Just got a lead on the 1000hp NPC issue. Can't believe I didn't think to check before, but it appears that the problem doesn't exist in Pre-Dark Arisen versions of the game. Time to do some digging! Update: Solved!!!
Now I'm hyped for this mod! DD2 is not that bad, but right now it just can't scratch that itch for me, and I find myself wanting to comeback to DD1 more and more. DD1 with mods like this can make my beloved game feels fresh again.
Glad to hear it! I'll keep doing my best. This mod is a few years in the making, it hit a roadblock for a while but I'm starting to make steady progress again.
Super excited to see what you'll be able to do if you manage to get the mapping issues figured out. It's the one part of DDDA modding that I've wanted to see progress made on the most. The furthest I've ever seen anyone get in that regard is nn stan being able to add in a new untextured cell, so if you manage to pull of what you're trying to do, that would be an insane leap forward. That foreshadowing at 6:22 is also pretty interesting... wonder if you're already planning ahead for once you finish this project!
I'll keep doing my best! I've actually already been able to create new stages, it's fairly easy. It's just the Gransys one that I'm having trouble with for whatever reason. The "foreshadowing" section will likely take longer than the other main projects. I almost had it ready a few years ago but the guy writing the script bailed on me unfortunately. Just stopped responding one day.
Adding new stages to the game will be a dream come true whenever you pull it off. It took 12 years but we're finally approaching the level of modding tech that would allow someone to try and recreate the original map as it was envisioned in the design works. How hard do you think it would be to backport DDO assets into DDDA? Or is it even possible? If mods can add new lands then there must also be new monsters.
To form totally new stages I still need to figure out the collision format of the game, once that's figured out, besides some things like lighting, I think I can theoretically add any kind of stage I want. I want to port DDON stuff but the format is a little different so unfortunately I can't just pop it in place.
This is insane. God bless and thank you for the support. Hopefully you can achieve all of this in due time because it'll just make this game even more amazing.
@@austinshelton8438 Considering that you've seemed to have achieved a lot in the background, I'm sure you'll pass this road block (It's already impressive to say the least).
Hey, man! I never comment, but I wanted to make an exception here. Your dedication to untangling the mysteries behind this game and engine is really inspirational. I wanted to thank you for your hard work and determination to keep this game's mod scene breathing. With that said, I would like to ask you a few questions: 1. What got you into programming and what language(s) did you start off with? I ask because I want to learn to program. 2. If I eventually wanted to mod this game, what languages should I learn? 3. In theory, would it be possible to add entirely custom vocations/movesets? Thanks again for your hard work!
Hi there! Thank you, your kind words are appreciated 😁. So, I actually don't know much of anything about programming 😅. I have a friend that helps me with that sort of thing, but most everything else has been me reading through stuff in a hex editor and picking up on patterns. I *think* the game is in C but I could be wrong. I think it'll be possible to add new movesets but I don't know about totally new vocations that the game can read. You can already create some custom movesets by mixing and matching animations, soon I plan to look in to making some animation swap mods their own unique skills, but I don't know how to tell the game that you can equip those new skills yet.
@@austinshelton8438 Ah, well thank you for the reply. I've been seeing your comments about people continually bailing on you, so I'm glad you at least have a friend you can rely on!
@Malthe1111 Been trying to figure that out since before release, one of the problems is that the physics actually don't work 100% properly in the first place on PC, I don't know about the other ports since I don't have them, but comparing PS3 to PC, PS3 has much better cape physics.
430+ hours on DD2... if this continues ill be going beyond my DDDA playtime within the next month (Thanks mods) Good to hear you are making progress, Lot's of things happening with DD since DD2 came out. First DD2 getting tons of mods within the first 2 months that I only ever dreamed of dropping for the first 2 games. Then Dogma Online getting updates left and right and now this. We eating good!
Damn! I think I'm at about 262 hours, 430+ is pretty impressive haha. And thanks, I'm making really good progress and it's super exciting. I don't think I'll ever be able to match the magnitude and complexity of DD2 mods, but I'm sure as Hell gonna do my best to at least put up a good fight haha.
@@tgbbegttg5018 Sorry for the super late reply, I never saw this comment. I think if you rushed it yeah, the story is pretty short. But I really took my time exploring everything, hunting everything down, and spent a lot of time in the character creator and whatnot.
