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		<updated>2026-05-17T17:01:22Z</updated>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=GDA&amp;diff=16927</id>
		<title>GDA</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=GDA&amp;diff=16927"/>
				<updated>2011-08-09T07:53:15Z</updated>
		
		<summary type="html">&lt;p&gt;Gisle Aune: /* Format info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''GDA''' files contain [[2DA]]s that have been converted from their Excel-format source into a form that can be used by the toolset and the game.&lt;br /&gt;
&lt;br /&gt;
GDAs are [[GFF]] files and can be opened with the GFF editor. See [[compiling 2DAs]] for methods for converting XLS source files into GDAs.&lt;br /&gt;
&lt;br /&gt;
The headers of 2DA files are stored as a numeric hash, generated with the CRC32 hash algorithm used on the lowercase of the UTF16 string (so it is case independent).&lt;br /&gt;
&lt;br /&gt;
== Format info ==&lt;br /&gt;
&lt;br /&gt;
GDA V0.2 files have two gtop GFF structs and two colm (column list) structs. The rows (row list) structs are the same amount as columns in the 2DA. The v0.2 format is quite fixed in the beginning, so 7C is the location for the four rows struct's description (see GFF). &lt;br /&gt;
&lt;br /&gt;
The struct descriptor can give you the size as GDApp doesn't pad bools and UINT8s in general. The size of each element can be aqcurired through size[n - 1] = offset[n] - offset[n - 1] and the last one size[last n] = totalRowsSize - offset[n]. If you intend on only using ExcelProcessor's GDAs, which is unwise, you can assume the size for everyone as 4 bytes.&lt;br /&gt;
&lt;br /&gt;
In the raw data part you will after 12 bytes, come across a hash number (default CRC32 hash) and a type identifier. Here it is string (0), int (1), float (2), boolean (3) and resource (4). Excelprocessor's ones leave a three-byte padding, but don't take it for granted.&lt;br /&gt;
&lt;br /&gt;
Then you get a UINT32 with the amount of rows. Strings and resources are handled differently. They leave an uint32 that is the local pointer to the string. The way of getting the string to read the pointer, keep your position and move to the (raw data beginning + number just read) and there you'll have e length-prefixed null-terminated unicode string.&lt;br /&gt;
&lt;br /&gt;
Boolean values are padded in ExcelProcessor, but not in GDApp. Thus, the description part is important in knowing the size of each of them.&lt;br /&gt;
&lt;br /&gt;
''(I have little experience in editing Wikis, anyone that can should clean it up and put some of it in tables.)''&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[Category:File types]]&lt;/div&gt;</summary>
		<author><name>Gisle Aune</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=GDA&amp;diff=16926</id>
		<title>GDA</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=GDA&amp;diff=16926"/>
				<updated>2011-08-09T07:52:07Z</updated>
		
		<summary type="html">&lt;p&gt;Gisle Aune: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''GDA''' files contain [[2DA]]s that have been converted from their Excel-format source into a form that can be used by the toolset and the game.&lt;br /&gt;
&lt;br /&gt;
GDAs are [[GFF]] files and can be opened with the GFF editor. See [[compiling 2DAs]] for methods for converting XLS source files into GDAs.&lt;br /&gt;
&lt;br /&gt;
The headers of 2DA files are stored as a numeric hash, generated with the CRC32 hash algorithm used on the lowercase of the UTF16 string (so it is case independent).&lt;br /&gt;
&lt;br /&gt;
== Format info ==&lt;br /&gt;
&lt;br /&gt;
GDA V0.2 files have two gtop GFF structs and two colm (column list) structs. The rows (row list) structs are the same amount as columns in the 2DA. The v0.2 format is quite fixed in the beginning, so 7C is the location for the four rows struct's description (see GFF). &lt;br /&gt;
&lt;br /&gt;
The struct descriptor can give you the size as GDApp doesn't pad bools and UINT8s in general. The size of each element can be aqcurired through size[n - 1] = offset[n] - offset[n - 1] and the last one size[last n] = totalRowsSize - offset[n].&lt;br /&gt;
&lt;br /&gt;
In the raw data part you will after 12 bytes, come across a hash number (default CRC32 hash) and a type identifier. Here it is string (0), int (1), float (2), boolean (3) and resource (4). Excelprocessor's ones leave a three-byte padding, but don't take it for granted.&lt;br /&gt;
&lt;br /&gt;
Then you get a UINT32 with the amount of rows. Strings and resources are handled differently. They leave an uint32 that is the local pointer to the string. The way of getting the string to read the pointer, keep your position and move to the (raw data beginning + number just read) and there you'll have e length-prefixed null-terminated unicode string.&lt;br /&gt;
&lt;br /&gt;
Boolean values are padded in ExcelProcessor, but not in GDApp. Thus, the description part is important in knowing the size of each of them.&lt;br /&gt;
&lt;br /&gt;
''(I have little experience in editing Wikis, anyone that can should clean it up and put some of it in tables.)''&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[Category:File types]]&lt;/div&gt;</summary>
		<author><name>Gisle Aune</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=GDA&amp;diff=16925</id>
		<title>GDA</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=GDA&amp;diff=16925"/>
				<updated>2011-08-09T07:51:26Z</updated>
		
		<summary type="html">&lt;p&gt;Gisle Aune: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''GDA''' files contain [[2DA]]s that have been converted from their Excel-format source into a form that can be used by the toolset and the game.&lt;br /&gt;
