REQUIRES TRESPASSER
Some appearances might not be available without other DLC
Choose;
- Stats,
- Passive Ability &
- Appearance.
Download ModManager
Note: Many people are reporting problems with the "DAI Tools Suite Loader", so use the direct link from: http://daimodder.tumblr.com/post/128958896369/modmanager-59-available.
How to use
In ModManager, click the mod's name, click the Configure button, drag the bottom edge of the window down, configure, click save, merge.
Please note, some staff heads will disappear when you add grips/blades to them. This is a known issue with the game and seems to be related to the fact that many staves are one-piecers. It is probably the reason that many weapons come with no upgrade slot by default. THIS IS NOT A BUG IN MY MOD.
If in doubt, use Please use Sapphim's image (below) for appearance numerical reference on the menu. -as you can see, the one-piecers are on the left, these are the ones that have problems with upgrades.
Where it says "onehanded" or "twohanded" it means one-piece, i.e. will cause graphics clipping/covering if you attach another upgrade to it.
Here is an explanation-
The staff comes in 3 parts, Head, Shaft and Blade, as you probably know. What's happening with the one-piece staves is that the entire model is in one of those slots, but it's not the Head slot, as you might expect, but the BLADE slot. So if you put another blade on a one-piece staff, the one-piece staff model disappears because you've just overwritten it.
You may also like my Staff Upgrade Appearance Switcher, to create your perfect custom staff! https://www.nexusmods.com/dragonageinquisition/mods/2087-The new schematic will be in the crafting category of the item you've chosen.
-The schematic won't automatically move to the top of the column as in previous mods, you'll have to fish about for it in the list. This is because I didn't change the level of the schematic - this is because... I wanted the mod to do as much automatically as possible - I didn't want to make a list of offsets.
It's possible that I will revise this mod, creating an array of offsets for level and damage type. Tirnoney would want me to do a Dictionary.
KNOWN ISSUES
1. Merging Twice Causes ModManager to Crash.
I don't know why, but this just happens. Sorry. You need to restart ModManager each time you want to merge. That's why it's advisable to follow the instructions in the HOW TO SAVE YOUR CHOICES section at the bottom of this description page.
2. Crafting Button is Greyed Out.
You can't use more than 1 stack of specific material, 99, in total across the entire item.
You can't use 77 cotton in one slot and 23 cotton in another slot.Multiple Abilities Quirk
The game applies the ability to your character when you equip the item and removes the ability when you unequip the item.
That's WHY it's important to UNEQUIP the item before doing a re-merge.
If an ability gets stuck on your character, one way to remove it is to make a new item with the ability on it, equip and unequip it.
i.e, if Permafrost gets stuck,
run ModManager and make another item with the Permafrost as the ability,
create the item in the game,
equip and uneuip the item,
the ability should be gone.Greyed Out ButtonYou must use at least two different material types!Staffs/Staves
Axes
Greataxe
Greatsword
Mace
Maul
Sword
MY MODSCREDITSThanks to ViktoriaLanders for producing the GUID list for Valuables (v8 onwards).
I also want to thank Nexusmods.
I want to thank everybody involved with the Mod Manager and Mod Maker projects, especially WarrantyVoider, Galaxy/Eham, Zhentar, Dawnless Sky, Chrono414,
Tirnoney, esCanor, Dheuster and VoidRealms for their tutorials, without which I couldn't have done any DAI modding.
Tirnoney again for extra advice and help.
Thanks to ethicalinfant, plus electricfish and munchyfly on
Discord. drag6295 for belief that I could actually do something,
Thanks to aggiedad and sixamsims for reporting and feedback.
Thanks to
dhague2cfo and
pdporter for testing and feedback.
Thanks to Fenix9514 for testing and diagnosing the multiple-abilities quirk on my configurable weapon mods.
Thanks again to
MamaJMarie who discovered the cause of the Greyed Out Button problem.
Thanks to
tranquilizerouz for testing the ModMaker v16 DAIMOD versions on their system.
Thanks to
Deathern156 for testing Configurable Greataxe, identifying a bug in modding tools that made the mod fail on some systems.
Thanks to
myaedan,
Astrallium for reporting errors and
MichaelRRC1997 for testing Configurable Store II.
Thanks to
shafyrewynd for their multiple abilities fix.
I do not apologise for my crappy, inefficient scripts - the coding snobs can bite me!
OTHERJoin
DAImodding Discord!
Join
DA Community Discord!
Join
Frosty Discord!
OPTIONALHow to save your choices:Get Notepad++ from here:
https://notepad-plus-plus.org/download (DO NOT USE NORMAL NOTEPAD, it will break the mod)
Open the daimod in Notepad++
* If you search for this:
public void ConstructUI(ModConfigElementsList ConfigElementsList)
The next line is where the menu begins.
* As you can see, the menu text is in the middle of the line, that's exactly what appears on the menu. You are literally changing the menu here. read that to see what you're changing - if you want to change what the menu says, you can, just make sure the inverted commas remain.
* The number at the end of each line is different depending on what you have to input, like this;
• For the ones where there is a dropdown list, the number at the end of the line is the item number on the dropdown list. Example;
ConfigElementsList.AddEnumElement ( "appe","Appearance ", typeof(Appearance), 55);
55 is the menu item on the Appearance menu dropdown ... Which is _55_Greataxe_The_Dancers_Axe.
• If you have to input a value between 1 and 99, the value at the end of the line is xx, 1, 99 - don't change that, but DO change the xx (you need to be between the other two numbers - the game won't let you craft it if you put over 99, the Craft button greys out).
ConfigElementsList.AddIntElement( "SOS", "Slot 1 Size", 5, 1, 99); The numbers at the end of the line are what you are looking for (highlighted in bright green), here 5 is the default, 1 is min, 99 is max.
• If you have to input a Material, use 0 = Cloth / 1 = Leather / 2 = metaaaaaaaaaal \m/
ConfigElementsList.AddEnumElement( "STM", "Slot 2 Material",typeof(Material), 1); • If you have to input a Slot Type, use 0 = Offense / 1 = Utility.
ConfigElementsList.AddEnumElement( "STT", "Slot 2 Type ",typeof(Slottype), 0);Remember to File > Save from the menu
Done.