After making my first custom head morph using the DA:O toolset, I would like to use it in the real game, I have tried exporting it to local, and as far as i know that's all you have to do, but please correct me if im wrong. but if i am right, however, were would it be in-game, would it appear in the face presets in the CC? or is there a way to put the head on to an already created character?
Adding Toolset - Created face to game.
Débuté par
DAOME2FTW
, oct. 01 2010 07:20
#1
Posté 01 octobre 2010 - 07:20
#2
Posté 01 octobre 2010 - 09:15
To add a preset to the CC you need to export the morph as a MOP and add it to chargenmorphcfg.xml.
http://social.biowar...genmorphcfg.xml
http://social.biowar...genmorphcfg.xml
#3
Posté 01 octobre 2010 - 10:18
Head morphs are also used to make new NPCs. Once the head has been posted to local, it can be selected in creature properties.
#4
Posté 01 octobre 2010 - 12:31
Thanks for the help guys.
#5
Posté 01 octobre 2010 - 01:41
To clarify, MOPs are only used for presets. For NPC heads you use MORs. You can toggle between the two in the export option tab of the morph editor.
#6
Posté 01 octobre 2010 - 03:36
hmm... I have tried this, i put it in the Documents/Bioware/dragon age/ packages/ core/ override folder, is this the correct folder?
#7
Posté 01 octobre 2010 - 04:07
Depends - what exactly did you put there?
#8
Posté 01 octobre 2010 - 04:08
The packages override folder is a very powerful facility that I'd generally discourage modders from using, especially if they're planning to share their work with the community, but it will work if you're just experimenting.
The professional approach is to make an add-in, load your head morph, then post to local. That automatically puts the head morph in the correct folder, which is the addin's core override. This reduces the risk of conflict with custom campaigns, and allows the player to turn the mod off easily.
The professional approach is to make an add-in, load your head morph, then post to local. That automatically puts the head morph in the correct folder, which is the addin's core override. This reduces the risk of conflict with custom campaigns, and allows the player to turn the mod off easily.
#9
Posté 01 octobre 2010 - 06:49
It was a MOR file of a human male face.DarthParametric wrote...
Depends - what exactly did you put there?
#10
Posté 01 octobre 2010 - 06:56
Presumably then you were either trying to override an existing NPC, or create a new NPC in the toolset? You need to provide some specific details about what it is you are trying to do and how you tried to do it.
Modifié par DarthParametric, 01 octobre 2010 - 06:57 .
#11
Posté 01 octobre 2010 - 10:24
Yeah, sorry, i have had other complaints about this, after all this is my first computer. I was trying to create a preset for the CC ingame, i used the Dragon age toolset to create the morph, changed it to an MOR file, then exported it to local, after i had done that i got the file and put it in Documents/bioware/dragon age /packages/core/override. However it didn't appear in the game.
#12
Posté 02 octobre 2010 - 03:30
You didn't follow what I said in my original post. Presets require a MOP, not a MOR. And the MOP has to be added to chargenmorphcfg.xml to appear in the CC.
#13
Posté 02 octobre 2010 - 05:05
SORRY again, i'm an idiot, i meant MOP,
#14
Posté 02 octobre 2010 - 06:15
As I said, just putting it in the Override is insufficient. You need to add it to chargenmorphcfg.xml.
#15
Posté 02 octobre 2010 - 12:47
Ok, I'm going to stop bothering you now, i will just figure the rest out for myself, but thanks for the help.
#17
Posté 02 octobre 2010 - 02:20
Thanks again





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