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Found 21 results

  1. HELLO THERE! I'm playing Dragon's Dogma 2 and there's a famous armor in the game called Brunhilda's Embrace. It's pretty beautyful and it have kind of a Xenna and Sonja vibes. Pretty good to barbarian and arcane warrior characters. So I was thinking if there's an armor (mod of course) that could be kind of similar to the Dragon's Dogma armor. What do you think? And how about the mod makers? Someone expressed a desire to create this armor in the game?
  2. can someone please make a mod that takes the helms that cover the face. stay covering the face anywhere. Including city, village and kings castle. please and thank you. your time and work are highly valued.
  3. The game's boobs are so cringeworthy. Why not make em more cleavegey (in clothing), like this or this, or even to this extent? Can't be that hard, right? ;)
  4. I would love to see dragons dogma become a co-op game it's a great game but I would like to play it with my friends or just join a random person and help them on their adventure like in swords of the coast.
  5. Ah what a wonderful day, I have the whole day off and I thought I might do some quick texture replacements in Dragons dogma just for the fun of it. Downloaded arc unpacker and thought this looks easy enough for and idiot like me and then im like, nope I have no idea what to unpack! Basically I am looking for some sort of list that outline what is in the various arc file so I know what to unpack. For example I am mostly interested in things like wall, floor or flora textures as these are often the quickest and easiest to edit with great results. And it should keep me entertained for the rest of the day. Thanks in advance if anyone can help.
  6. I played this so many times through on the 360 and am really happy it is here on pc now. It has however been a couple years since I played last so I completely forgot about waiting to do the "Lost and Found" quest before the pawn guild...Is thier anyway to make it so you can still turn in the quest by using a fairystone out of grandsauren before talking to the kings representative about the wormhunt? I'm sure I'm not the first or last to reset to last checkpoint once that quest said failed plus for those of us that know what a cool story we'll be missing out on it's even worse. Thanks to anyone for looking into this.
  7. I would like to fight a titan (from Attack on Titan) in Dragon's Dogma. If the model of a random npc would just be scaled up and the function to climb it would be implemented the fundament should be set. Of course it is a lot harder but theoretical it should be possible. For perfection it would be cool if a weak spot would be placed at the nape (like the heart of the Dragon or the spots on the Ur-Dragon).
  8. So as you know, Dragon's Dogma is coming to PC. Since I only have a PC, I am EXTREMELY excited about this. I'd like to change one thing however, and that is replacing the voice audio for the player character. Unfortunately, it looks like these files are under .arc and I have NO IDEA how to work with these (I'm a simpleton, but adaptable). So, the question is what tools do I need to modify the .arc files and replace the sound! Please keep in mind I'm new at all this in a sense and I'd like to start contributing to the site. If you need more info let me know that, too. (Especially if I'm in the wrong thread.) ^_^ Thank you!
  9. (I made an oopsy and moved over here, where I can hopefully get some help until DD can get it's own section, if at all possible) So as you know, Dragon's Dogma is coming to PC. Since I only have a PC, I am EXTREMELY excited about this. I'd like to change one thing however, and that is replacing the voice audio for the player character. Unfortunately, it looks like these files are under .arc and I have NO IDEA how to work with these (I'm a simpleton, but adaptable). So, the question is what tools do I need to modify the .arc files and replace the sound! Please keep in mind I'm new at all this in a sense and I'd like to start contributing to the site. If you need more info let me know that, too. (Especially if I'm in the wrong thread.) ^_^ Thank you!
  10. Is it possible to make the player access skill switching menu outside of a tavern? If someone could do this I swear I will pray for your good health for five years! While I understand 3 skills per weapon restriction it would be really nice if you could swap skills out of combat. For example the Magic Archer's flare is awesome skill and really usefull at night but I can't take it because it is usless during the day :sad: If I could just switch it when the night suprises me that would be really cool!
