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  • ...'''2da matrix''' provides a easy way to cross reference information about 2da files provided with [[Core Game Resources]] and [[Single Player]] module. ! 2DA !! XLS !! M2DA Id !! M2DA Name !! TABLE_* Constant
    80 KB (9,468 words) - 18:23, 3 April 2016
  • The [[APR_ 2da]] defines the different appearances available for the Player, non-player ch The [[2da]] is defined as an [[m2da]] in the [[M2DA_base 2da]] and has an '''ID''' of '''2'''. It can be extended by m2da fragments whic
    11 KB (1,763 words) - 20:54, 22 February 2022
  • ...lid black; background-color:#CFCFA0" rowspan="4" |[[BITM_base.xls]] [[2DA|(2DA)]] ...olid black; background-color:#E0C0C0" rowspan="2" |[[Heraldry.xls]] [[2DA|(2DA)]]
    13 KB (1,980 words) - 07:33, 3 November 2013
  • Before we start modifying the 2DA files we are going to create some strings. Open the string editor in the to ...leave the original intact. See LINK for general information about editing 2DA files. The first worksheet is called ‘backgrounds’; modify it to look l
    31 KB (4,632 words) - 19:14, 6 December 2016
  • ...a module that isn't set in the Ferelden gameworld, you need to change the gender descriptions, replace all instances of "marabi" with "dog" and so on. To th ...hat for the campaign I have in development, where I wanted to override the gender description. Create the string but make the Owner Module your module. This
    12 KB (1,894 words) - 09:26, 10 January 2011
  • #The Item Type is lastly referenced by the Game, when choosing which gender and race this item is worn. And then displays the final version in your gam ...tions.xls" File located under "(dragon age install directory)/tools/Source/2da/rules". It has many pages, locate page "clothing_variation" since we know o
    8 KB (1,390 words) - 11:33, 18 October 2023
  • ...eneral type of a Model. The Toolset will build the MainClass based on Race/Gender/Itemtype etc, so this must be correct. (see below) *[MODELTYPE] as defined with [[2DA|2DAs]]. Typically a short name describing the Model ie. Wolf. See: [[ItemVa
    10 KB (1,636 words) - 11:18, 10 September 2022
  • ...ngs. This is achieved by changing the string references in the appropriate 2DA files to new strings which belong to the module. ...ence. Make new strings (copy and edit the core string text) and change the 2DA files.
    2 KB (394 words) - 07:48, 5 January 2011
  • ...stems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be changed. Other aspects (e.g. recipe ingredients) are tag-b ...ure in such cases is to create a new string, then change the corresponding 2DA to use the new string id (for an example, see [[Backgrounds_tutorial#Creati
    7 KB (1,156 words) - 08:06, 5 January 2011
  • ...stems (e.g. treasure, recipes) refer to core resource names explicitly, so 2DA files have to be changed. Other aspects (e.g. recipe ingredients) are tag-b ...ure in such cases is to create a new string, then change the corresponding 2DA to use the new string id (for an example, see [[Backgrounds_tutorial#Creati
    9 KB (775 words) - 08:40, 18 June 2013
  • To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file. ...u don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables. At -1, nothing should appear on the corpse unless you put it there
    14 KB (2,190 words) - 15:10, 4 July 2010
  • ...cated process, compounded by the fact that currently there are bugs in the 2DA handling which we must work around till they are fixed by Bioware. ...NOT''' edit the .xls files present under <Dragon Age install>\tools\source\2DA directly and generate the GDA. Bioware has given us the power of M2DA preci
    18 KB (2,479 words) - 12:52, 11 June 2011
  • ...assumes you know how to create a [[creature]]; [[Compiling_2DAs|compile a 2DA]] and are comfortable with basic [[scripting]]. Create a creature to act as your follower. Set its name, appearance, gender, head morph, conversation, inventory, etc. as you want them to behave in-ga
    11 KB (1,673 words) - 23:19, 27 October 2014
  • 6. Try to make the companion's race, gender, specialization, and skill set different than those of the currently availa ...] refines the approach pioneered by [[User:Noob766|Noob766]] to provides a 2DA driven dialogue loading system which enables NPC Companion modders to exten
    11 KB (1,521 words) - 00:19, 12 October 2013