sorry to bother with a newb question but which tool is used to convert the files into .daimod?
DAI Tools
#6101
Posté 05 août 2015 - 02:41
#6102
Posté 05 août 2015 - 06:15
sorry to bother with a newb question but which tool is used to convert the files into .daimod?
You're actually going to want v 1.27 of the modding tool, HERE
You will also need to get Patch 6 because that is the only version this tool is compatible with, patches 7 and 8 will cause crashes. tlkivory has helpfully maintained an archive of modding resources, including old patches and previous versions of modding tools, HERE
I can send you my config file for the modding tool, since it will crash on startup if there isn't one already existing in the extracted folder.
#6103
Posté 05 août 2015 - 07:40
There will be a release of a new tool this week, I will be doing some last testing tonight if all goes well we might release it earlier then friday
#6104
Posté 05 août 2015 - 08:17
I finished organizing saves of my different inquisitors. If any of you want to test some of your mods, I put them up on the Nexus where I'm known as Norstaera. Here's the link: http://www.nexusmods...tion/mods/684/?
I hope they help.
#6105
Posté 07 août 2015 - 03:27
Ok guys new modding tool is up check out the dai forums and give Dawn the biggest hug ever for being awesome
#6106
Posté 07 août 2015 - 03:43
I think I screwed up or something ![]()
I downloaded the new modding tool from the loader and it keeps crashing.
Do I have to do something else before opening the tool?
#6107
Posté 07 août 2015 - 03:46
Yep. Immediate crash upon opening the Mod Maker. Even with running as administrator and setting compatibility to Win7 (I'm using Windows 10).
#6108
Posté 07 août 2015 - 05:20
Me too. Windows 10 here. Tried getting rid of Visual Studio 2015 but it didn't help. Can't find a way to roll back to an earlier .NET framework as it's integrated into the OS apparently.
#6109
Posté 07 août 2015 - 06:06
Dawn did an awesome job! ![]()
I downloaded the tool through the loader and it's working fine. Have to wait a bit while it builds the cache. Using Windows 7 here.
#6110
Posté 07 août 2015 - 06:08
Have you ever seen grey wardens furniture- doors, bed, tables and more? If yes please cna you tell me where to find the props.
#6111
Posté 07 août 2015 - 09:04
The tool hasnt been tested on windows 10 it was made on win 7
#6112
Posté 07 août 2015 - 11:44
update from Dawn for those of u who have win 10
Sorry guysI don't have windows 10 yet
I'm still waiting for MS to prepare my downloadIt seems to be a slimdx issue.Since I don't have Windows 10, I can only offer my best guess as to what to do with it :Make sure you have DirectX 11 installed. (I had to install it on my new PC recently for it to run)If this doesn't work, then slimdx probably needs to update their dll to be compatible with windows 10Sorry folksAlso, can any of you windows 10 users look into the windows events and tell me if you see something on there?(On windows 7, you'd go to Control Panel -> Administrative tools -> Event Viewer)There might be something helpful on there for me :3It looks like this :http://i59.tinypic.com/5zilj4.pngLaunch the tool and see if you have an event added for it (should be yellow or red icon)Thanks!
Might have found the issue or at least have a little workaround.If SlimDX can't load, the tool crashes. Though I dunno why it can't load, I can at least let the tool load without itYou won't have access to the mesh previews, but at least you'll have access to the rest of the toolThis new version is available on the loader.Direct link : https://www.dropbox....s/9ci3ls12eexnf... 2.zip?dl=0
#6113
Posté 07 août 2015 - 03:50
Ok guys new modding tool is up check out the dai forums and give Dawn the biggest hug ever for being awesome
Thanks Adela! ![]()
#6114
Posté 07 août 2015 - 06:39
Adela, do you know where to find the headmorphs used in CC in the new tool? I can't for the life of me find them ![]()
#6115
Posté 07 août 2015 - 06:42
Dawn didn't make morphs for the inq available, she just made them available for more npc's
Morphs for the inq will probably come on a later release when she digs into the files more
#6116
Posté 07 août 2015 - 06:55
Ah, I see. Thanks.
#6117
Posté 07 août 2015 - 07:06
Sorry to keep bugging you but what assets do we need to replace to alter an NPCs head? I remember you and Eham saying that replacing the base mesh doesn't work but I can't see anything else that's replaceable. Where in the tree should I be looking?
#6118
Posté 07 août 2015 - 08:15
Np, the base mesh didnt worked at that time but now it does, you can edit the companions heads if u like but just like with the hair you have to have mesh settings to ultra
For those who have PCs that cant handle ultra settings they can just modify lower LODs
#6119
Posté 07 août 2015 - 09:15
Np, the base mesh didnt worked at that time but now it does, you can edit the companions heads if u like but just like with the hair you have to have mesh settings to ultra
For those who have PCs that cant handle ultra settings they can just modify lower LODs
So what happen's if we alter the race/gender base meshes now? Nothing as before or will the CC shapes alter based on the new base mesh similar to how morph targets work in Max?
If the tool was working for me, I would just try it and find out instead of pestering you ![]()
Also, has the vertex number restriction been lifted for hair? That is, can I go wild with geometry and create something from scratch or port in hair from a different game?
The reason I'm asking, before actually being able to use ModMaker, is I'd like to get working on some stuff so that I'll have something ready for when it works for me.
EDIT: Also, can we rig PSKs now? Sorry, I'm getting a bit excited...
#6120
Posté 08 août 2015 - 05:15
Is there a definitive guide somewhere that gives you the import/export settings for OBJs in 3ds Max? I had a couple of bookmarks to the modding forum but both threads have now been deleted.
#6121
Posté 08 août 2015 - 05:29
@Jack
Hey sorry for the late response I just woke up lol and no you are not pressuring me
Unfortunately the vertex restriction is still there but trust me Dawn knows that eventually she will lift it and i , and many others would be so freaking happy cause it wouldn't be a pain in the arse anymore so i cant wait till that day
We still cant import skeletons or rig meshes just yet. What Dawn did now was just trying to make the tool work with the latest patch and hopefully it will continue working when new patches come out as well
As for head morphs it depends witch ones you want to edit, for example if you edit one of the companions lie say solas or cass they don't have any other morphs they just have one head mesh and different LODs so if u want to make their nose bigger or their ears huge or something like that u can do so
with other npcs that are not companions is a bit different, you would also have to do a bit of ebx editing as well
EDIT
here u go jack the import/export settings that i use
#6122
Posté 08 août 2015 - 06:33
Dawn said if you guys have anymore bugs to report them here: daimoddevteam@gmail.com
#6123
Posté 08 août 2015 - 05:02
I've just exported the Val Roeaux level but I cannot understand where are walls and ceiling, Please tell me how I can understand it by names.
#6124
Posté 09 août 2015 - 03:16
I know there has been issues with the new mod maker and Windows 10, but I keep getting crashes for the mod manager since trying it with 10. Is there a work around or is it also just not compatible?
#6125
Posté 09 août 2015 - 06:52
I know there has been issues with the new mod maker and Windows 10, but I keep getting crashes for the mod manager since trying it with 10. Is there a work around or is it also just not compatible?
Do you mean it crashes as soon as it starts up (should be fixed with the latest release), when you do something in particular or just generally, every now-and-then?





Retour en haut







