Toolset - How To's and Tutorials - NEWEST: Changing your stats, ability points, money and max inventory (PAGE 8)
#126
Posté 30 novembre 2009 - 12:50
ost000t
#127
Posté 30 novembre 2009 - 12:55
Haxoorz wrote...
Ok, well found the Ostagar places. The areas are originated with basically the first three letters. Try this code for day Ostagar, and thank you (:
ost000t
Cool, I'll keep that in mind. Sorry I couldn't be more help dude.
#128
Posté 30 novembre 2009 - 12:58
[quote]Haxoorz wrote...
Ok, well found the Ostagar places. The areas are originated with basically the first three letters. Try this code for day Ostagar, and thank you (:
ost000t[/quote]
Cool, I'll keep that in mind. Sorry I couldn't be more help dude.
[quote]
All the help you gave me was great. Thanks.
#129
Posté 30 novembre 2009 - 01:08
#130
Posté 30 novembre 2009 - 06:01
1Parmenides wrote...
Do you think you could use savegames to have, say, a dalish origin mage?
Well, to be honest, I'm not sure. However, I do know where to find everything that I think needs to be changed to do, I just havn't done it yet since I didn't think anyone would be interested. Since you are interested though, give me a few days (As I got to figure out all the variables and such first) and I'll be able to give you a definate answer and perhaps some screenshots.
#131
Guest_Silger_*
Posté 01 décembre 2009 - 05:36
Guest_Silger_*
#132
Posté 01 décembre 2009 - 08:39
Silger wrote...
Hey Raven, got a tutorial on how to replace the preset faces?
I'm sorry, but I really don't and I haven'the slightest idea how. I'm currently working on trying to add to the in game character creator, not take away from it. I seem to recall seeing a topic about it somewhere, but unfortunately, it's slipped my mind as to where and as to where to find it.
#133
Posté 01 décembre 2009 - 09:25
Silger wrote...
Hey Raven, got a tutorial on how to replace the preset faces?
Hello, I've found this little tutorial on the Nexus. I hope it helps
(sorry, my english isn't very good but I'm trying to improve)
You need to create a MOP file to replace the presets.
- In the toolset, with your morph open, go to tab "14.
Export Settings" and change the item "Export .mop file" to the "True"
value. - Now go to to the top menu "Tools > Export > Post to Local" and the MOP file will be created.
- Look in your Log Window at the bottom of the screen to see
what folder the MOP file was posted in (it depends on your toolset
settings). - Rename that MOP file to "hm_cps_p01.mop" (or hf_ for human female, em_ for elf male, et cetera).
- Stick the MOP file in your "...Program Files/Dragon Age/packages/core/override" directory.
- Your morph face will appear as the first preset of your chosen race.
Note: Change the "p01" part of the filename to anything between "p02" to "p08" to replace the remaining default faces.
Modifié par Hututa, 01 décembre 2009 - 09:36 .
#134
Posté 02 décembre 2009 - 02:42
This is great, thanks for the information man! This will help a lot of people.Hututa wrote...
Silger wrote...
Hey Raven, got a tutorial on how to replace the preset faces?
Hello, I've found this little tutorial on the Nexus. I hope it helpsWritten by Rekicker
(sorry, my english isn't very good but I'm trying to improve)
You need to create a MOP file to replace the presets.
- In the toolset, with your morph open, go to tab "14.
Export Settings" and change the item "Export .mop file" to the "True"
value.- Now go to to the top menu "Tools > Export > Post to Local" and the MOP file will be created.
- Look in your Log Window at the bottom of the screen to see
what folder the MOP file was posted in (it depends on your toolset
settings).- Rename that MOP file to "hm_cps_p01.mop" (or hf_ for human female, em_ for elf male, et cetera).
- Stick the MOP file in your "...Program Files/Dragon Age/packages/core/override" directory.
- Your morph face will appear as the first preset of your chosen race.
Note: Change the "p01" part of the filename to anything between "p02" to "p08" to replace the remaining default faces.
#135
Posté 04 décembre 2009 - 04:28
#136
Posté 04 décembre 2009 - 10:48
#137
Posté 05 décembre 2009 - 02:07
I would like to make an NPCs Head Morph a Preset. I have read the post (this one and another at http://social.biowar.../index/115064/2)
and done all necessary so far. Now I end up with a .mor file (I have exported the NPCs Head Morph from the database) I already tried to exchange his head with Alistairs (like described in the section change NPC heads) and it worked just fine.
But if I want to make that head a preset? How can that be done? Hututas solution is based on exporting a mrh to a mop. But how do I get a mor into a mrh or respectively a mop?
Anyone knows?
Modifié par KaariKitsune, 05 décembre 2009 - 02:07 .
