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		<id>https://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Randy</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
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		<updated>2026-09-01T09:52:30Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=Using_DLC_areas_in_your_mods_tutorial&amp;diff=9937</id>
		<title>Using DLC areas in your mods tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Using_DLC_areas_in_your_mods_tutorial&amp;diff=9937"/>
				<updated>2010-01-19T00:42:29Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you how to use areas from the dlc's and use them in the toolset for your mods.&lt;br /&gt;
Author: RandyG [mailto:randy@pcwinsupport.com Email Me]&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
*1. Dragon age origins game.&lt;br /&gt;
*2. Dragon age origins Toolset.&lt;br /&gt;
*3. Dragon age origins dlc's Keep and or shale's dlc&lt;br /&gt;
&lt;br /&gt;
== Dlc Areas ==&lt;br /&gt;
&lt;br /&gt;
1. close out of your toolset&lt;br /&gt;
2. open up C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\AddIns&lt;br /&gt;
3. from here open either dao_prc_cp_2(keep) or dao_prc_nrx_1(shale area)&lt;br /&gt;
I belive thats the only 2 that have areas right now.&lt;br /&gt;
4. Once in one of the 2 folders goto core -&amp;gt; env&lt;br /&gt;
5. Copy everything in env to C:\Program Files\Dragon Age\packages\core\env&lt;br /&gt;
6. Open the toolset&lt;br /&gt;
7. now when your selecting the area layout the areas from the dlc's will be listed&lt;br /&gt;
such as gwb110d/shl100d &lt;br /&gt;
&lt;br /&gt;
You can now made mods from the areas in the dlcs.&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Using_DLC_areas_in_your_mods_tutorial&amp;diff=9936</id>
		<title>Using DLC areas in your mods tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Using_DLC_areas_in_your_mods_tutorial&amp;diff=9936"/>
				<updated>2010-01-19T00:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: Created page with 'This guide will show you how to use areas from the dlc's and use them in the toolset for your mods. Author: RandyG [mailto:randy@pcwinsupport.com Email Me]  == Things needed == *...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you how to use areas from the dlc's and use them in the toolset for your mods.&lt;br /&gt;
Author: RandyG [mailto:randy@pcwinsupport.com Email Me]&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
*1. Dragon age origins game.&lt;br /&gt;
*3. Dragon age origins Toolset.&lt;br /&gt;
&lt;br /&gt;
== Dlc Areas ==&lt;br /&gt;
&lt;br /&gt;
1. close out of your toolset&lt;br /&gt;
2. open up C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\AddIns&lt;br /&gt;
3. from here open either dao_prc_cp_2(keep) or dao_prc_nrx_1(shale area)&lt;br /&gt;
I belive thats the only 2 that have areas right now.&lt;br /&gt;
4. Once in one of the 2 folders goto core -&amp;gt; env&lt;br /&gt;
5. Copy everything in env to C:\Program Files\Dragon Age\packages\core\env&lt;br /&gt;
6. Open the toolset&lt;br /&gt;
7. now when your selecting the area layout the areas from the dlc's will be listed&lt;br /&gt;
such as gwb110d/shl100d &lt;br /&gt;
&lt;br /&gt;
You can now made mods from the areas in the dlcs.&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=9935</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=9935"/>
				<updated>2010-01-19T00:35:05Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Custom content tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists links to step-by-step tutorials, both on this wiki and on external sites.&lt;br /&gt;
&lt;br /&gt;
See also the [[How-tos]] page, which contains much smaller and more focused guides on how to accomplish various common tasks.&lt;br /&gt;
&lt;br /&gt;
==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials == &lt;br /&gt;
*[[Tutorial: Idiots guide to Using dlc areas in your mods]]&lt;br /&gt;
*[[Tutorial: Idiots guide to make special objects]]&lt;br /&gt;
*[[Tutorial: idiots guide to adding custom items to singleplayer]]&lt;br /&gt;
*[[Tutorial: Adding a Custom Model to Toolset]]&lt;br /&gt;
*[[Tutorial: Creating a custom placeable from a model]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Tutorial: Creating recolors of existing items]]&lt;br /&gt;
*[[Tutorial: Understanding Tints: Overriding Defaults &amp;amp; Creating New Ones]]&lt;br /&gt;
*[[Adding a New Spell Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[ToolSet: Area Layouts]]&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Follower tutorial]] (Simple and advanced, requires scripting knowledge)&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://lerlek.se/Video+Tutorials Lerlek Dragon Age Origins Toolset Video Tutorials Collection] has collected many in-depth video tutorials.&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=8932</id>
		<title>Area layouts used in the single player module</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=8932"/>
				<updated>2009-12-19T14:09:49Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Lak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will help those that dont want to go through every area layout to find the one they want.&lt;br /&gt;
Hope this helps -RandyG&lt;br /&gt;
== brc ==&lt;br /&gt;
*forrest&lt;br /&gt;
&lt;br /&gt;
== Den ==&lt;br /&gt;
*Den900d - Den Alienage&lt;br /&gt;
&lt;br /&gt;
== hrt ==&lt;br /&gt;
*hrt000d - Lothering&lt;br /&gt;
*hrt001d - chantry&lt;br /&gt;
*hrt002d - inn&lt;br /&gt;
*hrt201d - highever/cousland castle human noble start&lt;br /&gt;
*hrt201n - highever/cousland castle under attack&lt;br /&gt;
&lt;br /&gt;
== Lak ==&lt;br /&gt;
*lak101 - 110 - shops/rooms&lt;br /&gt;
*lak200d- castle exit&lt;br /&gt;
*lak201d- redcliff&lt;br /&gt;
*lak202d- redcliff-upstairs&lt;br /&gt;
*lak203d- dungeon&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=8931</id>
		<title>Area layouts used in the single player module</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=8931"/>
				<updated>2009-12-19T14:08:12Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will help those that dont want to go through every area layout to find the one they want.&lt;br /&gt;
