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Q; New game but use the same face customization of an old save file?


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#1
firewarrior101

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So from what I can find there is no new game plus, however is there a way to use the same face customization in a new game without having to go back and forth between screen shots and re-making the save file.

 

Ehh...Is there a way to import a face customization into a new save game from an old saved game?

 

main reason why I like the new game plus in mass effect is because I didn't have to spend an hour or more recreating the same face (or attempt to recreate the same face and end up restarting 5-10 times).


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#2
Black Knight 2

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Currently no but soon you will be able to



#3
Fredward

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Soontm


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#4
firewarrior101

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Currently no but soon you will be able to

 

 

Soontm

 

Oh? what's the details on this?



#5
Black Knight 2

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Patch 5 will add this



#6
Cael T.

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Patch 5 will add this

Huh? Even after downloading/installing patch 5, I cannot import faces/characters from other savegames. And yes, the patch is installed, I have the tint table in my keep as well as the storage chest. :huh:



#7
whiskasgirl

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I... don't think it's part of patch 5?  :huh: In fact, I didn't read anywhere they're addressing this. Anybody else?


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#8
wepeel_

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It's not in patch 5. The Emporium (which I assume the earlier poster meant) was tested in the patch 5 beta but isn't released yet - and by all accounts won't be in patch 6 either. That's all we know.

 

And yeah, I don't know if it's been confirmed that the Emporium means face codes/import between saves on top of being able to recreate your character's looks.


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#9
Fredward

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Yip, jokes on us. Although I got the impression that modders may or may not be close to figuring this out on their own.



#10
monicasubzero

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I'm not sure that the Black Emporium will add a face code/import between saves, but at least it should be possible to get the slides of the character so that you can recreate it easily.

 

I had to try 5-6 times to recreate my Mage and the result is quite close, but still not the same and I spent a lot of time in the CC just to do that and I'm really looking forward for a way to have the face code.

The only thing I can suggest for the moment (until the developers or some modders sort out how to make a face code) is to make an early save (as soon as you can save the game do it) and not to overwrite it. So if you want to replay the same character, you have just to load that save. Of course, this won't allow you to change class, but it's better than nothing, I think.



#11
Tzeentch

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Indeed, i really wish i had saved my guy when i first made my character. I really love the way he looks and for me, that is how the character SHOULD look now. Playing as another human just ends up being too... 'wrong' for me, and while i know i could make another race... anything BUT a human mage seems wrong to me as well. It's personal taste really, but that's what fits into the game perfectly for me and i enjoy it that way.

 

Not being able to at least use the same face on a different class is killing my replayabilty. I'm waiting to go through again, all i need is my face back!



#12
wepeel_

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The only way I've found to recreate something at the moment is to keep trying. Attempt #1 might leave everything looking wrong, but then eventually the mouth looks good, then the nose etc, and by attempt #15 or so you will likely be getting close. But of course, that takes more than a little bit of patience.

 

On the bright side, doing it this way means you'll learn to create a character you like with less and less hassle.



#13
monicasubzero

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I feel such a strong affection for my human female mage that I wanted to replay her to change some decisions I made, so I decided to try to recreate her. I think I needed at least 12 attempts and this is the final result (taking into account that I also changed some graphic settings, so now it's more detailed) and I'm very happy with her:

 

33u3kg0.jpg

 

117xlpx.jpg



#14
jgwhiteus

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From searching online, the following method is the most accurate I've found to do this (you'll need to be on PC). I tried it out and was able to create an Inquisitor who was pretty much indistinguishable from my original within about 15 minutes or so, after going through some setup first:

 

1. Download the DAI CLI Save Editor from Nexus Mods: http://www.nexusmods...tion/mods/207/?

 

2. Drag and drop the DAS save file containing the Inquisitor you want to replicate onto the das_editor.exe file. It should open the file in a command window, and give you some options.

 

3. Choose option 4, "Export XML file" - it should create an XML file in your DA:I save game directory. (Note: the other options allow you to export / import / edit some of the makeup options (e.g. eyeliner color, lip color) directly, but not sliders for facial features).

 

4. Open the XML file with an Internet browser like IE or Chrome, or a text editor like WordPad; the file contains detailed slider info on your Inquisitor - just search for the word "usage" to jump to the different slider categories. The slider values are listed either as an index number (for "style" sliders where you click left or right to make a selection, like hairstyles) or as an X/Y coordinate on a -1.0 to +1.0 scale, for "analog" sliders you select with the grid. So, for example, "Eye Size" might be listed as "x = 0.796970 y = -0.21029" - that means, using the center of the slider grid as point 0,0, that the slider should be placed 4/5 of the way to the right of center, and about 1/5 of the way below the center. Make sure you pay attention to whether a coordinate is positive or negative.

 

- For features like Eye Color, Hair, etc. the slider values are listed as something like "index = 8". The very first selection usually starts at an index value of 0 - so a listed index of "8" means that, from the very start of the slider, you should click right on the selector 8 times to reach the ninth selection.

 

- But some of the sliders for "shapes" like "Face Shape", "Eye Shape", "Mouth Shape", have incomprehensible index values like "157", "120", "-1", etc. - I think there's a system to it (-1 is usually the very first selection?), but I haven't found a reliable index for those - you'll have to use your best guesses / memory for these values. It was helpful for me to go back to these sliders after I'd input everything else - it became pretty obvious which were the "correct" selections after everything else was entered.

 

5. OPTIONAL: For highest possible accuracy, this helpful Redditor (http://www.reddit.co...ulling_sliders/) (go to the first comment below the original post) created slide-rules that fit a 1080p screen. If you play DA:I in Windowed Fullscreen mode and also use an "always on top" program (helpfully provided at the Reddit link), you can open the slide-rule images in a program like MS Paint and set them to overlay the Character Creator grid so you can use them as guides for your -1.0 to +1.0 slider selections. Instructions: after you've started the DA:I Character Creator, press the Windows key to switch out to your desktop, then activate the "always on top" program. Open the slide-rule images in Paint, select the Paint window, and press Ctrl+Space to set the program on top - when you switch back to DA:I, the Paint windows should overlay your game. This doesn't work in regular Fullscreen, only Windowed Fullscreen. The slide-rule images are below

http://i.imgur.com/gQNxlAv.png

http://i.imgur.com/AykOBzN.png

 

6. With all that set up, just go through the XML file and start the painstaking process of duplicating the index and X/Y values for your character, using the slide-rule images as a guide if you want.

 

Hope this helps - the entire character creation process went by pretty quickly after the above was all set up, and definitely went faster than if I'd tried to recreate my Inquisitor from memory (and ended up dissatisfied with the results). Ultimately I hope Bioware (or a modder) creates the option to directly import face codes in the future, because the data's obviously all there and this is an awful lot of work to do something that was already done in games like Mass Effect 3...


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#15
jgwhiteus

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And a screenshot showing the slide-rules mentioned in the previous post - in this screen, I'm putting in "x = 0.796970, y = -0.21029", and you can see how the slide-rules allow me to put in those coordinates really accurately.

 

isJRu9A.jpg?1


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#16
Mintsong

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@jgwhiteus - Hmm thats nice info, will have to give that a try... if i get the time before we actually get Black Emporium that is  :D


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#17
Tzeentch

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This was a little bit of work (looks like more than it ends up being though), but it was EXACTLY what i needed. Perfect timing with the new DLC too. Posting that up here... it was a massive boon. Thanks a ton for finding and letting us know! Can't wait to play again today!


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#18
Toasted Llama

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From searching online, the following method is the most accurate I've found to do this (you'll need to be on PC). I tried it out and was able to create an Inquisitor who was pretty much indistinguishable from my original within about 15 minutes or so, after going through some setup first:

 

1. Download the DAI CLI Save Editor from Nexus Mods: http://www.nexusmods...tion/mods/207/?

 

2. Drag and drop the DAS save file containing the Inquisitor you want to replicate onto the das_editor.exe file. It should open the file in a command window, and give you some options.

 

3. Choose option 4, "Export XML file" - it should create an XML file in your DA:I save game directory. (Note: the other options allow you to export / import / edit some of the makeup options (e.g. eyeliner color, lip color) directly, but not sliders for facial features).

 

4. Open the XML file with an Internet browser like IE or Chrome, or a text editor like WordPad; the file contains detailed slider info on your Inquisitor - just search for the word "usage" to jump to the different slider categories. The slider values are listed either as an index number (for "style" sliders where you click left or right to make a selection, like hairstyles) or as an X/Y coordinate on a -1.0 to +1.0 scale, for "analog" sliders you select with the grid. So, for example, "Eye Size" might be listed as "x = 0.796970 y = -0.21029" - that means, using the center of the slider grid as point 0,0, that the slider should be placed 4/5 of the way to the right of center, and about 1/5 of the way below the center. Make sure you pay attention to whether a coordinate is positive or negative.

