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Character Creator Tips and Tricks


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#1
Wyldsong

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To toolest... or not to toolset...that is the question...

Alright, so, I for one figured out how to work the toolset for the most part, and to be honest, I prefer the character creator, because, well, I'm lazy.  Personally, I like to take preset head morphs with features I like, and modify from there, rather than start from ground zero, because I, like many people, don't have the eye, or talent for this that others seem to have.

The thing in working with the character creator though, is that there are colors, tints, and meshes (oh my), and many more things, that when you download them, can only be seemingly accessible through toolset use.  There is a workaround for some of these, and since I can't seem to find any single source of good solid information about these things, I thought to compile a thread with tips and tricks.

So, if you got any, feel free to post, and if there are better ways of working what I have figured out through trial and error, feel free to share your intel.

First, I want to begin with the secret behind getting new tats to show up in the character creator.  So, you downloaded a mod with a nifty looking tat that you think would look fan-freaking-tastic (yes, this is technical term) on your dalish elf rogue...but, oh noes! You can't get it to show up the character creator, you go back to the mod and see, that to your horror, you will have to go through the toolset to get it to work.  Fret not my little one, there is a way.

Each race of course has a series of default game tats.  You can override the default tats, and replace them with some shiny new ones.  What you will need to do is rename the tat file you want to use with one of the following (based on what you want to play):

Dalish Elves:  
uh_tat_ed1_0t.dds
uh_tat_ed2_0t.dds
uh_tat_ed3_0t.dds
uh_tat_ed4_0t.dds 

Commoner Dwarf:
uh_pct_dc1_0t.dds
uh_pmt_001_0t.dds

Noble Dwarf:
uh_pct_dn1_0t.dds

Human, City Elf, Mage:
uh_pct_h01_0t.dds
uh_pct_h02_0t.dds

So, let's say you have the Gizmodian stuff loaded into your override folder, and you want to want to use the following file on your Dalish Elf:

uh_tat_gz16_0t.dds

Simply rename the above to one of the dalish elf file names.  So, for example:

uh_tat_gz16_0t.dds

Undergoes a name change to...

uh_tat_ed1_0t.dds

And presto chango...you can now access the new tat in the character creator.  As for some tat packs, like Cemetery Child's, some of these tats have three files attached to them...easy enough.  Just rename the beginning segments of all three files to one of the default ones.  For example:

uh_tat_cem011_0t.dds
uh_tat_cem011_0t_l2.dds
uh_tat_cem011_0t_l3.dds

Now we do a little reconstructive surgery using uh_tat_ed1_0t.dds and get the below:

uh_tat_ed1_0t.dds
uh_tat_ed1_0t_l2.dds
uh_tat_ed1_0t_l3.dds

Easy as pie. Or cake.  Or carrot sticks if you are on a diet.  FYI – Any file you change, be sure to keep a back up of the original, just in case you want to use the same tat on a different race/class combo, while keeping the same tat on a current character.

Now, let's take a look at some other things...like how do I access scars from the various packs? The scars are basically accessed as skin complexions in the character creator, and do take a few button clicks to get up and running.

To begin, you will need a chargenmorphcfg file in your override folder.  If you don't have one through a previously downloaded mod, go to www.dragonagenexus.com and use the nifty little search function and find one.  Once you have located this file, right click on it with you nifty little mouse, and open it with notepad.

At this point, let's say you have the Gizmodian stuff in your override folder, and you want to access one of the scars or marks in the character creator.  So, scroll down the chargen file you have opened via notepad, and scroll down to skins.

We are going to use uh_hed_fgaa_0d.dds from Giz's stuff in our example.  You are going to add a line, integrating a portion of the file name into it that will make the file accessible in the character creator.  A big note here...do not, and I repeat, DO NOT rename the original file.  This is like crossing the streams with your proton packs, and you do not want to be responsible for ending all life in this dimension...(Ghostbusters anyone?).  Anyhow, I digress...

This is the line you are going to add under skins, incorporating a portion of the file name:

<resource name="uh_hed_fgaa_0d" />

It is that simple.  Let's try that again...

You have this file you want to add:  

uh_hed_fgna_0d.dds

Add this line under skins:

<resource name="uh_hed_fgna_0d" />
See what I did there? Just go into the character creator, click through the skin complexions, and there you have it.  Using similar tactics like what I have above, you can access skin tones, eye colors, hair colors, and many other things from mods previously only accessible through the toolset.  Just like your college days, you can't be afraid to experiment.