&lt;br /&gt;
GDAs are [[GFF]] files and can be opened with the GFF editor. See [[compiling 2DAs]] for methods for converting XLS source files into GDAs.&lt;br /&gt;
&lt;br /&gt;
The headers of 2DA files are stored as a numeric hash, generated with the CRC32 hash algorithm used on the lowercase of the UTF16 string (so it is case independent).&lt;br /&gt;
'''Format info'''GDA V0.2 files have two gtop GFF structs and two colm (column list) structs. The rows (row list) structs are the same amount as columns in the 2DA. The v0.2 format is quite fixed in the beginning, so 7C is the location for the four rows struct's description (see GFF). &lt;br /&gt;
&lt;br /&gt;
The struct descriptor can give you the size as GDApp doesn't pad bools and UINT8s in general. The size of each element can be aqcurired through size[n - 1] = offset[n] - offset[n - 1] and the last one size[last n] = totalRowsSize - offset[n].&lt;br /&gt;
&lt;br /&gt;
In the raw data part you will after 12 bytes, come across a hash number (default CRC32 hash) and a type identifier. Here it is string (0), int (1), float (2), boolean (3) and resource (4). Excelprocessor's ones leave a three-byte padding, but don't take it for granted.&lt;br /&gt;
&lt;br /&gt;
Then you get a UINT32 with the amount of rows. Strings and resources are handled differently. They leave an uint32 that is the local pointer to the string. The way of getting the string to read the pointer, keep your position and move to the (raw data beginning + number just read) and there you'll have e length-prefixed null-terminated unicode string.&lt;br /&gt;
&lt;br /&gt;
Boolean values are padded in ExcelProcessor, but not in GDApp. Thus, the description part is important in knowing the size of each of them.&lt;br /&gt;
&lt;br /&gt;
''(I have little experience in editing Wikis, anyone that can should clean it up and put some of it in tables.)''&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[Category:File types]]&lt;/div&gt;</summary>
		<author><name>Gisle Aune</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Community_Contest_6:_Equipment_Contest&amp;diff=15540</id>
		<title>Community Contest 6: Equipment Contest</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Community_Contest_6:_Equipment_Contest&amp;diff=15540"/>
				<updated>2011-01-16T12:57:33Z</updated>
		
		<summary type="html">&lt;p&gt;Gisle Aune: /* Entries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
'''Create a piece of equipment. ''' There are two groups:&lt;br /&gt;
&lt;br /&gt;
* Armour Retexture Group - This group is creating a new texture for an existing DAO armour or shield. &lt;br /&gt;
* Weapon New Model Group - This group is creating a new weapon or shield model.&lt;br /&gt;
&lt;br /&gt;
The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/12522/1250851/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 10 January''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made ''after'' the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must (many of these steps are covered in the video tutorial):&lt;br /&gt;
* complete the [[Community_Contest_6:_Equipment_Contest#Checklist||entry checklist]] below and agree to the [[Community_Contest_6:_Equipment_Contest#Consent_to_Share||Consent to Share]]&lt;br /&gt;
* include either a retexture OR a new model for the piece of equipment&lt;br /&gt;
&lt;br /&gt;
* have a unique ID in a variations GDA&lt;br /&gt;
** reserve a variation slot on the [[Community_Contest_ID_Ranges#Variation_sheets|Contest ID page]]&lt;br /&gt;
** create the variations GDA&lt;br /&gt;
&lt;br /&gt;
* be created as an item in the toolset&lt;br /&gt;
** have a name/description/style that fits DA-canon or generic-canon (do not make a lightsaber or reference the Dagobah system in the description, for example, but you do not ''need'' to reference Ferelden)&lt;br /&gt;
** create a dadbdata of the item (R click the item resource &amp;gt; Builder to Builder Create)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
&lt;br /&gt;
* have a strong visual design&lt;br /&gt;
&lt;br /&gt;
*''Retexture Group:''&lt;br /&gt;
** if using an existing DA model, make the new texture distinctly different so as to do something &amp;quot;new&amp;quot;&lt;br /&gt;
** have a high quality of texture at a suitable resolution (see below)&lt;br /&gt;
** accommodate tinting the item&lt;br /&gt;
&lt;br /&gt;
*''new Model Group:'' - (in addition to texture standards above)&lt;br /&gt;
** be positioned and scaled correctly to fit character and animations well.&lt;br /&gt;
** have a high quality of model&lt;br /&gt;
** use a suitable polycount (see below) and use the budget effectively&lt;br /&gt;
&lt;br /&gt;
=== Suggestions ===&lt;br /&gt;
* New Model Group: sword, blunt weapon, staff, bow, shield, &lt;br /&gt;
* Retexture Group: clothing (full-body), chest armour, boots, gloves, shield&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* create armours for just one race/gender combination (HM, HF, EM, EF, DM, DF, QM). Obviously, creating for all seven combinations is great too :) &lt;br /&gt;
* use existing DA models provided a new texture is made which is distinctly different&lt;br /&gt;
* use existing DA textures provided a new model is made which is distinctly different&lt;br /&gt;
* modify existing DA models or textures provided the overall texture/model combination is dintinctly different from the original&lt;br /&gt;
* include several pieces in one submission (ex. boots, gloves, chest items as an item set)&lt;br /&gt;
