Dragon Age: Inquisition Modding Tools

All about modding tools for Dragon Age: Inquisition
It is currently Sat Jun 24, 2017 5:11 am

All times are UTC

Welcome to the Dragon Age Modding tools forum

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!

Post new topic Reply to topic  [ 42 posts ]  Go to page Previous  1, 2, 3, 4, 5
Author Message
 Post subject: Re: Re: Dawn's progress report
PostPosted: Wed Aug 19, 2015 10:55 pm 

Joined: Fri Dec 05, 2014 10:22 am
Posts: 23
Has thanked: 10 time
Have thanks: 3 time
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:



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

Report this post
 Post subject: Re: Re: Dawn's progress report
PostPosted: Wed Aug 19, 2015 11:28 pm 
Site Admin

Joined: Thu May 07, 2015 1:50 am
Posts: 219
Location: Solavellan Hell
Has thanked: 29 time
Have thanks: 373 time
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.


Tumblr: http://dawnatwork.tumblr.com/ (For updates, PSA, progress reports, etc)
Discord Server :https://discord.gg/xs6Mktq

Report this post
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 42 posts ]  Go to page Previous  1, 2, 3, 4, 5

All times are UTC

Who is online

Users browsing this forum: No registered users and 0 guests

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: