you keep going.
Actually not that one, but the regular old Qunari battleaxe, the common one. It doesn't have a schematic, does it need to have a one for it to be an optional appearance? The slayer axe is this one, also no schematic. https://dragonage.fandom.com/wiki/Slayer Thank you for the insanely quick response. If it is not in fact difficult to add in an appearance, and it is plausible for me to do it myself I am willing to put in the time. I have looked at your mod in notepad++, but I am afraid there is something I may overlook in the top bit of coding. I have also started to read through your tutorial in my spare time, and there is definitely going be a learning curve.lol
If you want to do it yourself you can change the mod as follows;
Find the axe you want. They aren't called Slayer axe or Qunari axe in the files. It's going to be something like Recipe_Greataxe_t2_1 or somesuch... so the best place to look is the wiki. Sometimes people put the filenames there.
See how https://dragonage.fandom.com/wiki/Slayer says equip_greataxe_t3_3_rare
So now we need to look in those equip templates and open the appearance files in the modmaker. Then we can take the GUIDS from those appearance files. Slayer = f44e3e666d43474bb97d19e9057e6f2f and e251f396c3c6f24898719e50f74f12da Qunari_Battleaxe = f05a19115591a240b917b29a3b34e6a0 c0802fa0590a59409ccdd591f6ce18ab
Now we just put those in our appearance array and change the menu. BUT with this mod there are other parts of the code that depend on the array being a certain length because it uses that to determine the item type to use. So you COULD paste these over 2 other axes and rename them on the menu. OR you can fiddle with the rest of the code so that they fit properly (which takes a bit of time and thinking, which is why updates come infrequently).
So edit the bit where it says;
public enum Appearance { ... replace one of the greataxes with whichever of the above you want (this is just names, nothing important goes here) you cannot use spaces or apostrophes or... much more than underscores to separate words here. Just replace 2 axes. for example... replace these; __13_Greataxe_Double_Bearded_Axe, __14_Greataxe_Hossberg_Twainer,
like this; __13_Greataxe_Slayer, __14_Greataxe_Qunari_Battleaxe,
And that's you're menu done, but you have to replace the GUIDs next...
Search for the section that starts with this; string[,] item_app_GUID = new string[125,2]{
Then find entries 13 and 14... { "15c049a7d481cb469457a9aba453ea51","f5bd694e282acc4396cc077594fdcd44" },//__13_Greataxe_Double_Bearded_Axe, { "28bc9bc5a36c1b44a3606f37d7277ffb","5077d445801f38409d8745457ce237b0" },//__14_Greataxe_Hossberg_Twainer,
Replace the numbers in the inverted commas with the guids I put above like this; { "f44e3e666d43474bb97d19e9057e6f2f","e251f396c3c6f24898719e50f74f12da" },//__13_Slayer, <-this doesn't matter because everything after // gets interpreted as a comment by the code, it's just there for humans to read. { "f05a19115591a240b917b29a3b34e6a0","c0802fa0590a59409ccdd591f6ce18ab" },//14 Qunari_Battleaxe
Save it and run it. That should do what you want. Copy it so you can change both.
Thank you very much for the report, I'll put it on the ever-growing To Do list
[EDIT] I've completed a review of the assets in the file, they seem to be solid, so I think this is a more nuanced problem.
I've tested the mod and although it doesn't crash my game, it also doesn't appear on the schematics list. Maybe my character doesn't have it.
I went and bought it with a near-start character from the dwarven book seller (not the Nug -I think there's something about Tier 1 recipes and the Nug)...
It seems to work in this instance. So there's something weird happening at some point.
If anybody works out what happened, please let me know!
Ah, to be more clear, your greatsword config mod gives the user the ability to let other classes use the weapon, as in it isn't locked to just the warrior class. The same mod allowed the user to let the weapon have upgrades slots, as in the case with the greatsword it gave the grip slot and I assumed with the greataxe it should be the two-handed haft.
Hmm... that would mean rebuilding the daimod OR doing some clever code (that I'm going to need anyway if I'm going to do that Configurable Armour II mod).
I *think* I can do it by searching for race requirements, since these should be FF FF FF FF in all of the Equip_Templates, and there are 2 of these entries in each file. I can start at the name positioin then look for the first FF FF FF FF, ignore it and then search for the next one, then start on the line after that with the no_ears/alternate headmorph byte, ... should be doable.... For clarity, I'm referring to this:
...but look at all the other FF FF FF FFs there are there, that's no good. Maybe I can do it by counting the spacing between them... I will come back later and do some thinking.
Nope, I haven't managed to work out how to detect the correct byte, sorry dbzmaster. Because the files are different and the data is stored in different places within them, it's difficult to work out a method of detecting the location of the thing I want to change.
Good evening, Is it possible for you to add the Arishok Battleaxe appearance here? I wanted to have a strong greataxe which looks like that, you can google it so see what it looks like.