Hope this helps -RandyG&lt;br /&gt;
== brc ==&lt;br /&gt;
*forrest&lt;br /&gt;
&lt;br /&gt;
== Den ==&lt;br /&gt;
*Den900d - Den Alienage&lt;br /&gt;
&lt;br /&gt;
== hrt ==&lt;br /&gt;
*hrt000d - Lothering&lt;br /&gt;
*hrt001d - chantry&lt;br /&gt;
*hrt002d - inn&lt;br /&gt;
*hrt201d - highever/cousland castle human noble start&lt;br /&gt;
*hrt201n - highever/cousland castle under attack&lt;br /&gt;
&lt;br /&gt;
== Lak ==&lt;br /&gt;
*lak101 - 110 - shops/rooms&lt;br /&gt;
*lak200d- castle exit&lt;br /&gt;
*lak201d- redcliff&lt;br /&gt;
*lak202d- redcliff-upstairs&lt;br /&gt;
*lak203d- doungion&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=8930</id>
		<title>Area layouts used in the single player module</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=8930"/>
				<updated>2009-12-19T14:06:43Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: Created page with 'This will help those that dont want to go through every area layout to find the one they want.  == brc == forrest  == Den == Den900d - Den Alienage  == hrt == hrt000d - Lothering...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will help those that dont want to go through every area layout to find the one they want.&lt;br /&gt;
&lt;br /&gt;
== brc ==&lt;br /&gt;
forrest&lt;br /&gt;
&lt;br /&gt;
== Den ==&lt;br /&gt;
Den900d - Den Alienage&lt;br /&gt;
&lt;br /&gt;
== hrt ==&lt;br /&gt;
hrt000d - Lothering&lt;br /&gt;
hrt001d - chantry&lt;br /&gt;
hrt002d - inn&lt;br /&gt;
hrt201d - highever/cousland castle human noble start&lt;br /&gt;
hrt201n - highever/cousland castle under attack&lt;br /&gt;
&lt;br /&gt;
== Lak ==&lt;br /&gt;
lak101 - 110 - shops/rooms&lt;br /&gt;
lak200d- castle exit&lt;br /&gt;
lak201d- redcliff&lt;br /&gt;
lak202d- redcliff-upstairs&lt;br /&gt;
lak203d- doungion&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=8929</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=8929"/>
				<updated>2009-12-19T14:05:55Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Other Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials == &lt;br /&gt;
*[[Tutorial: idiots guide to adding custom items to singleplayer]]&lt;br /&gt;
*[[Tutorial: Adding a Custom Model to Toolset]]&lt;br /&gt;
*[[Tutorial: Creating a custom placeable from a model]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Adding a New Spell Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[ToolSet: Area Layouts]]&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8798</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8798"/>
				<updated>2009-12-13T18:52:43Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
I hope this tutorial helps.&lt;br /&gt;
&lt;br /&gt;
Author: RandyG [mailto:randy@pcwinsupport.com Email Me]&lt;br /&gt;
== Things needed ==&lt;br /&gt;
*1. Dragon age origins game&lt;br /&gt;
*2. Dragon age origins toolset&lt;br /&gt;
*3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
*1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
*2. Select Singleplayer and hit ok.&lt;br /&gt;
*3. On the palette window select items&lt;br /&gt;
*4. Choose an item under global&lt;br /&gt;
*5. Right click on the item and select duplicate&lt;br /&gt;
*6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
*7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
*8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
*9.Once finished click Tools -&amp;gt; save&lt;br /&gt;
*10.look above it it should say whatever.uti.&lt;br /&gt;
*11.right click on that tab, and select check in.&lt;br /&gt;
*12.right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
*1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
*2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
*3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
*4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*5. Click File -&amp;gt; save&lt;br /&gt;
*6. Click Tools -&amp;gt; compile&lt;br /&gt;
&lt;br /&gt;
== Last Steps ==&lt;br /&gt;
On the script tab right click and select export -&amp;gt; full export&lt;br /&gt;
This will export everything to a folder. This will take several minutes.&lt;br /&gt;
Once this is complete do the following:&lt;br /&gt;
*1. Goto the following folder: (or c:\users)&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\packages\core\override\toolsetexport&lt;br /&gt;
*2. look for the 2 files you saved. a .uti file and a .ncs file should be called what you named it.&lt;br /&gt;
*3. move the 2 files to the following folder:&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport&lt;br /&gt;
*4. After 2 files moved delete everything in the folder on setep 1&lt;br /&gt;
*5. load a saved game and enter the console command runscript zz_whatyoucalledyourscript&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to setup the console ==&lt;br /&gt;
&lt;br /&gt;
Make a shortcut to your desktop of &amp;quot;daorigins.exe&amp;quot; (Dragon Age/bin_ship/daorigins.exe) go to shortcut properties, and under Target add -enabledeveloperconsole (after ..daorigins.exe&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
This can be done on the Steam version by right clicking on the game in your Games List, choosing Properties, and clicking Set Launch Options. This allows you to enter command line option.&lt;br /&gt;
&lt;br /&gt;
Then go into the keybindings.ini file located in &amp;quot;My Documents\BioWare\Dragon Age\Settings\&amp;quot; Find the line &amp;quot;OpenConsole_0=Keyboard::Button_X&amp;quot; (GRAVE is default, change X to any button that is not already used in the game.)&lt;br /&gt;
&lt;br /&gt;
Save the file, and start the game with the shortcut you created on your desktop (daorigins.exe - shortcut)&lt;br /&gt;
&lt;br /&gt;
In-game, you press the key that you have chosen (Keyboard::Button_X) and then type the following codes: (Note, this has only been tested on the retail version, and not the Steam version. Also, you may not see the console, or what you are typing, this is normal.)&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8797</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8797"/>
				<updated>2009-12-13T18:52:33Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
I hope this tutorial helps.&lt;br /&gt;
&lt;br /&gt;
Author: RandyG[mailto:randy@pcwinsupport.com Email Me]&lt;br /&gt;
== Things needed ==&lt;br /&gt;
*1. Dragon age origins game&lt;br /&gt;
*2. Dragon age origins toolset&lt;br /&gt;
*3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
*1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
*2. Select Singleplayer and hit ok.&lt;br /&gt;
*3. On the palette window select items&lt;br /&gt;
*4. Choose an item under global&lt;br /&gt;
*5. Right click on the item and select duplicate&lt;br /&gt;
*6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
*7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
*8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
*9.Once finished click Tools -&amp;gt; save&lt;br /&gt;
*10.look above it it should say whatever.uti.&lt;br /&gt;
*11.right click on that tab, and select check in.&lt;br /&gt;
*12.right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
*1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
*2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
*3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
*4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*5. Click File -&amp;gt; save&lt;br /&gt;
*6. Click Tools -&amp;gt; compile&lt;br /&gt;
&lt;br /&gt;
== Last Steps ==&lt;br /&gt;
On the script tab right click and select export -&amp;gt; full export&lt;br /&gt;
This will export everything to a folder. This will take several minutes.&lt;br /&gt;
Once this is complete do the following:&lt;br /&gt;
*1. Goto the following folder: (or c:\users)&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\packages\core\override\toolsetexport&lt;br /&gt;
*2. look for the 2 files you saved. a .uti file and a .ncs file should be called what you named it.&lt;br /&gt;
*3. move the 2 files to the following folder:&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport&lt;br /&gt;
*4. After 2 files moved delete everything in the folder on setep 1&lt;br /&gt;
*5. load a saved game and enter the console command runscript zz_whatyoucalledyourscript&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to setup the console ==&lt;br /&gt;
&lt;br /&gt;
Make a shortcut to your desktop of &amp;quot;daorigins.exe&amp;quot; (Dragon Age/bin_ship/daorigins.exe) go to shortcut properties, and under Target add -enabledeveloperconsole (after ..daorigins.exe&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
This can be done on the Steam version by right clicking on the game in your Games List, choosing Properties, and clicking Set Launch Options. This allows you to enter command line option.&lt;br /&gt;
&lt;br /&gt;
Then go into the keybindings.ini file located in &amp;quot;My Documents\BioWare\Dragon Age\Settings\&amp;quot; Find the line &amp;quot;OpenConsole_0=Keyboard::Button_X&amp;quot; (GRAVE is default, change X to any button that is not already used in the game.)&lt;br /&gt;
&lt;br /&gt;
Save the file, and start the game with the shortcut you created on your desktop (daorigins.exe - shortcut)&lt;br /&gt;
&lt;br /&gt;
In-game, you press the key that you have chosen (Keyboard::Button_X) and then type the following codes: (Note, this has only been tested on the retail version, and not the Steam version. Also, you may not see the console, or what you are typing, this is normal.)&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8795</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8795"/>
				<updated>2009-12-13T18:49:36Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
*1. Dragon age origins game&lt;br /&gt;
*2. Dragon age origins toolset&lt;br /&gt;
*3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
*1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
*2. Select Singleplayer and hit ok.&lt;br /&gt;
*3. On the palette window select items&lt;br /&gt;
*4. Choose an item under global&lt;br /&gt;
*5. Right click on the item and select duplicate&lt;br /&gt;
*6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
*7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
*8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
*9.Once finished click Tools -&amp;gt; save&lt;br /&gt;
*10.look above it it should say whatever.uti.&lt;br /&gt;
*11.right click on that tab, and select check in.&lt;br /&gt;
*12.right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
*1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
*2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
*3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
*4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*5. Click File -&amp;gt; save&lt;br /&gt;
*6. Click Tools -&amp;gt; compile&lt;br /&gt;
&lt;br /&gt;
== Last Steps ==&lt;br /&gt;
On the script tab right click and select export -&amp;gt; full export&lt;br /&gt;
This will export everything to a folder. This will take several minutes.&lt;br /&gt;
Once this is complete do the following:&lt;br /&gt;
*1. Goto the following folder: (or c:\users)&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\packages\core\override\toolsetexport&lt;br /&gt;
*2. look for the 2 files you saved. a .uti file and a .ncs file should be called what you named it.&lt;br /&gt;
*3. move the 2 files to the following folder:&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport&lt;br /&gt;
*4. After 2 files moved delete everything in the folder on setep 1&lt;br /&gt;
*5. load a saved game and enter the console command runscript zz_whatyoucalledyourscript&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to setup the console ==&lt;br /&gt;
&lt;br /&gt;
Make a shortcut to your desktop of &amp;quot;daorigins.exe&amp;quot; (Dragon Age/bin_ship/daorigins.exe) go to shortcut properties, and under Target add -enabledeveloperconsole (after ..daorigins.exe&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
This can be done on the Steam version by right clicking on the game in your Games List, choosing Properties, and clicking Set Launch Options. This allows you to enter command line option.&lt;br /&gt;
&lt;br /&gt;