* entering the contest several times, including entering both groups (provided a single entry only enters a single group)&lt;br /&gt;
&lt;br /&gt;
=== Not Allowable ===&lt;br /&gt;
Please:&lt;br /&gt;
* do not use somebody elses model or texture unless you have permission to do so under the consent to share outlined below&lt;br /&gt;
* do not submit weapons for which there is no suitable animation ''(For example, there is no DA animation for thrusting with a pike, firing a sling, etc)''&lt;br /&gt;
* a single entry may not enter both groups - your entry is EITHER a new (textured) model, OR it is a retextured existing model&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has two groups. A single entry may only enter one group.&lt;br /&gt;
&lt;br /&gt;
=== Retexture Group ===&lt;br /&gt;
* 1st place - 10 points, chooses first&lt;br /&gt;
* 2nd place - 5 points, chooses second&lt;br /&gt;
* 3rd place - 3 points, chooses third&lt;br /&gt;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
=== New Model Group ===&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Best Newcomer Award ===&lt;br /&gt;
If an entrant has not entered a Community Contest before, they qualify for the Best Newcomer Award. This award is given to the newcomer with the highest number of votes.&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
&lt;br /&gt;
=== New Model Group ===&lt;br /&gt;
* [http://www.youtube.com/watch?v=GWvxMXzEbuM Custom Weapon Appearances] - covers how to set up a weapon in 3DS Max for exporting. &lt;br /&gt;
* [http://www.youtube.com/watch?v=NvJ8yhGborY Adding item appearances to DA] - covers how to add your new appearance to DA without replacing anything.&lt;br /&gt;
* [http://social.bioware.com/project/2336/ Eshme's Import/Export Script] for 3ds max and GMax (new models only)&lt;br /&gt;
* [[Texture_Formats|Texture Formats]] - Builder Wiki&lt;br /&gt;
* [[ItemVariations.xls|ItemVariation Documentation]] - Builder Wiki&lt;br /&gt;
&lt;br /&gt;
=== Retexture Group ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=7E_slY9Latk Retexturing an existing model] - covers how to find and retexture a DA armour model.&lt;br /&gt;
* [http://www.youtube.com/watch?v=NvJ8yhGborY Adding item appearances to DA] - covers how to add your new appearance to DA without replacing anything.&lt;br /&gt;
* [[Tutorial:_Reskinning_an_Item|Tutorial: Reskinning an Item]] - Builder Wiki&lt;br /&gt;
* [[Texture_Formats|Texture Formats]] - Builder Wiki&lt;br /&gt;
* [[ItemVariations.xls|ItemVariation Documentation]] - Builder Wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guidelines (extended) ==&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
As a guideline (not a strict limit), aim for 1000 - 2000 triangles for weapon/shield models. Anything over 3000 triangles had better have a very good reason for it ;)&lt;br /&gt;
&lt;br /&gt;
=== Textures === &lt;br /&gt;
The recommended is in line with DA spec. Its pretty safe to go over though, but you shouldnt need more than double the texture space. I would not recommend using two or more textures - its really not needed for equipment.&lt;br /&gt;
&lt;br /&gt;
'''Weapons/shields'''&lt;br /&gt;
* recommended: 512x512&lt;br /&gt;
* reasonable maximum: 512x1024&lt;br /&gt;
&lt;br /&gt;
'''Full-body outfit''' (includes hands/gloves and feet/boots)&lt;br /&gt;
* recommended: 1024x1024&lt;br /&gt;
* reasonable maximum: 1024x2048&lt;br /&gt;
&lt;br /&gt;
'''Chest'''&lt;br /&gt;
* recommended: 1024x1024&lt;br /&gt;
* reasonable maximum: 1024x1024&lt;br /&gt;
&lt;br /&gt;
'''Boots/gloves'''&lt;br /&gt;
* recommended: 256x256&lt;br /&gt;
* reasonable maximum: 256x512&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GDA (variations) ===&lt;br /&gt;
&lt;br /&gt;
Remember that you should be EXTENDING (and not replacing) the variations. This also applies to replacing textures - forcibly overwriting textures WILL BE JUDGED UNFAVORABLY, since it requires extra work to fix. As such your variations sheet should contain ONLY one extra line.&lt;br /&gt;
&lt;br /&gt;
Mike will include a screenshot of his finished GDA once he's done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
=== Entry File(s) ===&lt;br /&gt;
&lt;br /&gt;
'''File Contents:'''&lt;br /&gt;
* dadbdata of your item file&lt;br /&gt;
* variations GDA&lt;br /&gt;
* mmh, msh, phy, mao, dds as appropriate&lt;br /&gt;
&lt;br /&gt;
'''File Format:'''&lt;br /&gt;
one .7z file (preferred)&lt;br /&gt;
&lt;br /&gt;
=== Checklist ===&lt;br /&gt;
&lt;br /&gt;
# Create your file (see above)&lt;br /&gt;
# Create a [http://www.dragonagenexus.com/ Dragon Age Nexus] page for your entry and upload the above file. Please include &amp;quot;Community Contest&amp;quot; in the title.&lt;br /&gt;
# Edit '''this''' page with a description and pictures of your content. &lt;br /&gt;
#* Please include pictures which are both functional as well as attractive (so your work can be seen clearly)&lt;br /&gt;
#* Link to your DA Nexus page. See the sample entry.&lt;br /&gt;
# Optionally, let us know in the [http://social.bioware.com/group/2535/#discussions Contest Discussion Thread] that you've entered&lt;br /&gt;
&lt;br /&gt;
For the general entry guidelines (as well as more detail on the above steps), please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
== Consent to Share ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared (prop models, VFXProj files). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Warhammer by mikemike37==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1957 Dragon Age Nexus project page]'''&lt;br /&gt;
This is just a sample entry for others to see the sort of thing judges might expect to see, and the format in which it has been submitted.&lt;br /&gt;
