Will mod manager work with patch 5? Should i even update if i wanna test my hair?
DAI Tools
#4576
Posté 03 mars 2015 - 06:54
#4577
Posté 03 mars 2015 - 06:56
Adela, from that exporting options I would say that maybe the "optimize normals" flag is the one changing your face count here (the one that is almost at the bottom). Have you tried unchecking it to see if that keeps the face/vertex count as it was?
You already have the smoothing groups option unchecked (that would have been my first guess as in Blender the option that merges vertices is called "Smoothen inter-object seams
)
yea i tried unchecking it and its still the same, those export options are based on what Eham said that would work with the tool
#4578
Posté 03 mars 2015 - 08:32
Will mod manager work with patch 5? Should i even update if i wanna test my hair?
No it dosent work, I downloded the patch and all the mods I had don't work anymore... :/
Back to ole pjamas till they fix it...
#4579
Posté 03 mars 2015 - 08:50
Will mod manager work with patch 5? Should i even update if i wanna test my hair?
As a person above said... it doesn't work
My mods are gone, and my elf is without head... Cause my tatoos mod doesn't work, lol
#4580
Posté 03 mars 2015 - 08:54
No it dosent work, I downloded the patch and all the mods I had don't work anymore... :/
Back to ole pjamas till they fix it...
As a person above said... it doesn't work
My mods are gone, and my elf is without head... Cause my tatoos mod doesn't work, lol
Wow ok.. thanx for the heads up guys... guess i wont be downloading the update then until the mod manager gets updated as well, if u guys need to go back to the old patch here is a link
#4581
Posté 03 mars 2015 - 09:22
Wow ok.. thanx for the heads up guys... guess i wont be downloading the update then until the mod manager gets updated as well, if u guys need to go back to the old patch here is a link
Thanks
Luckliy I use very minor mods like Rougher Cassandra, and Elven Skyhold Pjama
#4582
Posté 03 mars 2015 - 10:51
You can get mods to work by overwriting the official patch, rather than creating a separate merged folder for mods. Obviously, back up your vanilla patch before you do this. Additionally, make sure you vanilla your Patch when consecutively remodding your game to prevent incrementing your patch number indefinitely, causing an issue loading saves next update.
Official patch number is now 6, modded patch number should not exceed 7. If it does, you f-d up. Open package.mft (with notepad) inside the Update/Patch folder to check up this number.
No saying whether Eham can wtf-magix up some way to bypass the limitations introduced this patch for modding through not being able to have multiple patch folders anymore. We'll no doubt learn the dealio when he's back around =)
#4583
Posté 04 mars 2015 - 12:39
Cheat Engine Table (MediaFire Download)
Update 03.03.15
- added patch 5 version
- added patch 6 beta version
- added toggle banter hotkey
Trigger = plays banters one at a time.
Toggle = plays banters until deactivated.
Update 03.07.15
- fixed toggle SkyHold Outfit script for combined table (patch 5)
---
I updated the banter trigger to work with the new patches (hopefully) and added a toggle hotkey for people who prefer using it that way.
I'll try to update my original post (here) whenever a new patch is released.
#4584
Posté 04 mars 2015 - 05:46
Will mod manager work with patch 5? Should i even update if i wanna test my hair?
it does
To merge old mods do this
http://ar-lath-ma-vh...opy-the-patch-5
For new mods made after patch 5, they come with "needed patch 7" so I had success with just using the merged folder named Patch as the "Bioware Patch"
#4585
Posté 04 mars 2015 - 04:30
Please Can anyone extract animation for horse and rider? This is too complex for me.
#4586
Posté 04 mars 2015 - 06:44
yea i tried unchecking it and its still the same, those export options are based on what Eham said that would work with the tool
Oh
I've run out of ideas, then, sorry ![]()
#4587
Posté 04 mars 2015 - 09:15
Right now everything looks so chaotic when trying to make mods work. I've already taken a break from the game waiting for the hair mods being released before I'd continue playing, I think I'm going to wait for all the programs and cheat engine tables updated and finalized once the patch wave is over. Damn, I knew things would be complicated after the update, but I didn't think the update would be broken into several patches. o.O
#4588
Posté 05 mars 2015 - 05:35
#4589
Posté 05 mars 2015 - 05:37
Margegard, it isn't that hard
I appreciate that you give us such good instructions. Thanks!
![]()
#4590
Posté 05 mars 2015 - 04:29
Margegard, it isn't that hard
Thanks, at least I know if I'm out of patience (I really have been waiting for new hairstyles before continuing the game lol) there are ways to get it work ![]()
#4591
Posté 05 mars 2015 - 05:02
feels as if I've been gone forever :S but as I understand, hairmods is now available to make? Do you need a certain script or is there a tutorial somewhere?
#4592
Posté 05 mars 2015 - 05:28
feels as if I've been gone forever :S but as I understand, hairmods is now available to make? Do you need a certain script or is there a tutorial somewhere?