Thanks, yeah the thing I was sick with was brutal, coughing blood and everything. Totally sucked. But I've been all the way better for a couple months now so here's to hoping I stay that way haha.
Awesome stuff. DD2 is superb but a step back in many regards (no access to equipment/storage in chests and vendors ???? wut ?). Just do it on your own pace, it's a passion project marathon, shouldn't be a sprint where you burn out and regret it :)
Thank you! Yeah I love DD2 but there are a few parts where it felt like they forgot the good features in DDDA. I'll keep working to make this project amazing for everyone!
Hey man, keep up the excellent work! I have a question: does the PS3 version of the game has some of that Oodle texture compression? That's what is currently blocking any modding action on Switch at least. I'm trying to translate the Switch version of the game for my language, but its arc files use Oodle compression which renders any extraction tool (mainly ArcTool) useless. And even worse: it also makes repacking impossible making us to inject the modified textures via hex editing. If you ever stumble upon Switch files handling while you work on mods, please let me know! 😁👍🏻
Will do! I really want to make things available for everyone, and having another mobile version of the game (referring to Steam Deck) that can have mods will be awesome.
@@austinshelton8438 definitely! Right now, I know there's a way to localise the Switch version (the game doesn't support my language) by injecting textures and text into their .arc files, by using a hex editor. Also, I heard there's a script for quickbms that can unpack those .arcs but not repack them (thus forcing us make use of hex editing). That's because the Switch version is compressed by oodle, and that's as far as I could get lol
@@TheEviltrainer Thought I'd leave one more message and see if it gets your attention, if there's info on how to mod the switch version (or at least obtain textures since I know someone who's trying to make a switch button texture), that'd be great.
@eldonhill4840 I'll keep doing my best. *Kind of*. To make a long story short, a few years ago I got in contact with a guy who was crazy good with cheat engine, and was familiar with how Dragon's Dogma worked because he had done a project on it, I think it was called Omnifying Dragon's Dogma. Anyway, I gave him my idea; write a Cheat Engine script to disable Pawn AI and replace it with the code that the player uses to move and attack and whatnot. They gave me updates for a while, said it looked like it was possible and that they were making progress, and then just kinda ghosted me, never answered another message from me, even after I had gone through the trouble of setting things up and doing research.
@@austinshelton8438 That’s a shame. It happens too often with mods, a side effect of this being just a hobby people work on in their spare time I guess. Life eventually gets in the way.
@eldonhill4840 Forgot to include at the end of the message that I am still trying to find someone, the project is just kind of on the backburner for now.
Good evening, mate! All the content teased in this update video looks very tasty! Picture me having a laugh when you mentioned you'd figured out how to mod the PS3 version of DDDA. When I downloaded the game on PC to try out all the vanilla changes (compared to the PS3 version) before jumping into the mod scene, I was wondering what the process for modifying the PS3 version would look like. I threw very shallow attempts at it, with the clothing gear blue shade mod, your own higher res bodies mod, GMC, Greatsword MAX and the “Magickal Modifications” mod, and all would cause the console to crash after finishing the first loading screen. I was wondering: how did you manage to do that? It surprised me to see that the “nativePC” folder was something like “nativePS3” (which, duh, ik, but it caught me off-guard nonetheless 😄), and that lead me to surmise what possibilities there could be that any mod, designed for the PC version, would work on the PS3 version. I went on Nexus, naïve as I am, and just typed “PlayStation 3”, and upon finding no luck, I figured someone familiar and talented with mods would know a ton more... And - here you are, casually talking about figuring out how to do that 😂 I'm really stoked to hear about all of the progress that you're making and hope burnout is still far from ever reaching your shores! Have a good week, Austin! ❤
@@blake.1312 Thank you! I'm still doing my best to do everything I can for this community, and I've got *much* bigger surprises in store than what's shown in this video. Can't wait to share more!
