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Any way to edit your portrait?


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#1
onemeg72

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I was wondering if anyone has found a way to edit your portrait with the toolset?  As you can see, I cut off the top of my head and it's driving me nuts in game!  I did a search but didn't see any answers about this.  Any info would be appreciated. :)

#2
Luchaire

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Yes, this is easy. :)



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
Darkblade77

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In this tool-set, can the look of the character be changed as well? I was trying to create a mage character that looked old and gray, but instead he ended up looking like a retarded albino.

#4
Rivers Black

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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.

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
m.harmless

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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
rusticmage

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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.

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
m.harmless

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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
JR_ANGELO_BR

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Does anybody know how to customize the portraits for the Followers the same way we can do with the player's portrait? My personal module always uses the default portrait for all the followers and no matter what I've done, I couldn't change it.

#9
madsabroo

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You can see how they set it up in the OC spreadsheets, but I'm not sure using that same technique would work for followers. I haven't tested it yet, but it's an idea.

#10
JR_ANGELO_BR

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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?

#11
madsabroo

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No. :( I was thinking of looking over some of the core scripts to see if it pops up anywhere. Some help from actual Bioware peeps on how to change the portrait would be amazingly helpful; it's not a critical step, obviously, but adds that nice polish to a mod. I'm trying to accomplish this, too, since my NPC is a handsome fellow and doesn't deserve a poopy gray portrait.

#12
JR_ANGELO_BR

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Good luck, my dear friend. I've opened up each one of them for the Single Player Module and looked up for the strings "Portrait" and "Color" and the only thing I’ve found was about displaying a text message over the portrait. They might have a reference to a specific ID somewhere and I couldn’t track it. Maybe I'm not doing it right. Even the tutorial that comes with the toolset uses this terrible gray portrait. I'll keep trying too.

#13
Proleric

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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?

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.

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
JR_ANGELO_BR

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I'll keep working on it. Thanks a lot.

#15
JR_ANGELO_BR

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It worked perfectly. I cannot choose the words to say how thankful I am (maybe because I'm from Brazil). Anyway, I'll post a detailed tutorial about how to do this, so nobody will have problems dealing with core files and making a mistake.

#16
madsabroo

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That would rock, since having this mystery solved would really help me. :) Way to go, JR.

#17
JR_ANGELO_BR

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Hi guys. Tutorial posted at http://social.biowar...AL_CAIMPAINGNS. Thanks again for all the support.

#18
JR_ANGELO_BR

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http://social.biowar...0.99S_PORTRAIT_

FOR_DRAGON_AGE_ORIGINS_PERSONAL_CAIMPAINGNS

#19
rak72

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Thanks Agelo, I was just trying to figure uot how to do this, and there was your post at the top of the page. I'm going to try to figure this out - I hate Velanna's portrait.

#20
rak72

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Hmm, I don't see Valanna, I guess you can't do awakenings characters. I didnt understand how you opened up the portrait spread sheet.

#21
JR_ANGELO_BR

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I presume you've already added your character to Portratit.xls and want to open it at the toolset, right? If it is so, you have to open the file 2DA.erf first. It is located as described in the tutorial. You have to open it with toolset. When you locate and open this, it will show you a list of files used by the game. If you want to make sure you've opened the correct 2DA.erf file, you can roll down the list to locate the core portrait.gda used by the game. Here, if you right click the mouse over this file name you will see a pop up menu. Chose Insert resource and an explorer window will let you choose the portrait.gda you have created before. Select this file and the toolset will warn you that the core portrati.gda will be replaced. If you do so, your player’s follower will have the portrait you configured. Please, note that this tutorial is only for player’ss followers, and not to replace the player's portrait with a customized one. But I'm not sure it will work with Awakenings, 'cause I haven't finished Origins yet. Please, let me know it this helped you.

#22
0x30A88

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JR_ANGELO_BR, I found a way to do this easier and without the 2da.erf at all. Check the GOT AN IDEA section of your wiki post.

#23
madsabroo

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Hey Gisle, I read your method - do you not need to change the name of Portrait.xls at all? Like you don't add a prefix to the worksheet with your add-ons name?

#24
0x30A88

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No, just put it in molule\\override instead of core\\override and it will be only adding to the original 2DA and for your mod only. No prefix nor suffix is needed



I really don't like the messy system of numbers though.

#25
madsabroo

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Awesome, thanks for your help. :)