&lt;br /&gt;
NOTE: it is not a requirement of this contest to create the script to give the item to the player, or create any kind of player package. You do have to create the item in the toolset and export it as a dadbdata though.&lt;br /&gt;
&lt;br /&gt;
[[File:Cc6_warhammer.jpg|500px|Room Plan]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HjorrMikill by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1989 Dragon Age Nexus project page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3965/ BSN project page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HjorMikill means GreatSword in ancient language. &lt;br /&gt;
Protected by the mountains and snow, this sword was probably forged for a King when the elders were young, to protect in troubled times.&lt;br /&gt;
This sword is the backbone of the life a warrior knows,&lt;br /&gt;
forged in fire and ice: who will be the one ready to let this old sword to sing again?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HjorMikill_05.jpg|500px|top|Logo]]&lt;br /&gt;
&lt;br /&gt;
[[File:HjorMikill_03.jpg|500px|left|Swing 1]] [[File:HjorMikill_01.jpg|500px|Swing 2]] &lt;br /&gt;
&lt;br /&gt;
[[File:HjorMikill_04.jpg|500px|Swing 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Mage Helm by BlackPhi ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1988 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
This leather helm is for the mage who prefers to be discreet. At first glance it is merely an ordinary leather helm, only on careful examination are the lyrium infused runes visible. For effective discretion this should be combined with mage's leathers and a mage's club.&lt;br /&gt;
&lt;br /&gt;
An entry for the retexture group.&lt;br /&gt;
&lt;br /&gt;
The helm is restricted to mages and provides a mental resistance bonus. &lt;br /&gt;
&lt;br /&gt;
Any apostate mage who wants to remain free for long (and doesn't fancy spending the rest of their life in the Korcari Wilds) needs to break the habit of wearing distinctive flowing robes with a daft-looking hood and a dirty great staff poking above their head. This helm is a part of a set of items to provide magical benefits whilst looking, to a casual glance, like ordinary gear.&lt;br /&gt;
&lt;br /&gt;
[[File:Helm-Front.jpg|400px|Front View]]  [[File:In-Disguise.jpg|500px|Mage Incognito]]&lt;br /&gt;
&lt;br /&gt;
[[File:Helm-Back.jpg|400px|Rear View]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Valorous by Vaylise==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2005 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
This retexture is available for both genders and all the races. &lt;br /&gt;
&lt;br /&gt;
Armor description: The Valorous is designed for the fashion conscious to show off their wealth and style in this aesthetically pleasing armor. Even in the battlefield, this lightweight armor is sure to draw the envy of many with its genuine gold studs delicately patterned across the fine polished leather. &lt;br /&gt;
&lt;br /&gt;
[[File:Vaylise_Armor_HF.jpg|500px|Different Views]]&lt;br /&gt;
[[File:Vaylise_Armor_HF_closeup.jpg|500px|Close Up]] &lt;br /&gt;
[[File:Vaylise_Armor_HM.jpg|500px|Different Views]]&lt;br /&gt;
[[File:Vaylise_Armor_HM_closeup.jpg|500px|Close Up]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Cudgel by BlackPhi ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2007 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
A lump of wood, crudely shaped and polished, for hitting people with. As used by peasants, poorly equipped militia and low-level thugs. &lt;br /&gt;
&lt;br /&gt;
Although clubs are a staple of FRPG, DA:O doesn't include any, so this entry for the new model group fills the gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6_Cudgel-Sheathed.jpg|400px|Cudgel Sheathed]]  [[File:CC6_Cudgel-In-Action.jpg|600px|Cudgel In Action]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crow &amp;amp; Crane by Adonnay ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://dragonagenexus.com/downloads/file.php?id=1970 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
A set of two longswords for the dual wielding archetypes. They are meant to really shine during dialog scenes hence the slightly larger textures of 1024 x 1024. &lt;br /&gt;
Both swords are quite powerful and are meant for higher level content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC06_cnc01.jpg|400px|Crow and Crane]]&lt;br /&gt;
[[File:CC06_cnc02.jpg|400px|row and Crane]]&lt;br /&gt;
[[File:CC06_cnc03.jpg|400px|Crow and Crane]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lightsaber by InBleedingRapture ==&lt;br /&gt;
&lt;br /&gt;
* '''http://www.dragonagenexus.com/downloads/file.php?id=2009 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
This mod adds a working lightsaber to Dragon Age, complete with a sound pack, multiple blade colors, and appropriate stat bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ls_in_game_1.jpg|800px|Blue Lightsaber]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lunacy(Dagger) by Fenod ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2018 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:Many who saw the previous owner of this fine blade in battle thought he was insane. He was &lt;br /&gt;
:the leader of a group of thugs in Denerim who claimed to be fearless. To set an example for &lt;br /&gt;
:his men the commander would always fight blindfolded with wax plugging up his ears.  It turns &lt;br /&gt;
:out he truly was mad and met his end when he ran into a volley of arrows...fired from  his own men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6Lunacy.jpg|129px|Toolset Appearance]]&lt;br /&gt;