This is the first I'm hearing about this, and I am unreasonably excited. I've been a Dragons Dogma fan for a long time, before the Dark Arisen DLC ever dropped. Long before the steam release. Ever since it came to PC, I've been hungry for mods in this game. Especially mods that added more weapons and armor, or particularly more enemy and monster types. I'm not sure how far you've pushed this, or how far you're going to go, but I'm salivating over the progress you've made as of this moment. Dragons Dogma 2, in some ways, has been a great disappointment to me. The Weapons, Armor, and Skills on offer are much inferior to that offered in Dragons Dogma Dark Arisen. One to One, I think the Arisen of DDDA is superior to the Arisen of DD2. And that's putting aside the fact that the controls are janky, to be polite. (Camera controls are especially a joke.) I'm loving the life you're attempting to breath into DDDA. I look forward to the changes you bring back into DDDA. While I do love Dragons Dogma 2, I love Dragons Dogma Dark Arisen far more in comparison. The only thing I really hold as superior in Dragons Dogma 2, is the Warfarer class. Thanks for all your good work, and I look forward to seeing what you come out with in the future. Good luck, good work, fair winds and god speed to all your efforts.
Thank you for taking the time to leave a response, and I'm really happy to hear how excited you are for the project, it's a big reason I work on the game 😁. I'll keep doing my best, I've made it this far! Do you have a discord by chance? I try to make sure everything stays a nice surprise for everyone, but I could probably tell you a little about things if you're absolutely dying for info 😄
@PrimeMenethril Oh really? I haven't run into that problem before. I have 2 ideas. I'll try and say my username and if that doesn't work, I have the same username on Nexus. LDK.SuperDante
@@austinshelton8438 Friend request deployed. And yeah I'm not sure, it might've been my username or something else I said in that paragraph. Not sure what youtube takes offense to, I rarely communicate on here specifically because of the rampant nature of the sock they like to stuff.
Just got a lead on the 1000hp NPC issue. Can't believe I didn't think to check before, but it appears that the problem doesn't exist in Pre-Dark Arisen versions of the game. Time to do some digging!
Update: Solved!!!
Now I'm hyped for this mod!
DD2 is not that bad, but right now it just can't scratch that itch for me, and I find myself wanting to comeback to DD1 more and more. DD1 with mods like this can make my beloved game feels fresh again.
Glad to hear it! I'll keep doing my best. This mod is a few years in the making, it hit a roadblock for a while but I'm starting to make steady progress again.
Great respect to your commitment
The fact you still going despite some issues is amazing
don't give up skeleton
Thank you! I'll keep trucking along the best I can haha.
I cant wait to replay this game with your mod friend , everything looks really cool !
This is such a good news, really excited for this!
Super excited to see what you'll be able to do if you manage to get the mapping issues figured out. It's the one part of DDDA modding that I've wanted to see progress made on the most. The furthest I've ever seen anyone get in that regard is nn stan being able to add in a new untextured cell, so if you manage to pull of what you're trying to do, that would be an insane leap forward.
That foreshadowing at 6:22 is also pretty interesting... wonder if you're already planning ahead for once you finish this project!
I'll keep doing my best! I've actually already been able to create new stages, it's fairly easy. It's just the Gransys one that I'm having trouble with for whatever reason.
The "foreshadowing" section will likely take longer than the other main projects. I almost had it ready a few years ago but the guy writing the script bailed on me unfortunately. Just stopped responding one day.
Adding new stages to the game will be a dream come true whenever you pull it off. It took 12 years but we're finally approaching the level of modding tech that would allow someone to try and recreate the original map as it was envisioned in the design works.
How hard do you think it would be to backport DDO assets into DDDA? Or is it even possible? If mods can add new lands then there must also be new monsters.
To form totally new stages I still need to figure out the collision format of the game, once that's figured out, besides some things like lighting, I think I can theoretically add any kind of stage I want. I want to port DDON stuff but the format is a little different so unfortunately I can't just pop it in place.
This is insane. God bless and thank you for the support. Hopefully you can achieve all of this in due time because it'll just make this game even more amazing.
Thank you! And yeah, here's to hoping! I really want to give everyone something amazing to play with 😁
@@austinshelton8438 Considering that you've seemed to have achieved a lot in the background, I'm sure you'll pass this road block (It's already impressive to say the least).
Hey, man! I never comment, but I wanted to make an exception here. Your dedication to untangling the mysteries behind this game and engine is really inspirational. I wanted to thank you for your hard work and determination to keep this game's mod scene breathing.
With that said, I would like to ask you a few questions:
1. What got you into programming and what language(s) did you start off with? I ask because I want to learn to program.
2. If I eventually wanted to mod this game, what languages should I learn?
3. In theory, would it be possible to add entirely custom vocations/movesets?
Thanks again for your hard work!
