Any way to edit your portrait?
#1
Posté 20 novembre 2009 - 05:11
#2
Posté 20 novembre 2009 - 05:38
Open your save in the toolset. Open the tabs for Savegame_PlayerChar and then Savegame_PlayerChar_Char - scroll down a bit and you'll find 7 variables for Savegame_Player_Portrait that you can play with. Rather than fudging the numbers, though, it's easier to make a new temporary character, get the portrait the way you want it, and then just copy/paste the portrait values from that save to your "real" save.
#3
Posté 29 novembre 2009 - 06:22
#4
Posté 03 janvier 2010 - 02:53
I'm also wondering if the look of the character can be changed, like the above poster, mostly out of curiosity. Say I felt like changing a character's hair 30 hours into the game. Can that safely be done by taking the Character Creator and editing the original guy I made in it, saving it, then copying and pasting the relevant parts of that data over what's in my current save?
Also, if I change my autosave and not my regular (i.e. non-auto) save and then load an autosave, will my regular save be modified with the new portrait stuff, etc., when I make a new save game file, or will it not overwrite that part?
Thanks for any help.
Modifié par Rivers Black, 03 janvier 2010 - 02:54 .
#5
Posté 03 janvier 2010 - 03:41
Rivers Black wrote...
So does this simultaneously apply to all of your saves for a character at once? Or at least either all of the autosaves or all of the regular saves? Seems like I can't pick an old save to test it out.
No, it only applies to the save game you edit. If you ever decide to go back ot an older save and want the portrait changed there, you'll have to edit that save game too.
I'm also wondering if the look of the character can be changed, like the above poster, mostly out of curiosity. Say I felt like changing a character's hair 30 hours into the game. Can that safely be done by taking the Character Creator and editing the original guy I made in it, saving it, then copying and pasting the relevant parts of that data over what's in my current save?
I have tried that by copying the binary data value from SAVEGAME_PLAYER_MORPH (also under SAVAGAME_PLAYERCHAR_CHAR) to another save game, but that caused the game to crash every time I tried to load the edited save game. :\\
If anyone knows how to do make this work, I'd be very interested as well.
Also, if I change my autosave and not my regular (i.e. non-auto) save and then load an autosave, will my regular save be modified with the new portrait stuff, etc., when I make a new save game file, or will it not overwrite that part?
No, autosave and quicksave behave just like any other save game.
Modifié par m.harmless, 03 janvier 2010 - 03:43 .
#6
Posté 04 janvier 2010 - 12:03
Edit: Make sure your race/gender is the same for both saves. I read somewhere that you can't mix these up.
There's got to be a way to export a *.mof file from a savegame for direct editing.
Modifié par rusticmage, 04 janvier 2010 - 12:07 .
#7
Posté 04 janvier 2010 - 04:15
rusticmage wrote...
I have edited morph data and still had a usable savegame... either your data includes illegal values or you need to take more care with your copy and paste, or so I'm guessing.
Thank you, thank you, thank you!
You're right, I guess I must have screwed up the copy and pasting. But now I got it to work by using the "Paste Value" Command in the editor.
(I think when I tried it before I opened the value field and pasted the values into it using ctrl+v which apparently did not work and corrupted the save game).
Finally my mage can get a new haircut and a shave! \\o/
#8
Posté 16 septembre 2010 - 02:01
#9
Posté 16 septembre 2010 - 03:42
#10
Posté 16 septembre 2010 - 07:51
#11
Posté 16 septembre 2010 - 08:01
#12
Posté 17 septembre 2010 - 03:14
#13
Posté 17 septembre 2010 - 07:59
Since the table variables don't seem to be used in any script, it's likely that the table is used directly by the game engine.JR_ANGELO_BR wrote...
Thanks for your reply. There is a spreadsheet called Portraits.xls at the 2DA source folder. It defines all variables used for all players (PC and NPC). We can even find Wolves, Bears and Spiders portraits used by Morrigan transformations. But I cannot find any correspondent GDA file. I can see this XLS uses the variable PortraitTint for the background color, but I don't know how to find the script that uses this variable to actually change the background of the portrait. Do you have any idea how I can discover what is the function name used to do this?
I guess you need to add a new line, specifying the tag of your NPC.
In this case, the way to do that to make an M2DA extension to the XLS. That article also explains how to make a GDA from your XLS.
The default portraits.gda is in the Program Files packages core data folder, archived in the file 2da.erf, but I don't recommend changing that file directly.
#14
Posté 18 septembre 2010 - 03:28
#15
Posté 18 septembre 2010 - 04:01
#16
Posté 18 septembre 2010 - 02:12
#17
Posté 18 septembre 2010 - 06:16
#18
Posté 18 septembre 2010 - 06:16
#19
Posté 18 septembre 2010 - 08:57
#20
Posté 18 septembre 2010 - 09:28
#21
Posté 18 septembre 2010 - 11:00
#22
Posté 19 septembre 2010 - 11:19
#23
Posté 19 septembre 2010 - 01:39
#24
Posté 19 septembre 2010 - 02:01
I really don't like the messy system of numbers though.
#25
Posté 19 septembre 2010 - 02:14





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