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Dragon Age: Origins "The Winter forge v0.2fixed"

В лагере позади торговца появится тетка кузнец, заговорив с ней можно заказать различные доспехи и оружие, предусмотрен выбор материала, бонусов и штрафов с ограничениями. Мод на английском, впрочем разобратся не сложно(не адронный коллайдер всетаки). Расчитан на более менее честных игроков.


Оригинальное описание

############################
# Presentation
#

This module adds a craftswoman to the camp. Through a series of dialog options, you'll be able to :
- Craft a new item, while being able to choose the item model, material, properties, set bonus, name, restrictions, penalties, etc etc etc.
- Modify an existent item, by placing it into one of the placeables found near the NPC

Certainly, you may use this module to create a godmode-like item, but you may also use the module to tailor your own equilibred item. While I didn't try to prevent the creation of overpowered items (And why would I ? To each his own, says I) the sensible creation/modification of items is main asset of this module. Lend me your imagination for one second : say you'd like to place the Cousland arms on that shield you just looted or bought. You could go through the trouble of downloading DA:O Toolset, find the resource hoping it's not from an encrypted DLC, change the heraldry, export the item back and yada yada yada. Or. Or you could just place your new shield onto the craftswoman's anvil, and ask her to pretty please change the shield heraldric device...
If you'd rather exit the game and load the toolset, it's your call, really. Me, I'm lazy, I'd rather just click a few dialog options. x^_^x




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# How to install the player package :
#

1. Ensure that Dragon Age is not running.
2. Download the .dazip file to your desktop (or wherever you like).
3. Open the “daupdater” program in your \\\\\\\\Dragon Age\\\\\\\\bin_ship directory (usually C:\\\\\\\\Programs\\\\\\\\Dragon Age\\\\\\\\bin_ship).
4. Drag-and-drop the file to be installed into the updater window; it should appear in the updater window in the “Content Name” column.
5. Select the content in the updater window by left-clicking on it, then clicking the “Install Selected” button at the bottom of the updater window.
6. Once the “Status” column for the content reads “Installed” close the updater.
7. The content should now be available in-game.



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# Future development & ToDo list
#

Some features I'm still working on :
- Enchantment system : discover that future feature on the project forum : social.bioware.com/project/672/discussion/563/
- Support of the Bioware DLCs
- Items set : I'll add a series of custom new sets options on the top of the existing ones, and allow the change of item set through the dialog.
- Weapon glows / VFX
- Uncommon materials. When you have a look at the sources, there is quite a lot of "material" choices modifying the tint of weapons and armors, but they don't have any stats. The "gold material" from the king armor, for example. I'll probably do some 2DA editing and create a few "new" materials to add those to the available list.



############################
# Builder 2 builder package & sourcecode
#

Released for the first time when the module hit v0.2.0b
The source code is most certainly buggy, unoptimized and dirty at parts. Well, you've been warned. >_>


############################
# Version history
#

0.2.2b
Bugs fixes :
- Added fallbacks in dialogs : at some point, the one NPC lines possible where conditional, and if all those conditions failed the dialog would end. No longer happens.
- Completely wiped and rewrote the flags systems. The previous system was rough and had clearly overgrown itself. Now the code is cleaner, and basically various problems should no longer occurs. (unrecognized materials, flags sticking from one process to another, etc)
- Items placed on the anvil were impossible to get back if they where already there upon game load.
- The naming popup still didn't work for item modification. I've a gift for messing easy things up, haven't I ? :o
- Worldmap remained open when traveling to the party camp. (have to close it manually)
- Improved the random tagging a bit, since GetTime() as an only seed could lead to duplicates
- Heraldry reverted back to the resources default from time to time.
Known issues :
- The anvil itself is renamed at times... Yeah. Well. Go figures.
New functionalities :
- Omitted properties finally added : Spell Resistance, Messy kills (under Visuals).
- Added a debug option to the barrel, allowing the forceful destruction of anything placed on the anvil. May be useful if the item is stuck there with glue.



0.2.1b
Bugs fixes :
- Main character's equipement wasn't checked by the routine restoring customized names
- The names typed in the popup weren't saved. Doh.



v0.2.0b
New functionalities :
- Doggy Popup. You can now use a popup to type custom names in. The damn thing doesn't like spaces (and I can't do much about it) but works nonetheless !
- Item copy. You may now :
- Create a blank item retaining the model of the source item. [b]Only work with the Original Campaign unmodified items as a source.[/b]
- Copy all the properties of a source item to another item.

Bugs fixes :
- An unset conditional was preventing the modification of shields materials
- Added a note about the +stamina bonuse display bug. (Biodudes will get that fixed sooner or later)



v0.1.2b
New functionalities :
- Heraldric devices can be simply stripped away when modifying a shield
- Items can be wiped clean from all their properties. Useful for fresh starts.
- The last property added to an item can be removed.

Bugs fixes :
- Names : the custom names are now stored into a persistent pseudo-array and should no longer be reverted to the item resource original name. [b]You can store up to [u]50[/u] customised names at the moment[/b], and if necessary you can remove from the saved names any items you no longer have by using the barrel dialog. (Party equipement & inventory checked, Craig's camp shared storage checked)



v0.1.1b
Only a handful on small fixes :
- Weapon magical damage : bad conditional script used
- Longswords : two models were missing : Orlesian and Leaf-shaped (Keening blade)
- Placing a misc item on the anvil triggered the anvil flag as if the item was an armor/weapon
- Helmets, gloves and boots weren't correctly recognised by the anvil (not the same base_type than the chest parts)
- Some dialog inadapted conditionnals here and there




v0.1b
- Initial release

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Люди создаёте моды или выкладываете других хоть установите,посмотрите если на английском переведетите а то бесит уже играешь хочешь отдохнуть а тут на английском приходится переводить мозги напрягать!!!!!!!!!!

Все хорошо, только одно не радует, что пока все моды на английском. На русском нет и перевести нет желающих. Не то что с обливионом 4 или фаллаутом 3. А это грустно.

угу впрочем пусть хоть чтото будет))

а нет ли мода чтобы мобы регенились а то всех перебил

dragonsage Играть дальше и без модов можно, после прохождения игры появляется новый сейв, просто загрузи его.

^ / \ || || || ЭТО, я так понимаю спам?? А по теме, переводчик из меня ну, весьма и весьма посредственный...То есть для себя я переведу, но только так чтоб 25% понять и 75% угадать. Потому переводить не стал

Я бы перевел да только не могу нормальный Dragon Age Toolset Найти=(((

уматный мод))))плис народ!!!дайте ссылки где можно скачать доспехи или оружие на эту игру))))

Я этот мод 7 дек. добавлял. только почему мой не появился?Этот мод есть в нексусе. abarai94 Вот ссылка на нексус, там много предметов, доспехов и оружия, единственный минус-все на английском www.dragonagenexus.com/downloads/categories.php

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