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翻訳の問題を報告
You use a .ARC unpacker tool to get the mod files out from the baked main file(s), then replace the sub-files with the mod files. Problem is, since most mods were made with other mods not in mind, many are just "drag and drop LOL" (meaning you would only have one mod active at a time without manual merging), and if they don't state specifically which sub-files to MERGE, they have an entire library of out-of-date files.
I had to use WinMerge to check two mods against the core files to see the differences (some mods tell you what exact files are changed) because the mod files are out-of-date. If the mods are equal to each other but not the main file, they are out of date files, and if all differ and the mod doesn't specify what it changes than you can't know what to merge over.
It's a nightmare, and mentally taxing to solve for unknowns.
That said, it is doable. I'm currently running smaller mods that wouldn't affect My or my Pawn's stats so he can be summonable and my damage can be counted against the Ur Dragon. These are mostly cosmetic mods: HDHP, Don't Blind Me (absolutely necessary imo), a compass texture pack, HD textures for most things, an Icon replacement mod for inventory items. Mods I would suggest are certainly (some of) the spell rework mods like Accurate Bolide/Seism, etc. Be aware body mods will not be seen by other players for your pawn, which may result in them being ugly server-side and therefore summoned less.
Some other mods on Nexus I recommend are Pawn Manager (3), character transfer (4), and save game manager. (5) Note that Fluffy has save game management functionality too, so you can just use that instead.
(1) Fluffy Manager 5000 is a mod manager for Capcom games & includes a save manager.
https://imgur.com/rCbL3gO
https://www.fluffyquack.com/modding/
(2) dinput8.dll hooks
"save backups, hotkeys, ingame overlay (clock, item/stats editor, equipping/learning skills, ...), camera fixes, day length, char customization, augment mods, various cheats (ignore vocation for weapon skills and equip, town running animation, upgrading 2nd lvl skills to 3rd lvl)"
https://www.nexusmods.com/dragonsdogma/mods/96
This mod lets you use cross class skills and weapons, like a Ranger equipping Magick Archer, Assassin, and Strider dagger skills, including master ring 3rd level skills without needing the ring equipped. It has save backup functionality too.
There's a lot this mod can do, but it can prohibit your main pawn from sharing if you modify beyond range of in-game function & rest. I use it a lot to adjust pawn inclinations, as an example. You can still recruit other pawns, but if you modify your Main Pawn beyond what the game allows, then effectively your Main Pawn may be soft banned, and you'll no longer be able to share.
(2) Pawn Manager
"A GUI program for importing Pawns from a .sav file, viewing and editing Pawn attributes, and saving them to a file or exporting them to a .sav file."
https://www.nexusmods.com/dragonsdogma/mods/200
(3) Character Transfer tool
"Looking for a way to use other characters as your Arisen or main Pawn?
This nifty tool helps you transfer characters from save to save!"
https://www.nexusmods.com/dragonsdogma/mods/428
(4) DDDA Save Manager
"DDDA Save Manager will keep track of your saves and allow you to set them as active as you play the game, virtually giving you infinite save slots."
https://www.nexusmods.com/dragonsdogma/mods/40
I never used this tool, because I used dinput or Fluffy instead for backups or save management instead.
Don't Blind Me
I really like this visual mod, because... it's in the title.
https://www.nexusmods.com/dragonsdogma/mods/39
That's the only mod you really need, and it also happen to be one of the easiest to install. It fixes some camera issues and let you tweak things extensively...
Just experiment with it (test all the tabs and functions), see if/how it worked, dont save and reload your game if you messed up something. It pretty safe to use.
Messing up with your pawn stats will always get it temporarily banned from the rift, but if you use the "respec" function to make it get "legit" stats, it should be safe and the ban will lift itself after 48H.
Messing with your arisen stats will have no other consequences than spoiling the game for you (you can raise your magic attack high enough to be able to OKHO golems with spells...)
519 entries, most of which are reskins and cheats, are thousands ;)
Aside from that, I only use 2 mods (and I had to use a tool to merge them together). The main one being a great cannon/ruinous sigil duration increase (18 seconds to 30), and the second to increase the affects of articulacy and the wyrmking's ring.
I did change the music files a bit, but that was rough. They have to be converted to a specific format, with 6 channels, 4 of which must be silent, all of which must be mono, and the duration of the new music must match the duration of the file you are replacing, or it will cut out prematurely in-game. It was a pain in the ass.
There was a way to change whatever ARC file determined music duration, but that required hex editing, and that's out of my element.