Then go into the keybindings.ini file located in &amp;quot;My Documents\BioWare\Dragon Age\Settings\&amp;quot; Find the line &amp;quot;OpenConsole_0=Keyboard::Button_X&amp;quot; (GRAVE is default, change X to any button that is not already used in the game.)&lt;br /&gt;
&lt;br /&gt;
Save the file, and start the game with the shortcut you created on your desktop (daorigins.exe - shortcut)&lt;br /&gt;
&lt;br /&gt;
In-game, you press the key that you have chosen (Keyboard::Button_X) and then type the following codes: (Note, this has only been tested on the retail version, and not the Steam version. Also, you may not see the console, or what you are typing, this is normal.)&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8793</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8793"/>
				<updated>2009-12-13T18:48:55Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
*1. Dragon age origins game&lt;br /&gt;
*2. Dragon age origins toolset&lt;br /&gt;
*3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
*1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
*2. Select Singleplayer and hit ok.&lt;br /&gt;
*3. On the palette window select items&lt;br /&gt;
4. Choose an item under global&lt;br /&gt;
5. Right click on the item and select duplicate&lt;br /&gt;
6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
9.Once finished click Tools -&amp;gt; save&lt;br /&gt;
10.look above it it should say whatever.uti.&lt;br /&gt;
11.right click on that tab, and select check in.&lt;br /&gt;
12.right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
5. Click File -&amp;gt; save&lt;br /&gt;
6. Click Tools -&amp;gt; compile&lt;br /&gt;
&lt;br /&gt;
== Last Steps ==&lt;br /&gt;
On the script tab right click and select export -&amp;gt; full export&lt;br /&gt;
This will export everything to a folder. This will take several minutes.&lt;br /&gt;
Once this is complete do the following:&lt;br /&gt;
1. Goto the following folder: (or c:\users)&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\packages\core\override\toolsetexport&lt;br /&gt;
2. look for the 2 files you saved. a .uti file and a .ncs file should be called what you named it.&lt;br /&gt;
3. move the 2 files to the following folder:&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport&lt;br /&gt;
4. After 2 files moved delete everything in the folder on setep 1&lt;br /&gt;
5. load a saved game and enter the console command runscript zz_whatyoucalledyourscript&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to setup the console ==&lt;br /&gt;
&lt;br /&gt;
Make a shortcut to your desktop of &amp;quot;daorigins.exe&amp;quot; (Dragon Age/bin_ship/daorigins.exe) go to shortcut properties, and under Target add -enabledeveloperconsole (after ..daorigins.exe&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
This can be done on the Steam version by right clicking on the game in your Games List, choosing Properties, and clicking Set Launch Options. This allows you to enter command line option.&lt;br /&gt;
&lt;br /&gt;
Then go into the keybindings.ini file located in &amp;quot;My Documents\BioWare\Dragon Age\Settings\&amp;quot; Find the line &amp;quot;OpenConsole_0=Keyboard::Button_X&amp;quot; (GRAVE is default, change X to any button that is not already used in the game.)&lt;br /&gt;
&lt;br /&gt;
Save the file, and start the game with the shortcut you created on your desktop (daorigins.exe - shortcut)&lt;br /&gt;
&lt;br /&gt;
In-game, you press the key that you have chosen (Keyboard::Button_X) and then type the following codes: (Note, this has only been tested on the retail version, and not the Steam version. Also, you may not see the console, or what you are typing, this is normal.)&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8792</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8792"/>
				<updated>2009-12-13T18:46:21Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
1. Dragon age origins game&lt;br /&gt;
2. Dragon age origins toolset&lt;br /&gt;
3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
2. Select Singleplayer and hit ok.&lt;br /&gt;
3. On the palette window select items&lt;br /&gt;
4. Choose an item under global&lt;br /&gt;
5. Right click on the item and select duplicate&lt;br /&gt;
6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
9.Once finished click Tools -&amp;gt; save&lt;br /&gt;
10.look above it it should say whatever.uti.&lt;br /&gt;
11.right click on that tab, and select check in.&lt;br /&gt;
12.right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
5. Click File -&amp;gt; save&lt;br /&gt;
6. Click Tools -&amp;gt; compile&lt;br /&gt;
&lt;br /&gt;
== Last Steps ==&lt;br /&gt;
On the script tab right click and select export -&amp;gt; full export&lt;br /&gt;
This will export everything to a folder. This will take several minutes.&lt;br /&gt;
Once this is complete do the following:&lt;br /&gt;
1. Goto the following folder: (or c:\users)&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\packages\core\override\toolsetexport&lt;br /&gt;
2. look for the 2 files you saved. a .uti file and a .ncs file should be called what you named it.&lt;br /&gt;
3. move the 2 files to the following folder:&lt;br /&gt;
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport&lt;br /&gt;
4. After 2 files moved delete everything in the folder on setep 1&lt;br /&gt;
5. load a saved game and enter the console command runscript zz_whatyoucalledyourscript&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to setup the console ==&lt;br /&gt;
&lt;br /&gt;
Make a shortcut to your desktop of &amp;quot;daorigins.exe&amp;quot; (Dragon Age/bin_ship/daorigins.exe) go to shortcut properties, and under Target add -enabledeveloperconsole (after ..daorigins.exe&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
This can be done on the Steam version by right clicking on the game in your Games List, choosing Properties, and clicking Set Launch Options. This allows you to enter command line option.&lt;br /&gt;
&lt;br /&gt;
Then go into the keybindings.ini file located in &amp;quot;My Documents\BioWare\Dragon Age\Settings\&amp;quot; Find the line &amp;quot;OpenConsole_0=Keyboard::Button_X&amp;quot; (GRAVE is default, change X to any button that is not already used in the game.)&lt;br /&gt;