Okay, churning out the result now... let's hope it works, eh? Nope, I broke something. of course I did.... ah - part of the code uses the positions of the greataxes on the menu to search through their appearances. I can change that by adding the position of the first greataxe on the menu/in the array (they are the coordinated via the spreadsheet).
Okay that's uploaded. As ever, please let me know if I broke something!
NOTE TO SELF: if it's crashing/freezing, it's likely to be the wrong item_type - check the first_gaxe variable and the itemtype_upgradeset_index routine.
This mod has a problem with instances, if you try to use the mod twice in the same load-order it' may crash, if you Merge and then Merge again, it' may crash. For now, only use merge with it once, per time you launch the ModManager, please. Thanks.
35 comments
Not good news... about Svarty's Configurable Greataxe.
When try alterate Chromatic Greataxe Schematic, to Chromatic Greataxe, elemental damage, no upgrades.
DAIMM stop merge.
I don't know why. But maybe you can remove from options.
Thanks for the mods, and sorry my english.
I managed to get a Crash To Desktop on load when possessing the changed schematic (see below for changes) or when opening a merchant who possessed the schematic (I think you call the recipes sometimes?). CTD issues did not happen when I disabled this mod.
mod configuration:
Schematic to change: __3_Double_Bearded_Axe__greataxe_t1_1
slot 1 size: 34
slot 2: metal, 20, offense
slot 3: leather, 20, utility
slot 4: metal, 20 utility
passive: __68_Mage_Simulacrum
Appearance: __12_Greataxe_Bulls_Edge
My initial thought was that it was an issue with putting simulacrum on a weapon, but it looks like from the comments that it might be the double bearded axe part instead! More investigation is needed... but I'm not sure if I'm up for it today
It's certainly possible that there's a problem with the base DAIMOD pre-code. This is built up of game files which I could have broken by accident. I may be able to mend it but it might take some time since I have to compare it with an original bin(ebx) that I export from Frosty. I could rebuild the whole file from scratch but I think that's a bigger job.
Meanwhile, please avoid using that one
Im using yet another of your glorious mods lol. I noticed that this one doesn't let you take the class restriction off?
This mod was a breakthrough for me, I worked out how to do that "Copy the mod" feaqture, so you can use it multiple times.
Because of the "copy the mod" feature, I couldn't work out how to find the byte that determines "warrior only". Each file seems to be different - I had to analyse them in a way that was generic and allowed me to use the same code for every file.
The reason for this is that for "Copy The Mod" to work, I put a lot of weapon files into the mod (the weapons you can choose from), then the mod disables all the weapons except for the one you choose. -So I had to work out how to find the positions of the data (i.e. where the stats are, where the links to appearance files are etc) in each file automatically.
I wasn't able to automate the discovery of the position of the "class only" value - there were two methods I use in attempting to discover data positions;
1. Absolute position in the file structure - much data is a certain number of positions away from the end of the filename (give or take 16 bytes depending on whether the length of the filename has 0 modulus when divided by 16. In other words, if the filename is the exact length such that it ends at the end of the line (if you look at the ebx/bin in a hex editor), then you add another line to the position value). The problem in this instance is that the "class only" value doesn't seem to always be in the same position.
2. identifying the value of the data - I created some pre-defined arrays that have known values - these are used for identifying equiptemplate, appearance, item type files that determine how the weapon looks and is equipped by the character. The reason this technique doesn't work in this instance is that it's a single byte - searching for a 00 or 01 value will result in a LOT of false positives.
The bottom line is that I couldn't do it, not that I didn't want to.
Is that what you want?
(and for posterity, yes, I guess I *could* make a collection containing all the offsets for the axes, but I think it's cheating/boring isn't it?)
Is the one you want number 10 Arishok Battleaxe?
The slayer axe is this one, also no schematic.
https://dragonage.fandom.com/wiki/Slayer
Thank you for the insanely quick response. If it is not in fact difficult to add in an appearance, and it is plausible for me to do it myself I am willing to put in the time. I have looked at your mod in notepad++, but I am afraid there is something I may overlook in the top bit of coding.
I have also started to read through your tutorial in my spare time, and there is definitely going be a learning curve.lol
How are you hunting down weapon ids?
If you want to do it yourself you can change the mod as follows;
Find the axe you want. They aren't called Slayer axe or Qunari axe in the files. It's going to be something like Recipe_Greataxe_t2_1 or somesuch... so the best place to look is the wiki. Sometimes people put the filenames there.
See how
https://dragonage.fandom.com/wiki/Slayer
says
equip_greataxe_t3_3_rare
https://dragonage.fandom.com/wiki/Qunari_Battleaxe
says
equip_greataxe_t1_2
So now we need to look in those equip templates and open the appearance files in the modmaker.
