Using DLC areas in your mods tutorial
This guide will show you how to use areas from the DLCs and use them in the toolset for your mods.
Things needed
- Dragon Age Origins game.
- Dragon Age Origins Toolset.
- Dragon Age Origins Warden's Keep and/or the Stone Prisoner DLC
DLC Areas
- close your toolset
- open up C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\AddIns
- 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.
- Once in one of the 2 folders, go to core -> env
- Copy everything in env to C:\Program Files\Dragon Age\packages\core\env
- Open the toolset
- 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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