I download and install the mod following all instructions in the description-tab, nothing. No change whatsoever to the recipe of the sword in question. Still the same old recipe being shown. Please fix this as this is bloody annoying, for a mod that otherwise appears to be a real killer mod (I mean that in the absolutely best possible way)...
Update: I tried using version 7 instead of version 8, and run it through Frosty. And law and behold, IT WORKS LIKE A CHARM!!! I have no idea what's wrong with version 8, but you may want to check up on it. Other than that, amazing work, man. Simply amazing...
I could swear I had it working. Sorry about that. Are you, by any chance, using another mod that edits that recipe or equip template?
7 has issues, namely that the decimal numbers you input go into the gamefile as hex (so the slots are bigger than you want them to be 20 in decimal is 32 in hex, for example). If the slot size goes over 99, you won't be able to craft it.
I tried 5 a few times with Frosty and I couldn't get DA Inquisition to even load. I did try 7 and and was able to change from 20 metal to a 22, and change from the default utility to offense and it worked for me with the newest Frosty 1.0.6.0 Beta.
here only version 7 worked, thank you. Now I have to make the bow work and also the armor. So far without much success, only the two dagger mods worked very well
For anyone coming back to DAI and would like to use this mod with Frosty, version 5 will freeze the game on startup. Version 6 will work but no matter what you change in the configure menu, none of the stats will change in game. I found version 8 to work with Frosty how ever with the stats working. Which may make me sound dumb since version 8 is a newer version, but version 8 is in the old files for some reason so idk.
After a new test, Brand can't loaded, game crash in black load screen beneth Bioware presentation. Maybe you need do a mod exclusive to Brand, only configurable Damage slot and Utiliti/Offensive slots.
Thanks for this mod, all swords works fine, and sorry my english.
Would it be possible to configure the mod, so that you could run multiple instances of it simultaneously? You know, in order to make different weapons from different recipes for my companions...
I've downloaded V6 and it works on Frosty, but the damage is stuck at 93 (101 DPS) and all the crafting material slots seem to be stuck at 11 metal (up), 4 metal (left), 4 metal (right) and 1 metal (bottom). All these properties remain the same regardless of the values I set when I install the mod.
IIRC those are the values in the original file, so maybe the Configurable part of the mod isn't working properly. How strange. Especially as it seems to be working in ModManager just fine.
Could you please check whether the passive power is what you selected? Or is it stuck on Flashpoint?
That helps a lot, thanks. It means the mod doesn't edit the Recipe but it does edit the Equip_Template. I probably need to check the offsets ...
[edit] Everything seems to be correct. I don't understand why it's partially broken, so I've moved the mod into Miscellaneous and restored the previous version of the mod for now.
[edit] I've replicated the error. I think it's something to do with sending decimal values to the replacement file.
[edit] I've got the new version (7) working on my computer.
Version 7 is... complicated. I've tested it and have found 3 glitches:
1: If I set the damage number any higher than "99" Frosty crashes and doesn't install the mod, which isn't so bad, because the game doesn't let you craft the sword if any of the values is over 99 anyway.
2: If I put the same material in two different slots when crafting the sword, the crafting button is grayed and I can't craft it (I don't know if this is a feature of the game as I am new to it)
3 (the weirdest one): The value I set when installing the mod isn't equal to the amount of material needed in-game. The amount that appears when crafting the sword is 60% more of the value I set when Installing the mod. Like, if i set "X" as the damage when I install the mod, the game asks for "X+(X*60%)" amount of metal (for example, if I set it as 50, the game asks for 80, which is 60% more). I have no idea why, and I swear to God I am not making this up.
I won't be posting any more updates bc I am too busy and at this point I am better off using version 0.2. I hope this last update helps! Cheers :)
1. Is a known issue and there's no point being able to craft over 99 anyway because that's the maximum material stack size. That's why the mod shouldn't let you put over 99.
2. Is a known issue, too.
3. It's probably to do with casting values/hexadecimal because; 50 in hex = 5*16 + 1*0 = 80 and 50 in decimal = 5*10 + 1*0 = 50. Thus, I'm sending the decimal version of 50 instead of the hex version of 50, which is 32 (3*16 + 2*1). So I probably just need to convert to hex. I think all the lines that say .ToString("00"); should say .ToString("X2"); instead.
