Using DLC areas in your mods tutorial
From Dragon Age Toolset Wiki
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:
- Dragon Age: Origins game
- Dragon Age: Origins Toolset
- Dragon Age: Origins The Stone Prisoner DLC; Warden's Keep DLC; and/or Awakening expansion
DLC resources
- Close the toolset
- Open
[My Documents]\BioWare\Dragon Age\AddIns\
- Open either:
-
dao_prc_cp_2
i.e. The Stone Prisoner -
dao_prc_nrx_1
i.e. Warden's Keep
-
- Within your chosen folder, navigate to the
\core\env\
sub-folder - Copy everything in the env sub-folder to
[Program Files]\Dragon Age\packages\core\env\
- Open the toolset
- 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
- Close the toolset
- Open
[My Documents]\BioWare\Dragon Age\packages\core\override\
- Create a sub-folder and name it
_awakening
(or similar) - Open
[Program Files]\Dragon Age\packages\core_ep1\data\
- Select and copy the following ERF archives:
- anims.erf
- designerplaceables.erf
- designerscripts.erf
- face.erf - optional, but it allows you to recreate characters from Awakening
- materialobjects.erf
- modelhierarchies.erf
- modelmeshdata.erf
- tints.erf
- resmetrics.erf
- textures.erf - preferably the high quality bundle (199MB) but either will do
- Paste the copied archives into your
_awakening
sub-folder - Rename ALL of them with the a "_gxa" (or similar) suffix:
- anims_gxa.erf
- designerplaceables_gxa.erf
- designerscripts_gxa.erf
- etc.
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