Dragon Age: Inquisition Modding Tools

All about modding tools for Dragon Age: Inquisition
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 Post subject: Re: Re: Dawn's progress report
PostPosted: Wed Aug 19, 2015 10:55 pm 
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DawnlessSky wrote:
Yeah hex editing is a big drag. It shouldn't have been there in the first place. To me, it's more of a debug thing to help developers (aka coders). I mean, most end users wouldn't know what's a hex file... >.> And we're servicing regular dudes, not coders... :shrug:

I love Zhentar's new approach to EBX editing. Not all fields are editable (yet) but they will be eventually ^_^. So far we only have numeric values that can be edited.
It's still far from actual UI editors (like the one for the Loot Tables) but it's far easier to mess with it.

Anyway, once I figure out this alignment thingy to reverse the process and write back the EBX from the factory classes (gibberish to you yet?), EBX editing and the notion of EBX altogether will be a long forgotten memory... in ModMaker 2.0 XD


does...not...compute :?

Seriously though, I spent a good couple of hours trying to make the mercenary coat be the default Skyhold outfit until I realised that GUIDs displayed in the xml in the new mod maker were backwards.. or kind of backwards compared to what is in the ebx (in the hex editor).

From what I understand, the "segments" (between the dashes) are read in order left-to-right, but each segment is divided into pairs of numbers/letters and the first three segments are read in pairs going right-to-left but the individual digits within those pairs are still read left-to-right so:

2c400a48-d585-4f5e-ab06-d08630f0fc05

becomes

48 0a 40 2c - 85 d5 - 5e 4f - ab 06 - d0 86 30 f0 fc 05

or just

48 0A 40 2C 85 D5 5E 4F AB 06 D0 86 30 F0 FC 05

Sooo confusing but I got there is the end. I would heart you forever if you make it go away. I'm no simpleton but there's just too much I don't know which means I'm very likely to f*** it up royally every time I attempt something :D

...make...it...go...away... *sob


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 Post subject: Re: Re: Dawn's progress report
PostPosted: Wed Aug 19, 2015 11:28 pm 
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Those kinds of values are called "guids". They're a sort of Id.

You don't have to worry about being able to read them on screen ^_^ or in the daimod files.
Don't try to understand the guids and analyse them :) You'll never really have to.

I could explain why they're backwards but that'd just be extra info to wrap your head around XD.

Basically, even though they look different in the daimod files, if you're working in the modmaker itself (like viewing 2 ebx previews), as long as they match, you're fine.

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~~Dawn~~

Tumblr: http://dawnatwork.tumblr.com/ (For updates, PSA, progress reports, etc)
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