Hi there! Thank you, your kind words are appreciated 😁. So, I actually don't know much of anything about programming 😅. I have a friend that helps me with that sort of thing, but most everything else has been me reading through stuff in a hex editor and picking up on patterns.
I *think* the game is in C but I could be wrong.
I think it'll be possible to add new movesets but I don't know about totally new vocations that the game can read. You can already create some custom movesets by mixing and matching animations, soon I plan to look in to making some animation swap mods their own unique skills, but I don't know how to tell the game that you can equip those new skills yet.
@@austinshelton8438 Ah, well thank you for the reply. I've been seeing your comments about people continually bailing on you, so I'm glad you at least have a friend you can rely on!
Thank you so much for doing this!
My pleasure! I can't wait to share the final product with everyone 😁
hey man, just downloaded the berserk armor restorations, amazing work. but would it be possible to readd physics to the capes?
@Malthe1111 Been trying to figure that out since before release, one of the problems is that the physics actually don't work 100% properly in the first place on PC, I don't know about the other ports since I don't have them, but comparing PS3 to PC, PS3 has much better cape physics.
@@austinshelton8438 ahh, thats sad to hear. Hope someday a solution will appear
430+ hours on DD2... if this continues ill be going beyond my DDDA playtime within the next month (Thanks mods)
Good to hear you are making progress, Lot's of things happening with DD since DD2 came out.
First DD2 getting tons of mods within the first 2 months that I only ever dreamed of dropping for the first 2 games.
Then Dogma Online getting updates left and right and now this.
We eating good!
Damn! I think I'm at about 262 hours, 430+ is pretty impressive haha. And thanks, I'm making really good progress and it's super exciting. I don't think I'll ever be able to match the magnitude and complexity of DD2 mods, but I'm sure as Hell gonna do my best to at least put up a good fight haha.
Is it true?people keep telling me the game is only about 30-60 hours long
@@tgbbegttg5018 Sorry for the super late reply, I never saw this comment. I think if you rushed it yeah, the story is pretty short. But I really took my time exploring everything, hunting everything down, and spent a lot of time in the character creator and whatnot.
Hype my man, hope your feeling better even if its gone, feels like everyone becoming sick these days even I got sick for few months but cheers
Thanks, yeah the thing I was sick with was brutal, coughing blood and everything. Totally sucked. But I've been all the way better for a couple months now so here's to hoping I stay that way haha.
@@austinshelton8438 Ah man glad the worse has pass
Awesome modding work! Keep it up!
Thank you, will do!
Awesome stuff. DD2 is superb but a step back in many regards (no access to equipment/storage in chests and vendors ???? wut ?). Just do it on your own pace, it's a passion project marathon, shouldn't be a sprint where you burn out and regret it :)
Thank you! Yeah I love DD2 but there are a few parts where it felt like they forgot the good features in DDDA. I'll keep working to make this project amazing for everyone!
Can’t wait!
@@thewhat1392 me either 😄!
Hey man, keep up the excellent work! I have a question: does the PS3 version of the game has some of that Oodle texture compression? That's what is currently blocking any modding action on Switch at least. I'm trying to translate the Switch version of the game for my language, but its arc files use Oodle compression which renders any extraction tool (mainly ArcTool) useless. And even worse: it also makes repacking impossible making us to inject the modified textures via hex editing. If you ever stumble upon Switch files handling while you work on mods, please let me know! 😁👍🏻
Will do! I really want to make things available for everyone, and having another mobile version of the game (referring to Steam Deck) that can have mods will be awesome.
@@austinshelton8438 definitely! Right now, I know there's a way to localise the Switch version (the game doesn't support my language) by injecting textures and text into their .arc files, by using a hex editor. Also, I heard there's a script for quickbms that can unpack those .arcs but not repack them (thus forcing us make use of hex editing). That's because the Switch version is compressed by oodle, and that's as far as I could get lol
@@TheEviltrainer Do you have a discord by chance?
@@TheEviltrainer Thought I'd leave one more message and see if it gets your attention, if there's info on how to mod the switch version (or at least obtain textures since I know someone who's trying to make a switch button texture), that'd be great.
Can't wait to see what you're cooking!