Using this mod, I created a sword looking like Brand for my KE. But when I equip this sword, for some reasons, my character takes A LOT more damage. I don't know if it's an issue of raw damage or my barrier being too weak, but it breaks almost instantly even against random enemies.
Pretty much. The only mod I use that affects weapons is a Brand mod, but even turning it off doesnt fix anything.
The issue only happens when I equip the sword. It looks like my barrier is much, much weaker doing so. I also use your Configurable Armor mod, but I have no issue with this one.
One thing though, I don't have a shield equipped (since mages can't)
113 comments
Update: I tried using version 7 instead of version 8, and run it through Frosty. And law and behold, IT WORKS LIKE A CHARM!!! I have no idea what's wrong with version 8, but you may want to check up on it. Other than that, amazing work, man. Simply amazing...
7 has issues, namely that the decimal numbers you input go into the gamefile as hex (so the slots are bigger than you want them to be 20 in decimal is 32 in hex, for example). If the slot size goes over 99, you won't be able to craft it.
I've made 5 the main file again.
Did you change it at all to make it work or was it conflicting with another mod or did a wizard do it?
After a new test, Brand can't loaded, game crash in black load screen beneth Bioware presentation.
Maybe you need do a mod exclusive to Brand, only configurable Damage slot and Utiliti/Offensive slots.
Thanks for this mod, all swords works fine, and sorry my english.
Testing limits
I'm hear to report a bug... some timesyes, sometimes not...
If damage materials over 50 peaces, maybe break missions, exemple (Alexius battle).
Better damage config is 30 peaces.
Who will use it, remember to don't do it a GODMOD
It's just a pain in the arse to build the DAIMOD file from all the EBXs. Coding it up is quite fun, even if I haven't got much of a clue how to do it.
Why not just use Configurable Staff II to make some swords?
IIRC those are the values in the original file, so maybe the Configurable part of the mod isn't working properly. How strange. Especially as it seems to be working in ModManager just fine.
Could you please check whether the passive power is what you selected? Or is it stuck on Flashpoint?
[edit]
Everything seems to be correct. I don't understand why it's partially broken, so I've moved the mod into Miscellaneous and restored the previous version of the mod for now.
[edit]
I've replicated the error. I think it's something to do with sending decimal values to the replacement file.
[edit]
I've got the new version (7) working on my computer.
1: If I set the damage number any higher than "99" Frosty crashes and doesn't install the mod, which isn't so bad, because the game doesn't let you craft the sword if any of the values is over 99 anyway.
2: If I put the same material in two different slots when crafting the sword, the crafting button is grayed and I can't craft it (I don't know if this is a feature of the game as I am new to it)
3 (the weirdest one): The value I set when installing the mod isn't equal to the amount of material needed in-game. The amount that appears when crafting the sword is 60% more of the value I set when Installing the mod. Like, if i set "X" as the damage when I install the mod, the game asks for "X+(X*60%)" amount of metal (for example, if I set it as 50, the game asks for 80, which is 60% more). I have no idea why, and I swear to God I am not making this up.
I won't be posting any more updates bc I am too busy and at this point I am better off using version 0.2. I hope this last update helps! Cheers :)
1. Is a known issue and there's no point being able to craft over 99 anyway because that's the maximum material stack size. That's why the mod shouldn't let you put over 99.
2. Is a known issue, too.
3. It's probably to do with casting values/hexadecimal because;
50 in hex = 5*16 + 1*0 = 80 and
50 in decimal = 5*10 + 1*0 = 50.
Thus, I'm sending the decimal version of 50 instead of the hex version of 50, which is 32 (3*16 + 2*1).
So I probably just need to convert to hex.
I think all the lines that say .ToString("00");
should say .ToString("X2"); instead.
Goodbye forever :..(
https://www.nexusmods.com/dragonageinquisition/mods/2156
Using this mod, I created a sword looking like Brand for my KE.
But when I equip this sword, for some reasons, my character takes A LOT more damage. I don't know if it's an issue of raw damage or my barrier being too weak, but it breaks almost instantly even against random enemies.
any ideas ?
The only mod I use that affects weapons is a Brand mod, but even turning it off doesnt fix anything.
The issue only happens when I equip the sword. It looks like my barrier is much, much weaker doing so.
I also use your Configurable Armor mod, but I have no issue with this one.
One thing though, I don't have a shield equipped (since mages can't)