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.
  
== Things needed ==
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== Before you start ==
  
# Dragon Age Origins game.
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In order to complete this tutorial you will need:
# Dragon Age Origins Toolset.
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# Dragon Age Origins Warden's Keep and/or the Stone Prisoner DLC
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== DLC Areas ==
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# Dragon Age: Origins game
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# Dragon Age: Origins Toolset
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# Dragon Age: Origins The Stone Prisoner DLC; Warden's Keep DLC; and/or Awakening expansion
  
# close your toolset
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== DLC resources ==
# open up C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\AddIns
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# from here open either dao_prc_cp_2(shale) or dao_prc_nrx_1(keep) I believe those are the only 2 that have areas right now.
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# Close the toolset
# Once in one of the 2 folders, go to core -> env
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# Open <code>[My Documents]\BioWare\Dragon Age\AddIns\</code>
# Copy everything in env to C:\Program Files\Dragon Age\packages\core\env
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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>
 
# Open the toolset
 
# Open the toolset
# now when you're selecting the area layout, the areas from the DLCs will be listed, such as gwb110d/shl100d
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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 make mods from the areas in the DLCs.
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== Awakening resourses ==
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STEP 1 - GET AWAKENING INTO THE OVERRIDE
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1 - Create a folder in your mydocs\dragonage\packages\core\override... & name it _rsrc (or whatever you'd like to name it). we will be dumping a massive amount of content/archives into it shortly & in the future as well...stuff for DLCs or favorite mods, etc
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2- Navigate to c:\programfiles\dragonage\packages\core_ep1\data - you should now see the ERF archives everywhere, go ahead and copy the following archives.
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anims.erf - animations
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designerscripts.erf - stuff a lot of the daa talents will call for, area of effect, spells, status modifiers, etc....you know...the scripts :]
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face.erf – Optional, but it's nice to be able to select from the .mor files in awakenings to bring new life into your campaign setup, again - optional
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materialobjects.erf - maos, if you plan on using any mesh or pretty much any visual content in the editor from daa, you need this
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designerplaceables.erf - maybe you want to mess around with some portals or props exclusively found in daa, this is for you. don't worry, i'll include it with the gda package
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modelhierarchies.erf - cannot do very much without the mmh side of things now can we?
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modelmeshdata.erf - msh, need it
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tints.erf - defines any tints the additional mounted content calls for/uses....so......we can see the tints
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resmetrics.erf - res-who? sounds like a bad techno song i agree, but you'll probably want this if you plan to milk as much of the content as you can aside from the talents/meshes
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textures.erf - preferably the high quality bundle (199MB) if you run your game on high, either will do though
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3 - paste the copied archives into your "_rsrc" or equivalent of what you named it, then RENAME them ALL with the following (or similar) _prefix
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anims_gxa.erf
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You can now include use these area layouts to create areas in your own mods.
designerdiapers_gxa.erf
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modelhierrrsohiiigh_gxa.er
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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.
  
 
[[Category:Tutorials]]
 
[[Category:Tutorials]]
 
{{Languages}}
 
{{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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