this is the longest shot of all time and i know there are much better places to ask this, but for anyone with experience modding dragon age origins (particularly with scripting abilities):
any idea how i might go about creating an AOE that shrinks over time (eg, a constant rate over its duration) and/or shrinks as it effects targets (eg, gets smaller each time it damages someone)?
if i understand the script correctly, heartbeats just reapply the effect, not the entire aoe, so having ‘reduce the radius’ as part of the heartbeat would do absolutely nothing. i guess i could script it to apply the effect instantly every few seconds at a slightly smaller radius but a nicer solution would be preferable
heyy me again, the all in one had the right file thanks so much. As for the individual file, tumblr wont let me put a link in an ask so i cant get a picture to you through here, doesnt look like any hairstyle currently avail on your blog though so im not entirely sure where it came from lol
Hi,
the mystery of modding! :D
Thanks for coming back and telling me that everything works now!
Just for your information, since more and more of my mods are being downloaded again and getting requests for ports:
I have finished the modmaking for DA:O and will not release any more mods for this game!!
I am happy to renew expired Mediafire links or offer support for modding questions regarding hair ports.
Many thanks to you all, who have accompanied me through my modding journeys for about 12 years now!
This is a little tutorial for morph modders by Sensorie from the Bioware Social Network forum (2009)..I’ve found it between my bookmarks :D
Description:
I've created a custom module for my morphs which allows me to enable/disable morph files without manually editing file names or moving files. Working within this module prevents problems occurring with the Single Player module, and any "Single Player" directory generated in the modules folder is completely empty and harmless.
I personally would recommend doing this, as doing so prevents the unnecessary hassles of deleting generated folders, manually saving .mop files, or moving files around. To create your own module for your morphs:
[*]Go to File > Manage Modules[*]Click on "New..."
[*]General section, "Name" field, name the module whatever you wish. I call mine "Custom Morphs"......
Here is the link: Look at page 6, post 149
and another useful tip from Entopie:
I also use one savegame (called testbot) to test all the morphs ingame. For that purpose I created several savegames of a character at the same location, opened them in the toolset and changed gender and race and the reference for the morph that sould show up to from hm_testbot to hf_testbot or ef_testbot and so on.
So all I have to do now is renaming the exported morph to xx_testbot and copy and paste it into my override folder, start the game and load a savegame.
Source: [http://forum.bioware.com/topic/107795-the-character-show-off/page-332] post 8284