[[File:Ingame.jpg|400px|In Game Appearance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Dreadscale(Battleaxe) by Fenod ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2017 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:This weapon is not crafted from scales of any sort, instead  &lt;br /&gt;
:it has been fashioned from obsidian.  Dreadscale's name  &lt;br /&gt;
:comes from numerous number of dragons that it has slain.  &lt;br /&gt;
:It is no surprise then that in this age, the Dragon Age, &lt;br /&gt;
:many believe it to have an enchantment which allows the&lt;br /&gt;
:one who wields it to strike with enough force to cleave a&lt;br /&gt;
:dragon in twain.&lt;br /&gt;
&lt;br /&gt;
:Whatever enchantment it possesses does not seem to &lt;br /&gt;
:increase its effectiveness in killing dragons.  This has &lt;br /&gt;
:become increasingly apparent as fool after fool has met&lt;br /&gt;
:their end trying to best dragons while wielding Dreadscale.&lt;br /&gt;
:That is not to say that it is not a formidable weapon, for in&lt;br /&gt;
:the right hands Dreadscale is truly a sight to behold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6Dread.jpg|130px|Toolset Appearance]]&lt;br /&gt;
[[File:Dreadscale.jpg|400px|In Game Appearance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Deadweight(Maul) by Fenod ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2016 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:Every time the story of this weapon's origin is told it varies &lt;br /&gt;
:to a great degree.  The current telling of the tale claims that &lt;br /&gt;
:the weapon originally belonged to a scrawny stonecutter in &lt;br /&gt;
:Denerim by the name of Rupert.  Rupert had grown weary&lt;br /&gt;
:of cutting stone and so he sought to join the city guard.&lt;br /&gt;
:The problem was the guard captain told him he had no place &lt;br /&gt;
:wielding a weapon and that he would only injure himself or &lt;br /&gt;
:the other guards.  Rupert would show up every year and &lt;br /&gt;
:try to join and each time he was turned away.&lt;br /&gt;
&lt;br /&gt;
:Eventually the guard captain realized that Rupert would &lt;br /&gt;
:not cease so he had a crude maul fashioned from rock and&lt;br /&gt;
:told Rupert that if he could wield it he would be allowed to &lt;br /&gt;
:join the city guard.  Of course the captain did not expect&lt;br /&gt;
:Rupert to attempt the feat, but much to his dismay Rupert&lt;br /&gt;
:bent down, gripping the rock.&lt;br /&gt;
&lt;br /&gt;
:The guard captain looked on in astonishment as Rupert&lt;br /&gt;
:hefted the ungainly weapon over his head, only to have it&lt;br /&gt;
:fall onto him, crushing him.  Such is the tale of Rupert and &lt;br /&gt;
:his weapon, aptly named Deadweight.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6Deadweight.jpg|129px|Toolset Appearance]]&lt;br /&gt;
[[File:Deadweight.jpg|400px|In Game Appearance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Barbarous Mace by Fenod ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2015 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:This crude weapon appears to be Chasind, but has no  &lt;br /&gt;
:legends to its name and bears no unique markings,   &lt;br /&gt;
:nonetheless its effectiveness cannot be denied when in &lt;br /&gt;
:capable hands.  The ensuing carnage is enough to paralyze&lt;br /&gt;
:foes with fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6BarbarousMace.jpg|125px|Toolset Appearance]]&lt;br /&gt;
[[File:BarbarousMace.jpg|400px|In Game Appearance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Bonemaw by Fenod ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2014 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:This macabre weapon was carved from the bone of a high  &lt;br /&gt;
:dragon, sharpened so that it can be wielded as a crude &lt;br /&gt;
:blade.  The name of the smith that created the blade and &lt;br /&gt;
:why it was made in such a manner has been lost to time.&lt;br /&gt;
:With each passing age it finds a new name, in this age it is&lt;br /&gt;
:known as Bonemaw.&lt;br /&gt;
&lt;br /&gt;
:Unlike a refined dragonbone blade Bonemaw is misshapen&lt;br /&gt;
:and unwieldy.  Those who have seen it wielded in battle&lt;br /&gt;
:claim that it can fell a pride demon in one swing though such&lt;br /&gt;
:claims are naught but fanciful tales, giving the blade a &lt;br /&gt;
:legendary status of sorts.&lt;br /&gt;
&lt;br /&gt;
:While it may not dispatch a Pride demon in a single blow &lt;br /&gt;
:there is no denying that the blade is indeed a formidable&lt;br /&gt;
:weapon.  If you find yourself pitted against an opponent &lt;br /&gt;
:wielding this weapon it is advisable that you flee.  You are&lt;br /&gt;
:lucky then that you find it in your hands. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6Bonemaw.jpg|129px|Toolset Appearance]]&lt;br /&gt;
[[File:Bonemaw.jpg|505px|In Game Appearance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Malice(Dagger) by Fenod ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2013 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:Malice's construction is simple, similar to Chasind weapons&lt;br /&gt;
:though much cruder in design.  It's blade is fitted to a metal&lt;br /&gt;
:bar which is in turn fitted to the weapon's basket hilt. It is  &lt;br /&gt;
:one of the last known weapons to be forged from the same&lt;br /&gt;
:ore as the greatsword Agony.  The name of the ore has&lt;br /&gt;
:been lost to the ages along with it's exact properties.&lt;br /&gt;
&lt;br /&gt;
