Difference between revisions of "Using DLC areas in your mods tutorial"
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− | This guide will show you how to | + | 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: | |
− | + | # Dragon Age: Origins game | |
− | + | # Dragon Age: Origins Toolset | |
− | + | # Dragon Age: Origins The Stone Prisoner DLC; Warden's Keep DLC; and/or Awakening expansion | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | You can now | + | == DLC resources == |
+ | |||
+ | # Close the toolset | ||
+ | # Open <code>[My Documents]\BioWare\Dragon Age\AddIns\</code> | ||
+ | # Open either: | ||
+ | ## <code>dao_prc_cp_2</code> i.e. The Stone Prisoner | ||
+ | ## <code>dao_prc_nrx_1</code> i.e. Warden's Keep | ||
+ | # Within your chosen folder, navigate to the <code>\core\env\</code> sub-folder | ||
+ | # Copy everything in the env sub-folder to <code>[Program Files]\Dragon Age\packages\core\env\</code> | ||
+ | # Open the toolset | ||
+ | # 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 == | ||
+ | |||
+ | # Close the toolset | ||
+ | # Open <code>[My Documents]\BioWare\Dragon Age\packages\core\override\</code> | ||
+ | # Create a sub-folder and name it <code>_awakening</code> (or similar) | ||
+ | # Open <code>[Program Files]\Dragon Age\packages\core_ep1\data\</code> | ||
+ | # Select and copy the following ERF archives: | ||
+ | ## anims.erf | ||
+ | ## designerplaceables.erf | ||
+ | ## designerscripts.erf | ||
+ | ## face.erf - optional, but it allows you to recreate characters from Awakening | ||
+ | ## materialobjects.erf | ||
+ | ## modelhierarchies.erf | ||
+ | ## modelmeshdata.erf | ||
+ | ## tints.erf | ||
+ | ## resmetrics.erf | ||
+ | ## textures.erf - preferably the high quality bundle (199MB) but either will do | ||
+ | # Paste the copied archives into your <code>_awakening</code> sub-folder | ||
+ | # Rename ALL of them with the a "_gxa" (or similar) suffix: | ||
+ | ## anims_gxa.erf | ||
+ | ## designerplaceables_gxa.erf | ||
+ | ## designerscripts_gxa.erf | ||
+ | ## etc. | ||
+ | |||
+ | [[Category:Tutorials]] | ||
+ | {{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:
- Dragon Age: Origins game
- Dragon Age: Origins Toolset
- Dragon Age: Origins The Stone Prisoner DLC; Warden's Keep DLC; and/or Awakening expansion
DLC resources
- Close the toolset
- Open
[My Documents]\BioWare\Dragon Age\AddIns\
- Open either:
-
dao_prc_cp_2
i.e. The Stone Prisoner -
dao_prc_nrx_1
i.e. Warden's Keep
-
- Within your chosen folder, navigate to the
\core\env\
sub-folder - Copy everything in the env sub-folder to
[Program Files]\Dragon Age\packages\core\env\
- Open the toolset
- 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
- Close the toolset
- Open
[My Documents]\BioWare\Dragon Age\packages\core\override\
- Create a sub-folder and name it
_awakening
(or similar) - Open
[Program Files]\Dragon Age\packages\core_ep1\data\
- Select and copy the following ERF archives:
- anims.erf
- designerplaceables.erf
- designerscripts.erf
- face.erf - optional, but it allows you to recreate characters from Awakening
- materialobjects.erf
- modelhierarchies.erf
- modelmeshdata.erf
- tints.erf
- resmetrics.erf
- textures.erf - preferably the high quality bundle (199MB) but either will do
- Paste the copied archives into your
_awakening
sub-folder - Rename ALL of them with the a "_gxa" (or similar) suffix:
- anims_gxa.erf
- designerplaceables_gxa.erf
- designerscripts_gxa.erf
- etc.
Language: | English • русский |
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