 

- For features like Eye Color, Hair, etc. the slider values are listed as something like "index = 8". The very first selection usually starts at an index value of 0 - so a listed index of "8" means that, from the very start of the slider, you should click right on the selector 8 times to reach the ninth selection.

 

- But some of the sliders for "shapes" like "Face Shape", "Eye Shape", "Mouth Shape", have incomprehensible index values like "157", "120", "-1", etc. - I think there's a system to it (-1 is usually the very first selection?), but I haven't found a reliable index for those - you'll have to use your best guesses / memory for these values. It was helpful for me to go back to these sliders after I'd input everything else - it became pretty obvious which were the "correct" selections after everything else was entered.

 

5. OPTIONAL: For highest possible accuracy, this helpful Redditor (http://www.reddit.co...ulling_sliders/) (go to the first comment below the original post) created slide-rules that fit a 1080p screen. If you play DA:I in Windowed Fullscreen mode and also use an "always on top" program (helpfully provided at the Reddit link), you can open the slide-rule images in a program like MS Paint and set them to overlay the Character Creator grid (after the "always on top" program is activated, click the Paint program window and press Ctrl+Space to set it on top) so you can use them as guides for your -1.0 to +1.0 slider selections. The slide-rule images are below

http://i.imgur.com/gQNxlAv.png

http://i.imgur.com/AykOBzN.png

 

6. With all that set up, just go through the XML file and start the painstaking process of duplicating the index and X/Y values for your character, using the slide-rule images as a guide if you want.

 

Hope this helps - the entire character creation process went by pretty quickly after the above was all set up, and definitely went faster than if I'd tried to recreate my Inquisitor from memory (and ended up dissatisfied with the results). Ultimately I hope Bioware (or a modder) creates the option to directly import face codes in the future, because the data's obviously all there and this is an awful lot of work to do something that was already done in games like Mass Effect 3...

I love you.

I don't care how much time I'll be spending trying to recreate my Quizzy's face, but with this I can get her face spot-on to the T and that's all I want.


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#19
jgwhiteus

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I love you.

I don't care how much time I'll be spending trying to recreate my Quizzy's face, but with this I can get her face spot-on to the T and that's all I want.

 

Glad the instructions were helpful for you!

 

By the way, I didn't include instructions for replicating makeup because I wasn't sure how to interpret the data the XML file provides (coordinates are given as "y", "z", "max", etc.), but my understanding is that the save file tool I linked to (DAI CLI Save Editor) will allow you to copy makeup sliders from one file to another:

 

1. When you drag and drop your original .DAS save file (with the makeup you want to copy) onto the editor, choose option 1, "Export Values to File". Type in a name for a file (e.g. "Rogue") and hit Enter, and a ".DASFACE" file with all the makeup values stored in it will be created in the same directory as the editor program ("Rogue.DASFACE").

 

2. Then drag and drop your new save file (with the new Inquisitor you want to use) onto the editor, and choose option 2, "Import Values from File", and type in the name of the ".DASFACE" file you previously exported (in the example above, just type "Rogue", leave off the extension), then hit Enter. It should create a "DAS.NEW" save file, with the imported / copied makeup and color values.

 

3. Delete / backup your save, and change the extension of the ".DAS.NEW" file to just ".DAS" and put it in your save game directory, and you should now be able to load up your save file with imported / copied makeup sliders.

 

If you want to make changes to the makeup of an Inquisitor you've already created, the CLI Save Editor file download link includes another program, "DAISaveChunkEditor" (program screenshot below), which is a simple GUI that allows you to browse and open up ".DASFACE" files and make changes to the makeup sliders and colors before importing them onto a save file. You won't be able to see how the colors actually look on your Inquisitor, and some of the sliders are still numeric values, but at least it means you won't be forced to redo the CC if, for example, you know you wanted a slightly different eye-shadow shade.

 

Again, hopefully the Black Emporium DLC will make it unnecessary to jump through all these hoops, but at least there's a method for doing these things in the meantime...

 

8lEfDPa.png?1



#20
Cribbian

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snip

 

This worked like a charm :D



#21
mireisen

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Has this been worked on lately? I'm trying to import my character's face again for a second playthrough but it's just colors with the DAI Tools at the moment...