  11. Hi there. Short and simple: I'm curious as to what the "landscape" of modding is like for Dragon's Dogma, and whether or not specific ability effect values can be easily, or reliably altered as of now. As the title suggests, one of my primary concerns would be a mod that specifically targets potentially under-performing abilities and gives them a fractional boost to bring them in line with the standard expected from other abilities and combinations, to give both new and returning players a means of trying radically different concept / gimmick builds and still have them perform under pressure. In particular, I see the Ensnare/Implicate ability to be a prime candidate, having both a compelling aesthetic, and potentially lucrative payoff if only it could be touched up a bit. Having the tier 2 skill Implicate extend the reach and area (AoE cone) of your tether, while also boosting its pulling power, might have it see much more frequent use against things bigger than a wolf. I'd personally love to see the affect strike a low-flying Griffon and watch the Strider wrench it down from the sky.
  12. Well, after taking a really long time to find exactly which file the Duke's Garb was in the cluster of incoherent file naming ... I unpacked the textures, modify the dds to remove the crown, everything looks fine. But once I repack the dds into the .tex, It breaks and turns into streamers. I've been trying to figure out why, at first I thought it may be maybe it didn't like coversions from the .dds, but I went and got an extension for gimp to recognize .dds files, and fixed it that way, but still the same thing happens. It's really got me stumped, and I'm just trying to remove the silly looking crown ... Other then that the outfit looks great. EDIT: This isn't even a problem anymore, I got past that slowly the old trial and error route, apparently it was a dds compression issue. ANYWAYS, now the game CTDs on load in, and tells me it's failed to load the file "e_npc000_00_NUKI.tex 3" Which would be the texture file in which I've been editing this entire time. Am I just missing a vital step or something?
  13. Hello! I am not sure if there is a form to do this requests, so I'll just explain: Please, someone make a mod, that will either automatically makes Post Game sky normal blue and bright, instead of the original dark ugly one, or a mod that lets you switch it between the two options. I am only waiting for such a mod to pick up the game!
  14. Since the game came out, there have been a number of things about the game that I thought could be fixed, changed, or added to the game to not only make sense, but to improve the game. (at least in my opinion) So I've made a list of things that I think (via mods) could fix and improve the game. check it out and let me know what you think. Levitate This is a core skill for magic users that needs to be fixed. Honestly I don't know why it wasn't fixed with the release of the Dark Arisen DLC. In the wiki description, it says that it "mitigates gravity's pull, enabling you to safely land from great heights." ..B..S. It doesn't matter if you use this skill at the top of the cliff or at the bottom, the end result is the same. You hover for a few seconds, then you go splat. The way I think it was supposed to work, was that upon using the skill, the game recalculates your fall height. So what started as a fatal fall, becomes nothing more then a short safe drop to the ground. What I was thinking for this skill, was to not only fix it so it works the way it's supposed to. But to change the name to hover and add a new core skill called levitate and have it be available only to sorcerers at discipline rank nine. What it would do is that it would allow you to levitate as the wights do. (you know, those annoying pain in the neck skeleton's that float just out of reach of your melee characters. Although I do have a fix for this problem later on) how it would work is that you jump then press the jump button again to start levitating, you use WASD to move around. And then to go up or down you use the grab and sheath weapon keys. (because honestly you're not going put your weapon away in the middle of a fight. And as a staff wielder you're definitely not going to want to grab on to a large enemy, leave that to the melee characters) to land you would press the key that cancels a charged spell. In the case of xbox 360 it would be the B button and the circle button for the ps3. Now for those who would think that this was overpowered or cheating, just remember, while you may be out of melee range, you're not out of range for bows and projectile spells, not to mention flying enemies, so don't go flying too high. Hack and Devastate This is a core skill and it's upgrade for the warrior class. The only problem I have with these is that you need to hit something with the first swing in order to pull off the rest of the attacks. It doesn't make any sense. why is it every other vocation can fully carry out their basic attack combos without needing to land the first blow, but the warrior can't? Instead, if the warrior misses that first attack, they have to waste time getting their weapon back in the starting position so they can try again. This is something that should definitely be fixed. warrior skill slots Since we're talking about the warrior I'd like to mention this little problem I have with the warrior