&lt;br /&gt;
Save the file, and start the game with the shortcut you created on your desktop (daorigins.exe - shortcut)&lt;br /&gt;
&lt;br /&gt;
In-game, you press the key that you have chosen (Keyboard::Button_X) and then type the following codes: (Note, this has only been tested on the retail version, and not the Steam version. Also, you may not see the console, or what you are typing, this is normal.)&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8790</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8790"/>
				<updated>2009-12-13T18:37:15Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
1. Dragon age origins game&lt;br /&gt;
2. Dragon age origins toolset&lt;br /&gt;
3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
2. Select Singleplayer and hit ok.&lt;br /&gt;
3. On the palette window select items&lt;br /&gt;
4. Choose an item under global&lt;br /&gt;
5. Right click on the item and select duplicate&lt;br /&gt;
6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
9. Once done with your item. look above it it should say whatever.uti.&lt;br /&gt;
10. right click on that tab, and select check in.&lt;br /&gt;
11. right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
5. Click File -&amp;gt; save&lt;br /&gt;
6. Click Tools -&amp;gt; compile&lt;br /&gt;
&lt;br /&gt;
== Last Steps ==&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8770</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8770"/>
				<updated>2009-12-13T16:19:06Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Creating a script to summon your item */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
1. Dragon age origins game&lt;br /&gt;
2. Dragon age origins toolset&lt;br /&gt;
3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
2. Select Singleplayer and hit ok.&lt;br /&gt;
3. On the palette window select items&lt;br /&gt;
4. Choose an item under global&lt;br /&gt;
5. Right click on the item and select duplicate&lt;br /&gt;
6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
9. Once done with your item. look above it it should say whatever.uti.&lt;br /&gt;
10. right click on that tab, and select check in.&lt;br /&gt;
11. right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8769</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8769"/>
				<updated>2009-12-13T16:17:51Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Creating a script to summon your item */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
1. Dragon age origins game&lt;br /&gt;
2. Dragon age origins toolset&lt;br /&gt;
3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
2. Select Singleplayer and hit ok.&lt;br /&gt;
3. On the palette window select items&lt;br /&gt;
4. Choose an item under global&lt;br /&gt;
5. Right click on the item and select duplicate&lt;br /&gt;
6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
9. Once done with your item. look above it it should say whatever.uti.&lt;br /&gt;
10. right click on that tab, and select check in.&lt;br /&gt;
11. right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;wikicode&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8768</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8768"/>
				<updated>2009-12-13T16:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Creating a script to summon your item */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
1. Dragon age origins game&lt;br /&gt;
2. Dragon age origins toolset&lt;br /&gt;
3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
2. Select Singleplayer and hit ok.&lt;br /&gt;
3. On the palette window select items&lt;br /&gt;
4. Choose an item under global&lt;br /&gt;
5. Right click on the item and select duplicate&lt;br /&gt;
6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
9. Once done with your item. look above it it should say whatever.uti.&lt;br /&gt;
10. right click on that tab, and select check in.&lt;br /&gt;
11. right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8766</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8766"/>
				<updated>2009-12-13T16:16:42Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
1. Dragon age origins game&lt;br /&gt;
2. Dragon age origins toolset&lt;br /&gt;
3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
2. Select Singleplayer and hit ok.&lt;br /&gt;
3. On the palette window select items&lt;br /&gt;
4. Choose an item under global&lt;br /&gt;
5. Right click on the item and select duplicate&lt;br /&gt;
6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
9. Once done with your item. look above it it should say whatever.uti.&lt;br /&gt;
10. right click on that tab, and select check in.&lt;br /&gt;
11. right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8764</id>
		<title>Adding custom items to custom modules tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Adding_custom_items_to_custom_modules_tutorial&amp;diff=8764"/>
				<updated>2009-12-13T16:15:24Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: Created page with 'This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem  == Things needed ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem&lt;br /&gt;
&lt;br /&gt;
== Things needed ==&lt;br /&gt;
1. Dragon age origins game&lt;br /&gt;
2. Dragon age origins toolset&lt;br /&gt;
3. able to follow instructions&lt;br /&gt;
&lt;br /&gt;
== Creating item ==&lt;br /&gt;
&lt;br /&gt;
1. Open the toolset and click on Tools -&amp;gt; Manage Modules&lt;br /&gt;
2. Select Singleplayer and hit ok.&lt;br /&gt;
3. On the palette window select items&lt;br /&gt;
4. Choose an item under global&lt;br /&gt;
5. Right click on the item and select duplicate&lt;br /&gt;
6. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
7. name the item what you want in resource name. No spaces.&lt;br /&gt;
can have underscore _&lt;br /&gt;
8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.&lt;br /&gt;
9. Once done with your item. look above it it should say whatever.uti.&lt;br /&gt;
10. right click on that tab, and select check in.&lt;br /&gt;
11. right click on it again and select export -&amp;gt; export with dep.&lt;br /&gt;
&lt;br /&gt;