Then we can take the GUIDS from those appearance files.
Slayer = f44e3e666d43474bb97d19e9057e6f2f and e251f396c3c6f24898719e50f74f12da
Qunari_Battleaxe = f05a19115591a240b917b29a3b34e6a0 c0802fa0590a59409ccdd591f6ce18ab
Now we just put those in our appearance array and change the menu. BUT with this mod there are other parts of the code that depend on the array being a certain length because it uses that to determine the item type to use. So you COULD paste these over 2 other axes and rename them on the menu. OR you can fiddle with the rest of the code so that they fit properly (which takes a bit of time and thinking, which is why updates come infrequently).
So edit the bit where it says;
public enum Appearance
{
... replace one of the greataxes with whichever of the above you want (this is just names, nothing important goes here) you cannot use spaces or apostrophes or... much more than underscores to separate words here. Just replace 2 axes.
for example... replace these;
__13_Greataxe_Double_Bearded_Axe,
__14_Greataxe_Hossberg_Twainer,
like this;
__13_Greataxe_Slayer,
__14_Greataxe_Qunari_Battleaxe,
And that's you're menu done, but you have to replace the GUIDs next...
Search for the section that starts with this;
string[,] item_app_GUID = new string[125,2]{
Then find entries 13 and 14...
{ "15c049a7d481cb469457a9aba453ea51","f5bd694e282acc4396cc077594fdcd44" },//__13_Greataxe_Double_Bearded_Axe,
{ "28bc9bc5a36c1b44a3606f37d7277ffb","5077d445801f38409d8745457ce237b0" },//__14_Greataxe_Hossberg_Twainer,
Replace the numbers in the inverted commas with the guids I put above like this;
{ "f44e3e666d43474bb97d19e9057e6f2f","e251f396c3c6f24898719e50f74f12da" },//__13_Slayer, <-this doesn't matter because everything after // gets interpreted as a comment by the code, it's just there for humans to read.
{ "f05a19115591a240b917b29a3b34e6a0","c0802fa0590a59409ccdd591f6ce18ab" },//14 Qunari_Battleaxe
Save it and run it. That should do what you want. Copy it so you can change both.
[EDIT]
I've completed a review of the assets in the file, they seem to be solid, so I think this is a more nuanced problem.
I've tested the mod and although it doesn't crash my game, it also doesn't appear on the schematics list. Maybe my character doesn't have it.
I went and bought it with a near-start character from the dwarven book seller (not the Nug -I think there's something about Tier 1 recipes and the Nug)...
It seems to work in this instance. So there's something weird happening at some point.
If anybody works out what happened, please let me know!
What "Warrior Only" checkbox?
Are you using the latest version? Or are you talking about another mod?
I *think* I can do it by searching for race requirements, since these should be FF FF FF FF in all of the Equip_Templates, and there are 2 of these entries in each file.
I can start at the name positioin then look for the first FF FF FF FF, ignore it and then search for the next one, then start on the line after that with the no_ears/alternate headmorph byte, ... should be doable....
For clarity, I'm referring to this:
...but look at all the other FF FF FF FFs there are there, that's no good. Maybe I can do it by counting the spacing between them...
I will come back later and do some thinking.
Is it possible for you to add the Arishok Battleaxe appearance here? I wanted to have a strong greataxe which looks like that, you can google it so see what it looks like.
There are a few things I need to do;
1. Add it to my spreadsheet of Menu/GUID Array.
2. Change all the numbers on the item_type determination section:
int itemtype_upgradeset_index = 0; // default = gaxe;
if ( appe > 10 && appe < 32 ) //maul
{
itemtype_upgradeset_index = 1;
}
if ( appe > 31 && appe < 62 )// greatsword
{
itemtype_upgradeset_index = 2;
}
if ( appe > 61 && appe < 71 )// axe
{
itemtype_upgradeset_index = 3;
}
if ( appe > 70 && appe < 113 )// sword
{
itemtype_upgradeset_index = 5;
}
if ( appe > 112 )// mace
{
itemtype_upgradeset_index = 4;
}
3. Clean up the Array and paste both menu and array into the mod.
Okay, churning out the result now... let's hope it works, eh? Nope, I broke something. of course I did.... ah - part of the code uses the positions of the greataxes on the menu to search through their appearances. I can change that by adding the position of the first greataxe on the menu/in the array (they are the coordinated via the spreadsheet).
Okay that's uploaded. As ever, please let me know if I broke something!
NOTE TO SELF: if it's crashing/freezing, it's likely to be the wrong item_type - check the first_gaxe variable and the itemtype_upgradeset_index routine.
This mod has a problem with instances, if you try to use the mod twice in the same load-order it' may crash, if you Merge and then Merge again, it' may crash. For now, only use merge with it once, per time you launch the ModManager, please. Thanks.I think this is now fixed.