Using DLC areas in your mods tutorial

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Revision as of 06:49, 5 May 2014 by Ladyofpayne (Talk | contribs) (Awakening resourses)

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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.

Things needed

  1. Dragon Age Origins game.
  2. Dragon Age Origins Toolset.
  3. Dragon Age Origins Warden's Keep and/or the Stone Prisoner DLC

DLC Areas

  1. close your toolset
  2. open up C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\AddIns
  3. 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.
  4. Once in one of the 2 folders, go to core -> env
  5. Copy everything in env to C:\Program Files\Dragon Age\packages\core\env
  6. Open the toolset
  7. now when you're selecting the area layout, the areas from the DLCs will be listed, such as gwb110d/shl100d

You can now make mods from the areas in the DLCs.


Awakening resourses

STEP 1 - GET AWAKENING INTO THE OVERRIDE 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

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.

anims.erf - animations designerscripts.erf - stuff a lot of the daa talents will call for, area of effect, spells, status modifiers, etc....you know...the scripts :] 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 materialobjects.erf - maos, if you plan on using any mesh or pretty much any visual content in the editor from daa, you need this 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 modelhierarchies.erf - cannot do very much without the mmh side of things now can we? modelmeshdata.erf - msh, need it tints.erf - defines any tints the additional mounted content calls for/uses....so......we can see the tints 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 textures.erf - preferably the high quality bundle (199MB) if you run your game on high, either will do though

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

anims_gxa.erf designerdiapers_gxa.erf modelhierrrsohiiigh_gxa.er

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