== Creating a script to summon your item ==&lt;br /&gt;
&lt;br /&gt;
1. Click on File -&amp;gt; new -&amp;gt; Script&lt;br /&gt;
2. A window will popup, ignore all fields exept resource name.&lt;br /&gt;
3. Name it what you want it such as zz_give_youritem then click&lt;br /&gt;
on ok.&lt;br /&gt;
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
            CreateItemOnObject(R&amp;quot;zz_youritemhere.uti&amp;quot;, OBJECT_SELF, 1, &amp;quot;&amp;quot;, TRUE);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=8759</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Tutorials&amp;diff=8759"/>
				<updated>2009-12-13T15:59:53Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Custom content tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials == &lt;br /&gt;
*[[Tutorial: idiots guide to adding custom items to singleplayer]]&lt;br /&gt;
*[[Tutorial: Adding a Custom Model to Toolset]]&lt;br /&gt;
*[[Tutorial: Creating a custom placeable from a model]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Adding a New Spell Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Item_tutorial&amp;diff=8758</id>
		<title>Item tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Item_tutorial&amp;diff=8758"/>
				<updated>2009-12-13T15:58:05Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Custom Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dragon Age, &amp;quot;items&amp;quot; are things that a player can take into his inventory and carry around with him through the game. They are distinct and very different from placeables, which are interactive objects that are visible in the game area. Items cannot be placed directly on the area map, they can only be added to the inventory of placeables or creatures in the area. They can also be put in a player's inventory using scripting, a common occurrence for &amp;quot;plot&amp;quot; items. This tutorial doesn't cover any of that; see the tutorials on creatures, placeables, or scripting for more detail. This tutorial just covers the creation of items themselves.&lt;br /&gt;
&lt;br /&gt;
Note that due to the large number of items the toolset has to deal with, the item list displayed while editing creature and merchant inventories is cached. If you create a new item you'll need to refresh the toolset to see them in these lists (the &amp;quot;refresh&amp;quot; option is listed under the View menu).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A longsword ==&lt;br /&gt;
&lt;br /&gt;
First, select the item palette from the palette menu ([IconItem.png]). Right-click on the empty item list and select &amp;quot;New -&amp;gt; Item&amp;quot; (alternately, go to the file menu and select &amp;quot;New -&amp;gt; Item&amp;quot; from there) and a new item resource will be created. You'll need to name it; we're going to create a sword for starters so we'll call it &amp;quot;longsword&amp;quot;. This is just the internal name used by the game to keep track of the item, not the name the player will see, so you can pick whatever naming scheme makes things easiest for you.&lt;br /&gt;
&lt;br /&gt;
The default base item type is &amp;quot;Weapon - Longsword&amp;quot;, which is what we want for this particular item and so we'll leave it at that. Most of the other properties can be left as defaults, too. The ones you'll want to change right off the bat are:&lt;br /&gt;
&lt;br /&gt;
*Name - the name of the item that the player actually sees in-game. We'll use &amp;quot;Longsword&amp;quot;.&lt;br /&gt;
*Description - a short block of text that the player can see if he &amp;quot;examines&amp;quot; the item. A basic &amp;quot;This is a longsword.&amp;quot; will suffice.&lt;br /&gt;
*Icon - the small image that's displayed next to the item's entry in the inventory, and in the equipped item slot when the player has the item equipped. A set of icons is included in the core resources, all prefixed with &amp;quot;ico_&amp;quot;; we'll use &amp;quot;ico_longsword.dds&amp;quot; for this item.&lt;br /&gt;
&lt;br /&gt;
Since not all longswords look the same, you may wish to choose from a set of alternate models for your item. The &amp;quot;Item Variation&amp;quot; field does this. Unlike Neverwinter Nights, swords cannot be customized by putting together several different parts.&lt;br /&gt;
&lt;br /&gt;
MaterialProgression and MaterialType are of particular significance to weapons and armor; they determine the general quality of the item (magical effects are added in other properties)&lt;br /&gt;
&lt;br /&gt;
!! need to look up some details on materials for this !!&lt;br /&gt;
&lt;br /&gt;
[[Image:Item editing longsword.png]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Attributes&amp;quot; section includes a cost field (measured in copper pieces - silver and gold are calculated automatically), whether the item is damaged or intact, and a variety of advanced properties that can be set for magical weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Item Properties&amp;quot; brings up a display for adding properties that go into effect whenever the item is equipped. These are any special power, effects, or stat variations beyond the basic item attributes. There are two general classes of properties that can be added; abilities and restrictions. Abilities are properties that enhance the item's function in some way - increased damage against certain targets, bonuses to the character's attributes, and so forth. Restrictions are limitations that can be put on who can use the item - for example, only certain classes, or only characters with certain skills or talents. There are also visual effect properties. Each property also has an associated power, which determines how &amp;quot;strong&amp;quot; the property is - generally, how much of a bonus it gives.&lt;br /&gt;
&lt;br /&gt;
An item can have up to five properties on it, including both abilities and restrictions in the total.&lt;br /&gt;
&lt;br /&gt;
[[Image:Item properties.png]]&lt;br /&gt;
&lt;br /&gt;
You can also assign an item an &amp;quot;OnHit Effect&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== A shield ==&lt;br /&gt;
&lt;br /&gt;
