Difference between revisions of "Using DLC areas in your mods tutorial"

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This guide will show you how to use areas from the DLCs and use them in the toolset for your mods.
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This guide will show you how to make resources from the Dragon Age: Origins expansion and some DLC available in the toolset so you can use them in your own mods.
Author: RandyG [mailto:randy@pcwinsupport.com Email Me]
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== Что необходимо ==
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== Before you start ==
# Игра Dragon Age Начало.
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# DAO Toolset.
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# Официальные дополнения "Пик стража" и/или "Каменная пленница".
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== Инструкция ==
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In order to complete this tutorial you will need:
  
# Закройте Toolset, если он открыт.
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# Dragon Age: Origins game
# Откройте папку C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\AddIns.ns
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# Dragon Age: Origins Toolset
# Там находятся две папки: dao_prc_cp_2(keep) or dao_prc_nrx_1(shale area).
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# Dragon Age: Origins The Stone Prisoner DLC; Warden's Keep DLC; and/or Awakening expansion
# Зайдите в папку и далее по пути core -> env.
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# Скопируйте всё из папки "env" DLC-ки в папку Папка установки\Dragon Age\packages\core\env.
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# Откройте Toolset.
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# Теперь, когда вы выберите area layout, локации из DLC-ок будут видны как gwb110d(Пик Стражи) / shl100d(Деревня Шейлы)
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Таким образом вы можете создавать моды с применением локаций из DLC-ок.
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== DLC resources ==
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# Close the toolset
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# Open <code>[My Documents]\BioWare\Dragon Age\AddIns\</code>
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# Open either:
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## <code>dao_prc_cp_2</code> i.e. The Stone Prisoner
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## <code>dao_prc_nrx_1</code> i.e. Warden's Keep
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# Within your chosen folder, navigate to the <code>\core\env\</code> sub-folder
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# Copy everything in the env sub-folder to <code>[Program Files]\Dragon Age\packages\core\env\</code>
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# Open the toolset
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# Open or create an area and click on its Area Layout property: the area layouts from the DLC, for example gwb110d/shl100d, are listed
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You can now include use these area layouts to create areas in your own mods.
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== Awakening resources ==
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# Close the toolset
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# Open <code>[My Documents]\BioWare\Dragon Age\packages\core\override\</code>
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# Create a sub-folder and name it <code>_awakening</code> (or similar)
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# Open <code>[Program Files]\Dragon Age\packages\core_ep1\data\</code>
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# Select and copy the following ERF archives:
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## anims.erf
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## designerplaceables.erf
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## designerscripts.erf
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## face.erf - optional, but it allows you to recreate characters from Awakening
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## materialobjects.erf
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## modelhierarchies.erf
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## modelmeshdata.erf
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## tints.erf
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## resmetrics.erf
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## textures.erf - preferably the high quality bundle (199MB) but either will do
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# Paste the copied archives into your <code>_awakening</code> sub-folder
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# Rename ALL of them with the a "_gxa" (or similar) suffix:
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## anims_gxa.erf
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## designerplaceables_gxa.erf
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## designerscripts_gxa.erf
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## etc.
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[[Category:Tutorials]]
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{{Languages}}

Latest revision as of 14:40, 6 May 2014

This guide will show you how to make resources from the Dragon Age: Origins expansion and some DLC available in the toolset so you can use them in your own mods.

Before you start

In order to complete this tutorial you will need:

  1. Dragon Age: Origins game
  2. Dragon Age: Origins Toolset
  3. Dragon Age: Origins The Stone Prisoner DLC; Warden's Keep DLC; and/or Awakening expansion

DLC resources

  1. Close the toolset
  2. Open [My Documents]\BioWare\Dragon Age\AddIns\
  3. Open either:
    1. dao_prc_cp_2 i.e. The Stone Prisoner
    2. dao_prc_nrx_1 i.e. Warden's Keep
  4. Within your chosen folder, navigate to the \core\env\ sub-folder
  5. Copy everything in the env sub-folder to [Program Files]\Dragon Age\packages\core\env\
  6. Open the toolset
  7. Open or create an area and click on its Area Layout property: the area layouts from the DLC, for example gwb110d/shl100d, are listed

You can now include use these area layouts to create areas in your own mods.

Awakening resources

  1. Close the toolset
  2. Open [My Documents]\BioWare\Dragon Age\packages\core\override\
  3. Create a sub-folder and name it _awakening (or similar)
  4. Open [Program Files]\Dragon Age\packages\core_ep1\data\
  5. Select and copy the following ERF archives:
    1. anims.erf
    2. designerplaceables.erf
    3. designerscripts.erf
    4. face.erf - optional, but it allows you to recreate characters from Awakening
    5. materialobjects.erf
    6. modelhierarchies.erf
    7. modelmeshdata.erf
    8. tints.erf
    9. resmetrics.erf
    10. textures.erf - preferably the high quality bundle (199MB) but either will do
  6. Paste the copied archives into your _awakening sub-folder
  7. Rename ALL of them with the a "_gxa" (or similar) suffix:
    1. anims_gxa.erf
    2. designerplaceables_gxa.erf
    3. designerscripts_gxa.erf
    4. etc.


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