vocation. They only have three skill slots. That doesn't seem very fair. Every other vocation can have six skills at their disposal, but the warrior only gets three? Why's that? did the developers think that it would be overkill if they had six? they fight with a weapon as big as they are! I'm pretty sure overkill is what they're going for. Actually, while we're on the subject of skill slots, I had an idea for that. What if the player and pawns could have twelve skill slots? so you'd have six primary skills and six secondary skills. You'd be able to toggle between your primary and secondary skills. For controllers it would be on the directional pad replacing one of the call for help buttons (because seriously why do you need two?) For mages this whole feature would be awesome. Because you could have your healing and elemental buffs without having to lose any of your offensive capability. For the other vocations you could set it up so that you'd have a skillset for fighting bosses, and a skillset for fighting small fry. Permanent health damage This is something that has a lot of people divided. Some like it, some don't. What it does is this. When you take damage, a portion of that is permanent health damage. Meaning that when you use a healing spell like anodyne or scension, you'll only heal up to a certain point and will need to sleep or use curatives to heal yourself the rest of the way. personally I don't like the way the health system currently is for two reasons. (1) I don't think it makes any sense that herbs can heal what magic can't. (2) you and your pawns are the only four entities in the ENTIRE GAME whose health works this way. Every other NPC that you escort and enemy you fight can be fully healed by healing spells. So why can't you? Augments There are a few things about the whole augment thing I wanted to talk about. First of all, I think there should be enough augment slots so that you could have every augment from a single vocation (seven augment slots instead of six). Second. that some of the augments need to be changed. Mainly the ones that boost your health or stamina. They only boost it by 100 points so they're pretty much useless. What would make them useful however, is if they were percentage based instead. So if they boosted your health or stamina by 30% (just as an example) it would make them much more useful end game. Of course if you felt like having 30% more health would make the game too easy, you could always use a different augment. (Because let's be honest, who really uses these augments as they are anyway?) There's also the autonomy augment, that poor thing got so nerfed with the dark arisen DLC. Exequy exequy (pronounced eksikwe.. google it if you want) is one of those spells that really need to be changed. For one thing takes way too long to cast on a boss, you end up running out of stamina before you can finish it. The spell doesn't work on human enemies (seriously what's up with that?) and it functions completely different from the exequy spell that enemies use, just doesn't make any sense to me. How I think it should work is that you first start charging the spell. While it's charging a sigil appears on the ground that you can then position. Once it's ready you cast the spell, the sigil starts it's countdown, and then once it finishes removes one bar of health from any enemy that is standing in it. That way you can't insta kill most bosses, just the ones that have only one bar of health (ogres and golems) along with all the small fries. Aimable Throwing items This would be an awesome feature to have in the game. When you equip a throwing item (water flask, throwblast) the camera would move closer to the player and a throwing arc would appear. allowing you to aim it wherever you want. To throw the item you could use the button or key that fires the bow. That way you can solo as a fighter and still be able to deal with pesky floating enemies and magic disks that are normally out of reach. Another feature that would be a must have is when you have a throwing item equipped, you can keep throwing them one after another without having to go to your inventory each time. To help keep track a counter could appear to show how many of that item you have. To unequip, just hit B (xbox 360) or O (ps3) or whatever key the keyboard uses. Multiplayer Now I know that nothing can really be done about this one. But I just wanted to share the idea anyway. The way it would work is that players would be able to invite other players into their game. up to four can play at any one time. meaning that if there were two players it would be you, your main pawn, your friend and their main pawn. if there were three players it would be you, your main pawn, and two friends. With four players there wouldn't be any pawns at all. That's pretty much most of the things I can think of. I'm sure I can think of more, but it's getting late so I'm calling it a night. If there's something you think needs to be fixed, changed, added, removed. Why not say something about it? Who knows, someone might be able to make a mod that can fix it.
  15. Been wanting this mod for a while as i been playing since 360 release, as makers fingers are only usable on classes with bows it would be nice having the ability to 1 hit kill monsters on magic and melee classes. Anyone who could work this out would be much appreciated. :laugh: much love!
