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 .





Retour en haut







