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...