:It is apparent  that the ore can be heated to extreme&lt;br /&gt;
:temperatures without it melting.  Surprisingly, wielding the&lt;br /&gt;
:weapon will not cause injury as the heat that it gives off is&lt;br /&gt;
:similar in nature to the effect of a fire enchantment.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6Malice.jpg|180px|Toolset Appearance]]&lt;br /&gt;
[[File:Malice.jpg|317px|In Game Appearance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Pestilence by Fenod ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2012 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:It is believed that the axe known as Pestilence was taken &lt;br /&gt;
:from the fade where it is difficult to discern living beings &lt;br /&gt;
:from inanimate objects.  This axe is one such object.  It is  &lt;br /&gt;
:covered in flesh and yet by all appearances it behaves just &lt;br /&gt;
:as any axe would.&lt;br /&gt;
&lt;br /&gt;
:As if this were not peculiar enough it increases the skill of &lt;br /&gt;
:whomever wields it.  While it is widely assumed that this is&lt;br /&gt;
:because the weapon is enchanted a few believe that the&lt;br /&gt;
:weapon is alive and guides the hand of those who wield it.&lt;br /&gt;
:It's edge is coated with poison leading some to believe that&lt;br /&gt;
:the axe itself secretes the poison.  Whether or not this &lt;br /&gt;
:presumption is valid there is no mistaking the foul nature of&lt;br /&gt;
:the poison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6Pestilence.jpg|129px|Toolset Appearance]]&lt;br /&gt;
[[File:Pestilence.jpg|320px|In Game Appearance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lament by Fenod ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=2011 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:The name of the original owner of this blade is long forgotten &lt;br /&gt;
:but it is said that she loved battle so much that she would seek  &lt;br /&gt;
:it out all across Ferelden.  Her skill with a blade was exceptional,  &lt;br /&gt;
:but it was the blade which she wielded that made her a legend. She&lt;br /&gt;
:called the blade Lament, in honor of those that fell in battle, &lt;br /&gt;
:enemies and allies alike.&lt;br /&gt;
&lt;br /&gt;
:She believed that death fueled the blade and give her the&lt;br /&gt;
:will to fight even when all those around her had fallen.&lt;br /&gt;
:Those who saw her in battle claimed that with every swing &lt;br /&gt;
:the blade would let out a cry.  Today it is known that the&lt;br /&gt;
:blade has no such enchantment though it is noted that the &lt;br /&gt;
:blade does indeed bear an enchantment of an unknown nature. &lt;br /&gt;
 &lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC6Lament.jpg|129px|Toolset Appearance]]&lt;br /&gt;
[[File:Lament.jpg|509px|In Game Appearance]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Knotwood Staff Helekanalaith ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://dragonagenexus.com/downloads/file.php?id=2020 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
:This gnarled staff's origin can be traced back to the Knotwood Hills. No doubt it once belonged to a hangman's tree or worse; a darkspawn scratching pole!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:kntwdstf1.png|Fight fire.]]&lt;br /&gt;
[[File:kntwdstf2.png|With fire!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dagger of Ashyera's Cult by Gisle Aune==&lt;br /&gt;
&lt;br /&gt;
'''[http://www.dragonagenexus.com/downloads/file.php?id=2038 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
These daggers - allthough scarce in number in Ferelden - are quite common located within a cult in some small state in the Free Marches. (for usage in my mod The Dark Deal (WIP))&lt;br /&gt;
&lt;br /&gt;
Bonuses: +2 damage, +6 attack&lt;br /&gt;
Material: Silverite.&lt;br /&gt;
&lt;br /&gt;
Note: I was granted extra time by Mikemike57 - sorry for delivering almost too late.&lt;br /&gt;
&lt;br /&gt;
[[File:GisleAune_CC6_image.jpg‎|Dagger in hand]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>Gisle Aune</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=File:GisleAune_CC6_image.jpg&amp;diff=15539</id>
		<title>File:GisleAune CC6 image.jpg</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=File:GisleAune_CC6_image.jpg&amp;diff=15539"/>
				<updated>2011-01-16T12:53:18Z</updated>
		
		<summary type="html">&lt;p&gt;Gisle Aune: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gisle Aune</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:Follower_tutorial2&amp;diff=13665</id>
		<title>Talk:Follower tutorial2</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:Follower_tutorial2&amp;diff=13665"/>
				<updated>2010-09-19T11:18:56Z</updated>
		
		<summary type="html">&lt;p&gt;Gisle Aune: /* GOT AN IDEA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anybody know how to get rid of the default grey portrait and create new ones for the followers?&lt;br /&gt;
&lt;br /&gt;
== CUSTOMIZED FOLLOWER’S PORTRAIT FOR DRAGON AGE ORIGINS PERSONAL CAIMPAINGNS ==&lt;br /&gt;
&lt;br /&gt;
This tutorial was developed to help users of Dragon Age Origins Toolset to customize the portraits used by player’s followers in Personal Campaigns.&lt;br /&gt;
&lt;br /&gt;
We recommend extra care when using this guide, since it will be necessary to change some core files used by the game engine and there is no scripts assigned to customize them. We don’t want to mess things up, right?&lt;br /&gt;
&lt;br /&gt;
'''1 – Find the necessary files'''&lt;br /&gt;
&lt;br /&gt;
First you have to locate the file ''Portrait.xls''. Probably it will be found at ''Program Files/Dragon Age/Tools/Source/2DA''.&lt;br /&gt;