A few notes -

Not all files through mods will play nice with the various changes.  If for some reason something that once working stops...well the culprit may be your latest change.  When altering a chargen file, it is always good to save a pre-change back up copy just in case.

Not all files will work in the character creator, even if you follow the above steps.  Don't ask me why, it just is what is.  Live without, or learn how to work the toolset at that point.

When working with head morphs that someone else has created, bear in mind that not all tats/scars/etc will show up on these, or sometimes won't show up clearly on these.  Don't ask me why this is, because then I will be forced to lie to you, since I pretend to have all the answers.

Hope this helps.  Have fun, and game on.

Modifié par Wyldsong, 27 avril 2010 - 06:31 .


#2
Wyldsong

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I apologize ahead of time for any typos. Hopefully, I fixed the spacing issues. I had this all nice and formatted, and then I hit post, and get a messy wall of text for my efforts. Hopefully it is a bit more readable now.

#3
Guest_mochen_*

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Some useful info there wyldsong. Good post! There are one or two hairstyle mods that also need the renaming trick to work in the cc as well.

#4
Petehog

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That seems like a lot of work. The toolset is actually not that much different from the character creator but it's much more powerful. You're limiting yourself if you only stick with the character creator.

Now if you are not yet adept with the toolset, there is still a quicker way. Just open up the toolset, and put the tatoo on the basic character in the toolset. You don't even have to really tweak with the face in the toolset. Just put the textures and hairstyles that you want on him. Then..make it a preset. Then go in your character creator and then tweak that face which has the textures already on it.

Modifié par Petehog, 26 avril 2010 - 10:30 .


#5
Wyldsong

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@Mochen - Thanks. I really wanted to try and get some stuff in one spot, just to try and help others out. I'll try and add some detail on things like hair and make up mods later.



@Pete - It's really not that much work. And I agree, you are limited by working with the CC versus the toolset, but some people view the toolset as an almost alien thing, and are afraid to touch it. I see it all the time in posts around here, people mentioning they don't know how to or don't like to use the toolset. So, I just wanted to give some options.

#6
Guest_mochen_*

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Apparently some people can't even get the toolset to install correctly..for whatever reason. So I'm sure they would find this helpful

#7
Wyldsong

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That's true. There are quite a few people with toolset issues.



As well, this info is also quite handy for someone who downloads a preset head morph, drops it in their override, and simply wants to add a scar, or a new tat, so forth and so on after they have it pulled up in the character creator. So if they want to use that Angelina Jolie head morph someone created and add an arcane mark to it, here is a way to make it work.

#8
LadyAly

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Awesome job here Wyldsong - I'm one of the people which has the issue that the toolset refuses with a cruel grin to work on my PC ... *grrrrrr

Modifié par LadyAly, 27 avril 2010 - 06:35 .


#9
Wyldsong

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@LadyAly - Thankee=)

#10
Wyldsong

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Now, to expand on this little thread o' mine...I post the following, because posts pop up from time to time asking how to do this, and here again, I am working to compile as much intel as I can in a single spot.

Just how in the heck do I alter the looks on a previously saved game?

Well, for the quick and easy, try this...

http://www.dragonage...file.php?id=428


...just a quick note...I have not tested this, but from what I have read, it works.

The only other method I am aware requires the use of the toolset.

1 - Create your new look, and run it through the intro until you get to a point you can save the game.  For ease of finding, name the save something like "New Face".  Also, for ease, log into your original game, and create a new save titled "Old Face".

2  - Open the toolset, go to file, then open file, and find your New Face file, open it, then go back and do the same to find your Old Face file and open it (Each of these files will have a .das following the file name, and are found under:  C:\\\\Documents and Settings\\\\user\\\\My Documents\\\\BioWare\\\\Dragon Age\\\\Characters).

3 - Under the New Face file, find the Savegame_Player_Morph ( SAVEGAME_PLAYERCHAR \\\\ SAVEGAME_PLAYERCHAR_CHAR \\\\ SAVEGAME_PLAYER_MORPH), right click and copy this.

4 - Under the Old Face file, find the Savegame_Player_Morph as above, right click and delete it, then right click again and paste.  Save your changes, and Bob's Your Uncle, there it is.  Your old face save should now show up with a new look.

If I missed any steps that anyone is aware of, please feel to correct me:D

Modifié par Wyldsong, 29 avril 2010 - 07:48 .


#11
Wyldsong

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 Added the posts to a document, and dropped it on the nexus:

www.dragonagenexus.com/downloads/file.php