== A suit of armor ==&lt;br /&gt;
&lt;br /&gt;
== A potion ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;i&amp;gt;Inventory Subgroup&amp;lt;/i&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;i&amp;gt;Inventory Subgroup&amp;lt;/i&amp;gt; (located in the item properties) is a number that designates which category the item belongs to.  For quick reference, a list of the more common items can be found [http://social.bioware.com/wiki/datoolset/index.php/Inventory[here]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Item_tutorial&amp;diff=8757</id>
		<title>Item tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Item_tutorial&amp;diff=8757"/>
				<updated>2009-12-13T15:56:58Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: /* Custom Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dragon Age, &amp;quot;items&amp;quot; are things that a player can take into his inventory and carry around with him through the game. They are distinct and very different from placeables, which are interactive objects that are visible in the game area. Items cannot be placed directly on the area map, they can only be added to the inventory of placeables or creatures in the area. They can also be put in a player's inventory using scripting, a common occurrence for &amp;quot;plot&amp;quot; items. This tutorial doesn't cover any of that; see the tutorials on creatures, placeables, or scripting for more detail. This tutorial just covers the creation of items themselves.&lt;br /&gt;
&lt;br /&gt;
Note that due to the large number of items the toolset has to deal with, the item list displayed while editing creature and merchant inventories is cached. If you create a new item you'll need to refresh the toolset to see them in these lists (the &amp;quot;refresh&amp;quot; option is listed under the View menu).&lt;br /&gt;
&lt;br /&gt;
== Custom Items ==&lt;br /&gt;
After a very long search online I never could find an easy guide to making custom items for singleplayer. Well Here it is. The simple way to make a custom item. This will create a cheat command to summon the item.&lt;br /&gt;
&lt;br /&gt;
[[Custom Items]]&lt;br /&gt;
&lt;br /&gt;
== A longsword ==&lt;br /&gt;
&lt;br /&gt;
First, select the item palette from the palette menu ([IconItem.png]). Right-click on the empty item list and select &amp;quot;New -&amp;gt; Item&amp;quot; (alternately, go to the file menu and select &amp;quot;New -&amp;gt; Item&amp;quot; from there) and a new item resource will be created. You'll need to name it; we're going to create a sword for starters so we'll call it &amp;quot;longsword&amp;quot;. This is just the internal name used by the game to keep track of the item, not the name the player will see, so you can pick whatever naming scheme makes things easiest for you.&lt;br /&gt;
&lt;br /&gt;
The default base item type is &amp;quot;Weapon - Longsword&amp;quot;, which is what we want for this particular item and so we'll leave it at that. Most of the other properties can be left as defaults, too. The ones you'll want to change right off the bat are:&lt;br /&gt;
&lt;br /&gt;
*Name - the name of the item that the player actually sees in-game. We'll use &amp;quot;Longsword&amp;quot;.&lt;br /&gt;
*Description - a short block of text that the player can see if he &amp;quot;examines&amp;quot; the item. A basic &amp;quot;This is a longsword.&amp;quot; will suffice.&lt;br /&gt;
*Icon - the small image that's displayed next to the item's entry in the inventory, and in the equipped item slot when the player has the item equipped. A set of icons is included in the core resources, all prefixed with &amp;quot;ico_&amp;quot;; we'll use &amp;quot;ico_longsword.dds&amp;quot; for this item.&lt;br /&gt;
&lt;br /&gt;
Since not all longswords look the same, you may wish to choose from a set of alternate models for your item. The &amp;quot;Item Variation&amp;quot; field does this. Unlike Neverwinter Nights, swords cannot be customized by putting together several different parts.&lt;br /&gt;
&lt;br /&gt;
MaterialProgression and MaterialType are of particular significance to weapons and armor; they determine the general quality of the item (magical effects are added in other properties)&lt;br /&gt;
&lt;br /&gt;
!! need to look up some details on materials for this !!&lt;br /&gt;
&lt;br /&gt;
[[Image:Item editing longsword.png]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Attributes&amp;quot; section includes a cost field (measured in copper pieces - silver and gold are calculated automatically), whether the item is damaged or intact, and a variety of advanced properties that can be set for magical weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Item Properties&amp;quot; brings up a display for adding properties that go into effect whenever the item is equipped. These are any special power, effects, or stat variations beyond the basic item attributes. There are two general classes of properties that can be added; abilities and restrictions. Abilities are properties that enhance the item's function in some way - increased damage against certain targets, bonuses to the character's attributes, and so forth. Restrictions are limitations that can be put on who can use the item - for example, only certain classes, or only characters with certain skills or talents. There are also visual effect properties. Each property also has an associated power, which determines how &amp;quot;strong&amp;quot; the property is - generally, how much of a bonus it gives.&lt;br /&gt;
&lt;br /&gt;
An item can have up to five properties on it, including both abilities and restrictions in the total.&lt;br /&gt;
&lt;br /&gt;
[[Image:Item properties.png]]&lt;br /&gt;
&lt;br /&gt;
You can also assign an item an &amp;quot;OnHit Effect&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== A shield ==&lt;br /&gt;
&lt;br /&gt;
== A suit of armor ==&lt;br /&gt;
&lt;br /&gt;
