DAI Tools
#4051
Posté 02 février 2015 - 10:45
#4052
Posté 02 février 2015 - 11:53
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
Posté 02 février 2015 - 12:18
Same results as I experienced, may need to back track and see if they are indeed the right files.
#4054
Posté 02 février 2015 - 03:25
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
Posté 02 février 2015 - 05:25
Color is in the shader's variable, not in the texture. Game uses just one texture for every non-blighted creature.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.
Wild guess is that the variable you looking for is in the headmorph file that is associated with Josephine.
#4056
Posté 02 février 2015 - 06:56
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
Posté 02 février 2015 - 07:42
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.
Cool
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
Posté 02 février 2015 - 08:40
Cool
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
Posté 02 février 2015 - 10:11
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
Posté 02 février 2015 - 10:26
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
Posté 02 février 2015 - 10:29
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
Posté 02 février 2015 - 10:36
"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
Posté 03 février 2015 - 08:05
Success!

I swapped pcg_hm_hawke_001a with precg_hm05fix2
#4064
Posté 03 février 2015 - 08:09
Cool, what did u end up doing?
#4065
Posté 03 février 2015 - 08:11
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
Posté 03 février 2015 - 08:13
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
Posté 03 février 2015 - 09:14
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
Posté 03 février 2015 - 12:26
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
Posté 03 février 2015 - 12:31
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
Posté 03 février 2015 - 12:31
Success!
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
Posté 03 février 2015 - 01:39
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
Posté 03 février 2015 - 01:42
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
Posté 03 février 2015 - 01:47
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
Posté 03 février 2015 - 03:17
Please tell me where I can find mesh for this armor?
#4075
Posté 03 février 2015 - 08:31
Does anyone know where the sky textures are stored? I can only find cloud layer textures.





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