&lt;br /&gt;
The ''Portrait.xls'' file columns are:&lt;br /&gt;
&lt;br /&gt;
A – ID – A referenced line use by game engine as a key identification of the line;&lt;br /&gt;
&lt;br /&gt;
B – Label – The name of the follower as it is seen in the game. Ex: ''Alistair'';&lt;br /&gt;
&lt;br /&gt;
C – Tag – The creature tag used by the game to identify the follower.  Is it typed at the tag field when the creature is created at ''DAO Toolset''. Remember to look up for how to create a new creature at some other tutorials at this wiki;&lt;br /&gt;
&lt;br /&gt;
D to O – These are the same variables to the choices you have at the Character Creator when creating a new player.&lt;br /&gt;
&lt;br /&gt;
Then you have to locate ''ExcelProcessor''. This file is necessary to transform the ''xls'' file into a binary one that can be used by the game.&lt;br /&gt;
&lt;br /&gt;
It must be located at ''Program Files/Dragom Age/Tools/ResouceBild/Processors''.&lt;br /&gt;
&lt;br /&gt;
Finally, we also will need the file ''2da.erf'', at ''Program Files/Dragom Age/Packaes/Core/Data''. &lt;br /&gt;
&lt;br /&gt;
This file will tell the game engine where to find the parameters for the follower’s portraits.&lt;br /&gt;
&lt;br /&gt;
'''2 – Prepare custom files'''&lt;br /&gt;
&lt;br /&gt;
You have to choose the parameters for your player’s followers’ portraits.&lt;br /&gt;
&lt;br /&gt;
To do this, just add new lines at the portrait spreadsheet. Be careful not to override any of the existing lines to avoid problems at the game play through.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make a copy of the original ''Portrati.xls'' file, just in case.&lt;br /&gt;
&lt;br /&gt;
The last ID used is 43. So you can choose ID 44 for the first follower.  Try to use names different from the names listed at this spreadsheet for the columns B and C and copy the values of the others columns to the line of the new follower.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the names of the common characters to duplicate the parameters that suits you follower the best. Also feel free to try new combinations.&lt;br /&gt;
&lt;br /&gt;
It is possible that the OS will not allow you to save the spreadsheet at this folder. If so, copy the ''Portrait.xls'' to another folder that you can write at.&lt;br /&gt;
&lt;br /&gt;
Now it is time to transform the ''XLS'' file into binary ''GDA''. You will need the ''ExcelProcessor'' to do so.&lt;br /&gt;
&lt;br /&gt;
If you are having problems to save your custom files, it is recommended that you make a copy of the ''ExcelProcessor'' to the same folder you made a copy of the ''Protrati.xls''.&lt;br /&gt;
&lt;br /&gt;
To create the GDA file, just hold and drag the ''XLS'' file over the ''ExcelProcessor'' at windows explorer (if you are using Windows OS).&lt;br /&gt;
&lt;br /&gt;
A copy of the ''Portrait.xls'' file will be made with ''GDA'' extension.&lt;br /&gt;
&lt;br /&gt;
If your system firewall asks for permitions, please do so.&lt;br /&gt;
&lt;br /&gt;
'''3 – Update the portrait at DAO Toolset'''&lt;br /&gt;
&lt;br /&gt;
That is the part you should be “extra extra” careful.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the ''2DA.erf'', so you can restore things if something goes wrong.&lt;br /&gt;
&lt;br /&gt;
Open toolset and chose ''File -&amp;gt; Open File''.&lt;br /&gt;
&lt;br /&gt;
Look for the folder ''Program Files/Dragom Age/Packaes/Core/Data'' and click at'' 2DA.erf'' file to open it.&lt;br /&gt;
You will be able to locate the line Portrait.GDA.&lt;br /&gt;
&lt;br /&gt;
Right click over this line and chose the option ''Insert Resource''. It will open the explorer window, so you can upload your customized ''Portrait.gda'' file into the game.&lt;br /&gt;
&lt;br /&gt;
When you select your file, a warning message will alert you that the core file will be replaced. Confirm that and the parameters you have just created four you own followers will be available at your personal campaign.&lt;br /&gt;
&lt;br /&gt;
Thanks to Bioware Solcial Foruns to help me build this tutorial. I hope you find it useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''GOT AN IDEA''' ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'm Gisle Aune and I did not wirte anything above this, but had an idea to make it simpler and avoid possible conflicts or overwrite original 2DAs. I have tested this and it worked.&lt;br /&gt;
&lt;br /&gt;
Locate and find the Portraits.xls and copy it, remove every row except for default and make your own row(s), remember to use an unique ID. I recommend going in game and make a similiar character and tweak the portrait there, and take a screenshot and copy the values of the screenshot.&lt;br /&gt;
&lt;br /&gt;
When you are ready, run the .xls file through excel processor and move it into documents/bioware/addons/your mod(module/override/&lt;br /&gt;
&lt;br /&gt;
Now, it is done, you don't have to do anything to the 2da.erf file.&lt;/div&gt;</summary>
		<author><name>Gisle Aune</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:Follower_tutorial2&amp;diff=13664</id>
		<title>Talk:Follower tutorial2</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:Follower_tutorial2&amp;diff=13664"/>
				<updated>2010-09-19T11:17:59Z</updated>
		
		<summary type="html">&lt;p&gt;Gisle Aune: /* CUSTOMIZED FOLLOWER’S PORTRAIT FOR DRAGON AGE ORIGINS PERSONAL CAIMPAINGNS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anybody know how to get rid of the default grey portrait and create new ones for the followers?&lt;br /&gt;
&lt;br /&gt;
== CUSTOMIZED FOLLOWER’S PORTRAIT FOR DRAGON AGE ORIGINS PERSONAL CAIMPAINGNS ==&lt;br /&gt;