...Did you really just imply there may be a multiplayer mod somewhere on the horizon too?
@eldonhill4840 I'll keep doing my best.
*Kind of*. To make a long story short, a few years ago I got in contact with a guy who was crazy good with cheat engine, and was familiar with how Dragon's Dogma worked because he had done a project on it, I think it was called Omnifying Dragon's Dogma. Anyway, I gave him my idea; write a Cheat Engine script to disable Pawn AI and replace it with the code that the player uses to move and attack and whatnot. They gave me updates for a while, said it looked like it was possible and that they were making progress, and then just kinda ghosted me, never answered another message from me, even after I had gone through the trouble of setting things up and doing research.
@@austinshelton8438 That’s a shame. It happens too often with mods, a side effect of this being just a hobby people work on in their spare time I guess. Life eventually gets in the way.
@eldonhill4840 Forgot to include at the end of the message that I am still trying to find someone, the project is just kind of on the backburner for now.
Good evening, mate! All the content teased in this update video looks very tasty! Picture me having a laugh when you mentioned you'd figured out how to mod the PS3 version of DDDA.
When I downloaded the game on PC to try out all the vanilla changes (compared to the PS3 version) before jumping into the mod scene, I was wondering what the process for modifying the PS3 version would look like.
I threw very shallow attempts at it, with the clothing gear blue shade mod, your own higher res bodies mod, GMC, Greatsword MAX and the “Magickal Modifications” mod, and all would cause the console to crash after finishing the first loading screen. I was wondering: how did you manage to do that? It surprised me to see that the “nativePC” folder was something like “nativePS3” (which, duh, ik, but it caught me off-guard nonetheless 😄), and that lead me to surmise what possibilities there could be that any mod, designed for the PC version, would work on the PS3 version. I went on Nexus, naïve as I am, and just typed “PlayStation 3”, and upon finding no luck, I figured someone familiar and talented with mods would know a ton more...
And - here you are, casually talking about figuring out how to do that 😂 I'm really stoked to hear about all of the progress that you're making and hope burnout is still far from ever reaching your shores! Have a good week, Austin! ❤
@@blake.1312 Thank you! I'm still doing my best to do everything I can for this community, and I've got *much* bigger surprises in store than what's shown in this video. Can't wait to share more!
This is the first I'm hearing about this, and I am unreasonably excited. I've been a Dragons Dogma fan for a long time, before the Dark Arisen DLC ever dropped. Long before the steam release. Ever since it came to PC, I've been hungry for mods in this game. Especially mods that added more weapons and armor, or particularly more enemy and monster types. I'm not sure how far you've pushed this, or how far you're going to go, but I'm salivating over the progress you've made as of this moment.
Dragons Dogma 2, in some ways, has been a great disappointment to me. The Weapons, Armor, and Skills on offer are much inferior to that offered in Dragons Dogma Dark Arisen. One to One, I think the Arisen of DDDA is superior to the Arisen of DD2. And that's putting aside the fact that the controls are janky, to be polite. (Camera controls are especially a joke.)
I'm loving the life you're attempting to breath into DDDA. I look forward to the changes you bring back into DDDA. While I do love Dragons Dogma 2, I love Dragons Dogma Dark Arisen far more in comparison. The only thing I really hold as superior in Dragons Dogma 2, is the Warfarer class.
Thanks for all your good work, and I look forward to seeing what you come out with in the future. Good luck, good work, fair winds and god speed to all your efforts.
Thank you for taking the time to leave a response, and I'm really happy to hear how excited you are for the project, it's a big reason I work on the game 😁. I'll keep doing my best, I've made it this far! Do you have a discord by chance? I try to make sure everything stays a nice surprise for everyone, but I could probably tell you a little about things if you're absolutely dying for info 😄
@@austinshelton8438 I do but youtube likes to delete my comment if I name myself on discord apparently. Ideas?
@PrimeMenethril Oh really? I haven't run into that problem before. I have 2 ideas. I'll try and say my username and if that doesn't work, I have the same username on Nexus.
LDK.SuperDante
@@austinshelton8438 Friend request deployed. And yeah I'm not sure, it might've been my username or something else I said in that paragraph. Not sure what youtube takes offense to, I rarely communicate on here specifically because of the rampant nature of the sock they like to stuff.