  16. Hey everyone, I was wondering if there's a way to map the sprint action to a button other than L3. I'm using a cheap gamepad that heavily resembles a PS2 controller with x360ce and the dinput blocker because I hate the whole "Button 5," "Button 7" thing. I ask because pressing the L3 button repeatedly breaks the left stick after a while and makes it unbearably jerky, which effectively renders the controller unusable (mind you, this has nothing to do with the quality of the controller -- I find that the quality only really affects how long it takes for it to break, since the same thing eventually happened when I tried both the wireless 360 and Dualshock 4 controllers). I can't afford to buy a new controller every 2 weeks or so no matter how cheap, and I'm not a keyboard & mouse guy. lol Please tell me there is a way...
  17. The head piece of these two sets use almost the same model. And it's ugly. The rest of each set look great, but this hood with its pigtails is driving me nuts. Could someone find a way to swap it with an appropriately colored Assassin's Mask? As in, somehow swap it and make the mask dark enough to match the rest of the Oblivion Set. Thanks!
  18. Hello Dear modders. I would like to see a mod or even working Cheat Engine .ct (Cheat Table) file which will modify player character attack speed. I don't care about Pawns, me, like many other players prefer to play DD solo. It would be awesome to change player attack speed - with access to that, we could do many cool stuff, for example something like that (with help of Cheat Engine) as I've done with Dark Soul's (no idea how to change speed in DD) Thank You.
  19. As per the title, I'm wondering if there's any way to generate the "CMM" texture (basically dictates reflectiveness, like on metals, for instance) ? I have the NVidia plugin for normal maps but I'm at a loss figuring out how to even google this one considering I can't even figure out what CMM stands for... Any ideas?
  20. I'm not that good at modding things, but I am competent enough that with the legendary arctool and savetool from Fluffyquack, and HxD's hex/dec tool, I have been able to remove the captain's set cape, equip Mercedes in chimera half plate and griffon greaves, and turn Maddy into a dom. I painstakingly studied the studyflags and that is where I have run into a problem. I know most people want their pawns to destroy their enemies and that is ok. For them. I really just want my pawn to hang back and heal/cure/buff, but as soon as they learn enough about any large, climbable enemy it winds up doing just that. They rush the enemy and start trying to poke the eye from a goreclops with a glorified stick. What I'm asking FYI is NOT ABOUT INCLINATIONS. THE INCLINATIONS ARE IRRELEVANT TO WHAT I AM ASKING. If I wanted to change inclinations I could just grab elixrs or even easier just use dinput8.dll to grab riftcrystals, elixrs, or just straight up edit that s*** right there and then because its just that good a mod. What I want to know is how to freeze/lock the values for the study data for the pawn or at least restrict Pawn ai. I'm talking about preventing certain values in the savegame data from increasing; specifically mstudyflag and studyencountdata. Sure I can reset them to 0, but then my pawn just re-learns everything. I have changed the value types, but they reset to normal after a few seconds in front of the creature Im trying to dumb my pawn down for. I have tried renaming the lines entirely, same thing. So, I just deleted the lines, but then the game just recreates them. So I delete most of the back end of the array, and just like the frickin terminator it's back. I have tried manipulating the game.arc Goap files but I'm not even sure who they're for or what numbers to mess with. I changed the goap interface values and nothing. I changed the goal name to see if it would do anything, nothing. I DELETED THE WHOLE f***ing COLLECTION OF CLIMB IN GOAP! Game crashed for obvious reasons on that part. I even tried looking at the enemy data but a lot of it is stuff I have no idea how to get to. I'm losing my mind over this.
  21. i'm a big fan of many of the weapon mods that can be found on the nexus, the creativity, and skill of the modders is enviable, I have tried for hours upon hours to make my own mods but have thus far failed. and I have to thank those who managed to import weapons from other games. and so I ask, can anyone make a mod that takes/imports/copies (however it works) some of the weapons from dragon's dogma. I'd say armor but...... if you'd have played the game you may know why that may be a great challenge. on a side not if anyone is willing to forward me a link to a good tutorial on how to make mods that would be much appreciated.
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