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#4051
Ehamloptiran

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Just search for the GUID in a hex editor, and you will find it somewhere around the bottom. The File Guid is at the top of the file, before the external guids, again, you can just search for it. Modifying the XML has no effect at this time. Its just a means to view the file in a meaningful way. And you only want to change the GUID if its an actual GUID and is for the same type of object as these are externally referenced from other EBX. (ones that look like 0000000000000012 for example are not real GUIDs)

#4052
mrjack

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swapped out chargenpreset_hm_005.ebx with chargenpreset_hm_hawke_001.ebx but changed the 2 GUIDs back to their originals - no affect as far as I can tell but no game crash either.

 

There are other files like pcg_hm_hawke_001 and pcg_hm_hawke_001a or pretcg_hm03

Will try more tomorrow.



#4053
Ehamloptiran

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Same results as I experienced, may need to back track and see if they are indeed the right files.



#4054
PorcelynDoll

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How would I go about changing an NPC's eye colour? I'm guessing the colour is a tint file since I looked through all of Josie's textures and found nothing.



#4055
ForgottenWarrior

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How would I go about changing an NPC's eye colour? I'm guessing the colour is a tint file since I looked through all of Josie's textures and found nothing.

Color is in the shader's variable, not in the texture. Game uses just one texture for every non-blighted creature.

Wild guess is that the variable you looking for is in the headmorph file that is associated with Josephine.

#4056
PorcelynDoll

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I am looking in da3/actors/baseheads/josephine/

There are 5 files. One is the actual head mesh and then there are 4 vfx variations. Not sure where to look now.



#4057
CuriousArtemis

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It was me.. I didn't really like the outcome but if you give me a day to tidy it up a bit I'll upload the mod for you.

 

 

Here it is https://www.mediafir...1k7n6axm8pl7hbd

 

It's not great but there if you want it.

 

Cool :D I don't mind being patient if you're still working on it.

 

So I downloaded my first mod (http://www.nexusmods...on/mods/255/?); not sure if it was made by anyone here. But I used Eham's mod manager, followed the instructional video produced by Grimm, and... it worked!!! This is the first time I've manually inserted mods into a game. So a huge thank you to everyone who has been working so hard on this project (modding DAI). If a dummy like me can manage to do it and not break their game, then that's success!



#4058
mrjack

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Cool :D I don't mind being patient if you're still working on it.

 

I'm probably done modding Dorian's appearance. What I uploaded isn't anywhere close to perfect so I didn't release it "officially" but you seemed interested so I shared it with you. I'm sure someone will come along and do a much better version of a "butch" Dorian but the thing that bothered me was his voice versus his appearance. It was too wierd to carry on trying to make Dorian something he wasn't (for me anyway).



#4059
CuriousArtemis

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I'm probably done modding Dorian's appearance. What I uploaded isn't anywhere close to perfect so I didn't release it "officially" but you seemed interested so I shared it with you. I'm sure someone will come along and do a much better version of a "butch" Dorian but the thing that bothered me was his voice versus his appearance. It was too wierd to carry on trying to make Dorian something he wasn't (for me anyway).


I hear ya!

Question for molders in general. I am currently playing a game that has the "no mustache" mod installed. Dorian hasn't actually appeared in the game yet. If I delete that mod and install mrjack's Dorian mod, will that corrupt my game?

#4060
SheWildWolf

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I hear ya!

Question for molders in general. I am currently playing a game that has the "no mustache" mod installed. Dorian hasn't actually appeared in the game yet. If I delete that mod and install mrjack's Dorian mod, will that corrupt my game?

 

No. Delete what is in your "Merged" folder, and make a new patch with the mods you wish to use. There should be no issues, as long as you aren't using two or more mods that edit the same things.



#4061
CuriousArtemis

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No. Delete what is in your "Merged" folder, and make a new patch with the mods you wish to use. There should be no issues, as long as you aren't using two or more mods that edit the same things.

 

"Make a new patch"...? What does this mean? 

 

We can go to PM if you don't want to clog the thread up with actual modding business :) Sorry I'm so ignorant. 



#4062
SheWildWolf

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"Make a new patch"...? What does this mean? 

 

We can go to PM if you don't want to clog the thread up with actual modding business :) Sorry I'm so ignorant. 

 

PM sent. ;)



#4063
mrjack

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Success!

 

zBVvW4P.jpg

I swapped pcg_hm_hawke_001a with precg_hm05fix2



#4064
Ehamloptiran

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Cool, what did u end up doing?



#4065
mrjack

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I swapped those two ebx files above in systems>character creation>presets and changed their GUIDs to be correct like you told me to.



#4066
Ehamloptiran

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Ah okay, I guess some of the presets are pre-patch presets that are no longer used, maybe why it didnt work the first time.



#4067
mrjack

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I think the files that begin chargenpreset (including Hawke's) are used by the game to instantly create a character - like when you  just select default "Default Champion of Kirkwall" without needing the character creator. The ones that begin pre- (except qunari) seem to be the ones that are used in the CC... maybe.

 

Well it worked anyway although the different preset noses, mouth and headshapes are in different places and while it does look like Hawke, I'm not 100% sure it's exactly him. Maybe I'm being paranoid.



#4068
DWard

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I swapped those two ebx files above in systems>character creation>presets and changed their GUIDs to be correct like you told me to.

hold on a second! are you saying we can swap meshes???

 

or is it really late and i just got to excited seeing that screen shot?



#4069
Ehamloptiran

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Really late and got excited unfortunately. What he did was swap presets (Player for Hawke) so no actual mesh swapping, just slider values and such, still a pretty awesome thing.

 

Also on another kind of related note. I discovered that head meshes, although they usually have 6 LOD's in them, only the last three are actually used. The first three are read from the head morph file, which is actually an easier file to reconstruct, now the caveat is, the number of vertices must match the actual mesh, but you can move them wherever.



#4070
Aveye

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Success!

zBVvW4P.jpg
I swapped pcg_hm_hawke_001a with precg_hm05fix2


Who cares whether he's the right Hawke or not!
Look at this beautiful beautiful beard!
Well done,Sir.

#4071
Adela

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Eham, i wanted to get your opinion on something, (when importing meshes will be available),  if i make different UVS for the hairs and different textures for it... will that still show in the CC or would i have to map it exactly as the original vanilla  hairs?

 

Also if i were to make a custom head will i have to match the same amount of polys/verts or can i go a bit lower or higher?

Although  IF i am to make a custom head from scratch i would give it a different UV  as well so on that matter in the cc it wont share the same complexions or  skin tones... hmm



#4072
Ehamloptiran

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You will need to respect UV's in both cases, as heads share tints, complexions, etc. Hairs share the same textures. Vertex/Poly count does not matter, with custom heads tho, you will need to worry about morphs, facefx, etc. if you change the vertex count.



#4073
Adela

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I see, thanks for the reply, well hair shouldn't be that much of a problem to make the same UVs  but with a custom head it might turn out differently , so in that case i will just try to shape out the original head so that way it will have its original UVs



#4074
ladyofpayne

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msg-12449-0-29307300-1422928456.pngPlease tell me where I can find mesh for this armor?



#4075
TKavatar

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Does anyone know where the sky textures are stored? I can only find cloud layer textures.