#138
Posté 06 décembre 2009 - 04:17
For example, if it's a dwarf female face you're using, you need to save it as df_cps_p01 (the numbers can be anything between 01-08). However, you must save it as a .mop
To save it as a .mop, you need to go to the "Export Settings" tab while still in the face maker, and set the "export .mop file" from False to True. I do believe you have to export it and then throw it in the override.
Now, I could be completely wrong, but I do know those steps are involved somehow, I'm just not sure the order.
However, I did just find this topic http://social.biowar.../8/index/216416 which I think says the same I did only better and possibly in the proper order.
#139
Posté 06 décembre 2009 - 07:55
Anywho, on to the steps!
REPLACING A CHARACTER PRESET IN THE IN GAME CHARACTER CREATOR
1. Open the toolset
2. Create your head morph, to do this, please see the first post if you do not know how. Please note that if you stick a human tattoo on an elf, it will not show up that way in the preset. Also, don't save/export yet. Continue on with these steps.
3. Go to tab 14 "Export Settings" and change the 'Export .mop file' from False to True.
4. Go to File ->Save As
Now, for this, it's little weird. Let's say we want to replace the first preset for the elf females. What you need to save your face as would be 'ef_cps_p01.mop' without the quotes of course. There are a total of 8 presets for every gender, 16 total for race. So, normally it will save as a .mrh, when you export it to local it will become a .mor. You NEED to type the '.mop' at the end, because that's the file type the presets use. If you don't type the '.mop' it will automatically save it as a '.mrh'. Does this make sense?
5. Export to local (Do make sure you did step 3).
6. Now, all of the stuff I make in the toolset saves in my Dragon Age Folder. I don't know where yours saves so you may have to hunt it down. Now, move your newly saved .mop file to Bioware->Dragon Age->Packages->core->override. Now, I didn't have to do this and I believe it's because I Exported to Local after saving it as a .mop so it automatically did it. Don't take my word for it though because I could be wrong. However, I did try to move it there, and it said it alreayd existed *Shrug*
7. Don't forget to go delete the "Single Player" Folder in the "modules" folder.
8. Run your game, start a new one. Pick the race/gender you made a new head preset for and voila! It should be there. Like this quick thing I did here:
Modifié par RavenNightsight, 06 décembre 2009 - 07:56 .
#140
Posté 06 décembre 2009 - 08:23
changing a face in a save-game worked fine...except: my companions (dog and that guy in the castle) are standing around whistling and doing nothing...they wont fight anymore...what have i done wrong?
once again: best tutorial i have seen about this !
#141
Posté 06 décembre 2009 - 08:35
Aenasti wrote...
absolutely nice...thanks a lot...i will try that now...
changing a face in a save-game worked fine...except: my companions (dog and that guy in the castle) are standing around whistling and doing nothing...they wont fight anymore...what have i done wrong?
once again: best tutorial i have seen about this !
Did you remember to go into the modules folder (Documents->Bioware->Dragon age->Modules) and delete the "Single Player" folder? Everytime you open the toolset that file appears. In order for the game to work properly afterwards, you have to delete that folder. I didn't know about that folder when I first made something and it did the same thing. It also stopped us from making new characters. However, deleting that folder should fix it. If not, here's a link: http://social.biowar.../8/index/134178 to a topic with multiple solutions.
#142
Posté 07 décembre 2009 - 08:55
thanks for your kind help..:-)
so..as far as i understand it now..whenever i do something in the toolset..i have to delete that folder afterwards?
Modifié par Aenasti, 07 décembre 2009 - 08:57 .
#143
Posté 07 décembre 2009 - 02:52
Aenasti wrote...
ok..i see...well..i obviously deleted too much...game crashed completely..so new installation now..
thanks for your kind help..:-)
so..as far as i understand it now..whenever i do something in the toolset..i have to delete that folder afterwards?
Thats obviously the only way!
See this thread (the first page):
http://social.biowar.../8/index/114380
#144
Posté 07 décembre 2009 - 07:10
KaariKitsune wrote...
Aenasti wrote...
ok..i see...well..i obviously deleted too much...game crashed completely..so new installation now..
thanks for your kind help..:-)
so..as far as i understand it now..whenever i do something in the toolset..i have to delete that folder afterwards?
Thats obviously the only way!
See this thread (the first page):
http://social.biowar.../8/index/114380
Yeah, that's the one.
#145
Posté 08 décembre 2009 - 09:18
how can i do that? is that dazips?
#146
Posté 08 décembre 2009 - 02:02
Aenasti wrote...
raven...another thing...for example, if i would like to create heads/faces for lets say nexus (web-site), 1. not to override the files in the character-creation but to add...and 2-for others to use...(override)
how can i do that? is that dazips?
I really don't know unfortunately. Sorry. X_X
#147
Posté 08 décembre 2009 - 07:58
#148
Posté 08 décembre 2009 - 09:40
If I attempt to put the file directly into the override folder, it crashes my game. I am insanely confused.