&lt;br /&gt;
This tutorial was developed to help users of Dragon Age Origins Toolset to customize the portraits used by player’s followers in Personal Campaigns.&lt;br /&gt;
&lt;br /&gt;
We recommend extra care when using this guide, since it will be necessary to change some core files used by the game engine and there is no scripts assigned to customize them. We don’t want to mess things up, right?&lt;br /&gt;
&lt;br /&gt;
'''1 – Find the necessary files'''&lt;br /&gt;
&lt;br /&gt;
First you have to locate the file ''Portrait.xls''. Probably it will be found at ''Program Files/Dragon Age/Tools/Source/2DA''.&lt;br /&gt;
&lt;br /&gt;
The ''Portrait.xls'' file columns are:&lt;br /&gt;
&lt;br /&gt;
A – ID – A referenced line use by game engine as a key identification of the line;&lt;br /&gt;
&lt;br /&gt;
B – Label – The name of the follower as it is seen in the game. Ex: ''Alistair'';&lt;br /&gt;
&lt;br /&gt;
C – Tag – The creature tag used by the game to identify the follower.  Is it typed at the tag field when the creature is created at ''DAO Toolset''. Remember to look up for how to create a new creature at some other tutorials at this wiki;&lt;br /&gt;
&lt;br /&gt;
D to O – These are the same variables to the choices you have at the Character Creator when creating a new player.&lt;br /&gt;
&lt;br /&gt;
Then you have to locate ''ExcelProcessor''. This file is necessary to transform the ''xls'' file into a binary one that can be used by the game.&lt;br /&gt;
&lt;br /&gt;
It must be located at ''Program Files/Dragom Age/Tools/ResouceBild/Processors''.&lt;br /&gt;
&lt;br /&gt;
Finally, we also will need the file ''2da.erf'', at ''Program Files/Dragom Age/Packaes/Core/Data''. &lt;br /&gt;
&lt;br /&gt;
This file will tell the game engine where to find the parameters for the follower’s portraits.&lt;br /&gt;
&lt;br /&gt;
'''2 – Prepare custom files'''&lt;br /&gt;
&lt;br /&gt;
You have to choose the parameters for your player’s followers’ portraits.&lt;br /&gt;
&lt;br /&gt;
To do this, just add new lines at the portrait spreadsheet. Be careful not to override any of the existing lines to avoid problems at the game play through.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you make a copy of the original ''Portrati.xls'' file, just in case.&lt;br /&gt;
&lt;br /&gt;
The last ID used is 43. So you can choose ID 44 for the first follower.  Try to use names different from the names listed at this spreadsheet for the columns B and C and copy the values of the others columns to the line of the new follower.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the names of the common characters to duplicate the parameters that suits you follower the best. Also feel free to try new combinations.&lt;br /&gt;
&lt;br /&gt;
It is possible that the OS will not allow you to save the spreadsheet at this folder. If so, copy the ''Portrait.xls'' to another folder that you can write at.&lt;br /&gt;
&lt;br /&gt;
Now it is time to transform the ''XLS'' file into binary ''GDA''. You will need the ''ExcelProcessor'' to do so.&lt;br /&gt;
&lt;br /&gt;
If you are having problems to save your custom files, it is recommended that you make a copy of the ''ExcelProcessor'' to the same folder you made a copy of the ''Protrati.xls''.&lt;br /&gt;
&lt;br /&gt;
To create the GDA file, just hold and drag the ''XLS'' file over the ''ExcelProcessor'' at windows explorer (if you are using Windows OS).&lt;br /&gt;
&lt;br /&gt;
A copy of the ''Portrait.xls'' file will be made with ''GDA'' extension.&lt;br /&gt;
&lt;br /&gt;
If your system firewall asks for permitions, please do so.&lt;br /&gt;
&lt;br /&gt;
'''3 – Update the portrait at DAO Toolset'''&lt;br /&gt;
&lt;br /&gt;
That is the part you should be “extra extra” careful.&lt;br /&gt;
&lt;br /&gt;
Make a copy of the ''2DA.erf'', so you can restore things if something goes wrong.&lt;br /&gt;
&lt;br /&gt;
Open toolset and chose ''File -&amp;gt; Open File''.&lt;br /&gt;
&lt;br /&gt;
Look for the folder ''Program Files/Dragom Age/Packaes/Core/Data'' and click at'' 2DA.erf'' file to open it.&lt;br /&gt;
You will be able to locate the line Portrait.GDA.&lt;br /&gt;
&lt;br /&gt;
Right click over this line and chose the option ''Insert Resource''. It will open the explorer window, so you can upload your customized ''Portrait.gda'' file into the game.&lt;br /&gt;
&lt;br /&gt;
When you select your file, a warning message will alert you that the core file will be replaced. Confirm that and the parameters you have just created four you own followers will be available at your personal campaign.&lt;br /&gt;
&lt;br /&gt;
Thanks to Bioware Solcial Foruns to help me build this tutorial. I hope you find it useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''GOT AN IDEA''' ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'm Gisle Aune and I did not wirte anything above this, but had an idea to make it simpler and avoid possible conflicts or overwrite original 2DAs. I have tested this and it worked.&lt;br /&gt;
&lt;br /&gt;
Locate and find the Portraits.xls and copy it, remove everyone except for default and make your own, remember to use an unique ID. I recommend going in game and make a similiar character and tweak the portrait there, and take a screenshot and copy the values of the screenshot.&lt;br /&gt;
&lt;br /&gt;
When you are ready, run the .xls file through excel processor and move it into documents/bioware/addons/your mod(module/override/&lt;br /&gt;
&lt;br /&gt;
Now, it is done, you don't have to do anything to the 2da.erf file.&lt;/div&gt;</summary>
		<author><name>Gisle Aune</name></author>	</entry>

	</feed>