== A potion ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;i&amp;gt;Inventory Subgroup&amp;lt;/i&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;i&amp;gt;Inventory Subgroup&amp;lt;/i&amp;gt; (located in the item properties) is a number that designates which category the item belongs to.  For quick reference, a list of the more common items can be found [http://social.bioware.com/wiki/datoolset/index.php/Inventory[here]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Item_tutorial&amp;diff=8756</id>
		<title>Item tutorial</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Item_tutorial&amp;diff=8756"/>
				<updated>2009-12-13T15:56:46Z</updated>
		
		<summary type="html">&lt;p&gt;Randy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dragon Age, &amp;quot;items&amp;quot; are things that a player can take into his inventory and carry around with him through the game. They are distinct and very different from placeables, which are interactive objects that are visible in the game area. Items cannot be placed directly on the area map, they can only be added to the inventory of placeables or creatures in the area. They can also be put in a player's inventory using scripting, a common occurrence for &amp;quot;plot&amp;quot; items. This tutorial doesn't cover any of that; see the tutorials on creatures, placeables, or scripting for more detail. This tutorial just covers the creation of items themselves.&lt;br /&gt;
&lt;br /&gt;
Note that due to the large number of items the toolset has to deal with, the item list displayed while editing creature and merchant inventories is cached. If you create a new item you'll need to refresh the toolset to see them in these lists (the &amp;quot;refresh&amp;quot; option is listed under the View menu).&lt;br /&gt;
&lt;br /&gt;
== Custom Items ==&lt;br /&gt;
After a very long search online I never could find an easy guide to making custom items for singleplayer. Well Here it is. The simple way to make a custom item. This will create a cheat command to summon the item.&lt;br /&gt;
[[Custom Items]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A longsword ==&lt;br /&gt;
&lt;br /&gt;
First, select the item palette from the palette menu ([IconItem.png]). Right-click on the empty item list and select &amp;quot;New -&amp;gt; Item&amp;quot; (alternately, go to the file menu and select &amp;quot;New -&amp;gt; Item&amp;quot; from there) and a new item resource will be created. You'll need to name it; we're going to create a sword for starters so we'll call it &amp;quot;longsword&amp;quot;. This is just the internal name used by the game to keep track of the item, not the name the player will see, so you can pick whatever naming scheme makes things easiest for you.&lt;br /&gt;
&lt;br /&gt;
The default base item type is &amp;quot;Weapon - Longsword&amp;quot;, which is what we want for this particular item and so we'll leave it at that. Most of the other properties can be left as defaults, too. The ones you'll want to change right off the bat are:&lt;br /&gt;
&lt;br /&gt;
*Name - the name of the item that the player actually sees in-game. We'll use &amp;quot;Longsword&amp;quot;.&lt;br /&gt;
*Description - a short block of text that the player can see if he &amp;quot;examines&amp;quot; the item. A basic &amp;quot;This is a longsword.&amp;quot; will suffice.&lt;br /&gt;
*Icon - the small image that's displayed next to the item's entry in the inventory, and in the equipped item slot when the player has the item equipped. A set of icons is included in the core resources, all prefixed with &amp;quot;ico_&amp;quot;; we'll use &amp;quot;ico_longsword.dds&amp;quot; for this item.&lt;br /&gt;
&lt;br /&gt;
Since not all longswords look the same, you may wish to choose from a set of alternate models for your item. The &amp;quot;Item Variation&amp;quot; field does this. Unlike Neverwinter Nights, swords cannot be customized by putting together several different parts.&lt;br /&gt;
&lt;br /&gt;
MaterialProgression and MaterialType are of particular significance to weapons and armor; they determine the general quality of the item (magical effects are added in other properties)&lt;br /&gt;
&lt;br /&gt;
!! need to look up some details on materials for this !!&lt;br /&gt;
&lt;br /&gt;
[[Image:Item editing longsword.png]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Attributes&amp;quot; section includes a cost field (measured in copper pieces - silver and gold are calculated automatically), whether the item is damaged or intact, and a variety of advanced properties that can be set for magical weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Item Properties&amp;quot; brings up a display for adding properties that go into effect whenever the item is equipped. These are any special power, effects, or stat variations beyond the basic item attributes. There are two general classes of properties that can be added; abilities and restrictions. Abilities are properties that enhance the item's function in some way - increased damage against certain targets, bonuses to the character's attributes, and so forth. Restrictions are limitations that can be put on who can use the item - for example, only certain classes, or only characters with certain skills or talents. There are also visual effect properties. Each property also has an associated power, which determines how &amp;quot;strong&amp;quot; the property is - generally, how much of a bonus it gives.&lt;br /&gt;
&lt;br /&gt;
An item can have up to five properties on it, including both abilities and restrictions in the total.&lt;br /&gt;
&lt;br /&gt;
[[Image:Item properties.png]]&lt;br /&gt;
&lt;br /&gt;
You can also assign an item an &amp;quot;OnHit Effect&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== A shield ==&lt;br /&gt;
&lt;br /&gt;
== A suit of armor ==&lt;br /&gt;
&lt;br /&gt;
== A potion ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;i&amp;gt;Inventory Subgroup&amp;lt;/i&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;i&amp;gt;Inventory Subgroup&amp;lt;/i&amp;gt; (located in the item properties) is a number that designates which category the item belongs to.  For quick reference, a list of the more common items can be found [http://social.bioware.com/wiki/datoolset/index.php/Inventory[here]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Randy</name></author>	</entry>

	</feed>