Modifié par Druscylla, 09 décembre 2009 - 12:04 .
#149
Posté 09 décembre 2009 - 01:25
Adding Presets
[*]Use the toolset and open "misc.erf" located at [Install Directory]/packages/core/data.
[*]Right-click on "chargenmorphcfg.xml" and extract the file to your override directory, Documents/BioWare/Dragon Age/packages/core/override.
[*]Use a text editor to open the file, and near the top you should find the section for head presets, <human male>, <human female> etc.
[*]Add a new element to the relevent section. E.g. To add a new elven male preset, I would find <resource name="EM_CPS_P01.mop"/> and add a new line above it, like <resource name="em_my_morph.mop"/>. My new preset would then be the default preset because it's the first one in the list, although it doesn't have to be.
Note if you have mods installed which add to the character generator, the mod should already include a chargenmorphcfg.xml file in its folder, and you should edit that one instead of the default one.
Custom Morphs Module
I've created a custom module for my morphs which allows me to enable/disable morph files without manually editing file names or moving files. Working within this module prevents problems occurring with the Single Player module, and any "Single Player" directory generated in the modules folder is completely empty and harmless.
I personally would recommend doing this, as doing so prevents the unnecessary hassles of deleting generated folders, manually saving .mop files, or moving files around. To create your own module for your morphs:
[*]Go to File > Manage Modules[*]Click on "New..."
[*]General section, "Name" field, name the module whatever you wish. I call mine "Custom Morphs".
[*]General section, "UID" field, give your module a unique identifier. This will be the name of the folder that will appear in your AddIns folder, e.g. "my_custom_morphs".
[*]General section, "Script" field, click on "..." and select "(None)".
[*]Info section, "Extended Module" field, select "Single Player", as you're extending the single player game.
[*]Click OK.
[*]Back in the Manage Modules window, make sure your new module is highlighted. Click "Open" to open the module (this will also close the Manage Modules window). The name of module should now appear in the title bar of the Toolset to show that you're now working within your custom module.
[*]Go back to File > Manage Modules.
[*]Select your module and click on "Hierarchy..."
[*]Check the "Single Player" checkbox.
[*]Click OK, and close the Manage Modules window.
Now whenever you go to Tools > Export > Post to Local, your .mor or .mop file will be automatically exported to Addins/[Module UID]/core/override/toolsetexport with the correct name (race/gender prefix). If you want a .mop to be exported, make sure you enable the appropriate setting under the "Export Settings" tab. You don't need to rename or manually move the file, so long as your module is enabled in the game (it should appear under Installed Content). This also benefits from no extra files being generated, so your single player module is not corrupted, and any "Single Player" directory generated is completely empty and harmless.
As an extra precaution, make sure nothing gets exported to Documents/BioWare/Dragon Age/packages/core/override/toolsetexport. If you find exported files that aren't meant to be there (i.e. you find names that you don't recognise from your module), delete them.
Note: The above steps describe creating a module for morph files only. You should not use the module for other content, especially items or content that requires scripting.
Modifié par Sensory, 09 décembre 2009 - 01:39 .
#150
Posté 09 décembre 2009 - 05:01
Druscylla wrote...
Alright I managed to make the preset using all of your tutorials, but when I save it as it hides. I tried saving it to my desktop, to my documents, and it won't show up unless I attempt to save again, and then I can see it. Why?
If I attempt to put the file directly into the override folder, it crashes my game. I am insanely confused.
*Scratches head* Hmm....have you tried extracting the original morphs from the face.erf thing?
You'll have to forgive me for not mentioning it if that fixes it. I had extracted a bunch of files WAY before I made that tutorial and it never dawned on me that perhaps you have to do that in order to change them. If doing that doesn't work, then I'm not sure.
As far as to where/how to find the face.erf file (I'm running on Vista 64bit)
1. Create a New Folder somewhere (Mine is on my desktop) and name it something so you won't forget what's in it (Mine is called Dragon Age Extracts)
2. Open your toolset.
3. File-> Open File (or ctrl+O)
4. My computer-> Vista64(C:)-> Progam Files(86x)-> Dragon Age-> Packages-> Core-> Data-> Face
5. This file will show up as a list type thing with various types of other files within it (mop,mor,fxa). If you want to extract all of it, Right click somewhere on the list and select "Extract All Resources". When you do this, another window will comes up asking where you want the extracted files to go. This would be the Folder I told you to create in step one. You can also extract individual files, or groups of files (like...just the dwarf female presets for example). For individual files, just right click on the file you want extracted and select "Extract Resource". For groups, hold ctrl down while left click selecting. Right click, "Extract Resource".
So yeah. This is all I can think of to try to fix it.





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