You *can* make hairstyles but u will be very limited. U cannot import custom meshes, u will have to work with the vanilla hairs from the game to change them in a 3d software, u also cannot add or remove any vertices and you have to have the same UV coordinates as the original, otherwise it wont import
Also u have to "watch out" for some strands that have weird normals that make some parts of the hair darker, I usually just hide those underneath the hair so it wont be seen , because if u try to flip the normals it will give u an error in the tool and it wont import
And one last thing, you will also need to remake the same hair in at least 2 other different LOD's otherwise when the game loads the assets it will look like the old hair for a second until it loads the higher res mesh
#4593
Posté 05 mars 2015 - 05:30
You *can* make hairstyles but u will be very limited. U cannot import custom meshes, u will have to work with the vanilla hairs from the game to change them in a 3d software, u also cannot add or remove any vertices and you have to have the same UV coordinates as the original, otherwise it wont import
Also u have to "watch out" for some strands that have weird normals that make some parts of the hair darker, I usually just hide those underneath the hair so it wont be seen , because if u try to flip the normals it will give u an error in the tool and it wont import
ah, alright, then I wait until further progress has been made ![]()
#4594
Posté 05 mars 2015 - 06:17
You *can* make hairstyles but u will be very limited. U cannot import custom meshes, u will have to work with the vanilla hairs from the game to change them in a 3d software, u also cannot add or remove any vertices and you have to have the same UV coordinates as the original, otherwise it wont import
Also u have to "watch out" for some strands that have weird normals that make some parts of the hair darker, I usually just hide those underneath the hair so it wont be seen , because if u try to flip the normals it will give u an error in the tool and it wont import
And one last thing, you will also need to remake the same hair in at least 2 other different LOD's otherwise when the game loads the assets it will look like the old hair for a second until it loads the higher res mesh
Does this mean you finally got your hair in game?
#4595
Posté 05 mars 2015 - 06:26
@Mrjack - The answer would be yes, from this post:
Alright guys, so before i went ahead and spending countless hours on making a hair this time i made sure that it will work so i did a lil test, seems like hair hf_050 works fine when modified
Spoiler
#4596
Posté 05 mars 2015 - 06:29
@Mrjack - The answer would be yes, from this post:
How did I miss that?? I literally check this thread about 3 times a day....
Sad, I know.
#4597
Posté 05 mars 2015 - 06:38
Does this mean you finally got your hair in game?
@Mrjack - The answer would be yes, from this post:
Yup i am still working on it tho, but with every strand i modify, i import it into the tool to see if it works and it does, i will post pics when im done, im trying to remake the hair i posted a while back that didn't worked before
#4598
Posté 05 mars 2015 - 07:24
Yup i am still working on it tho, but with every strand i modify, i import it into the tool to see if it works and it does, i will post pics when im done, im trying to remake the hair i posted a while back that didn't worked before
Are you replacing the base mesh or morphtargets? I thought hair had different morphtargets based on different head shapes which would have to be replaced individually (and wasn't possible yet).
I just tried to load up DAI Modding Tool to check myself but my database is out of date and it's rescanning.
EDIT: Loaded the tool and the only exportable asset is mh_em_050_model_mesh (that I can see) and then a bunch of object variations. Does changing that one asset affect all different races/genders/head shapes wearing that hair?
#4599
Posté 05 mars 2015 - 07:56
Are you replacing the base mesh or morphtargets? I thought hair had different morphtargets based on different head shapes which would have to be replaced individually (and wasn't possible yet).
I just tried to load up DAI Modding Tool to check myself but my database is out of date and it's rescanning.
EDIT: Loaded the tool and the only exportable asset is mh_em_050_model_mesh (that I can see) and then a bunch of object variations. Does changing that one asset affect all different races/genders/head shapes wearing that hair?
No, I am not replacing anything, i keep the original mesh BUT i take strand by strand and move it the way i want too, to make a different hairstyle.
To modify the hair u want, u need to export from the tool the [SkinnedMeshAsset] and then import it into max and modify it there. The file u get from the export is an obj, and when ur done modifying it u must export it from max to the tool as an obj as well
And no.. changing one hair asset will not affect all the races or genders, just the one u choose to edit for. So if u want to make it for both genders u will have to import it twice in their own slots
#4600
Posté 05 mars 2015 - 08:31
No, I am not replacing anything, i keep the original mesh BUT i take strand by strand and move it the way i want too, to make a different hairstyle.
To modify the hair u want, u need to export from the tool the [SkinnedMeshAsset] and then import it into max and modify it there. The file u get from the export is an obj, and when ur done modifying it u must export it from max to the tool as an obj as well
And no.. changing one hair asset will not affect all the races or genders, just the one u choose to edit for. So if u want to make it for both genders u will have to import it twice in their own slots
Yeah I meant replacing the mesh with your modified version of the same mesh (not a different "new" mesh).
I see now that there is also a mh_hm_050_model_mesh (I was lazy and didn't look hard enough) but it works for all headshapes in the CC, yes?
Sorry I didn't explain properly.





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