It's here now (Feedback Thread):
http://forum.bioware...-age-franchise/
It's here now (Feedback Thread)
It's been 'there' since before the release.
More like 'since the earliest announce', actually... ![]()
Like fallout i would like all presets to look good with not much altering, biggest gripe is spending more time creating, less time playing
This was an inteded feature in DAI, but it didn't work out. The way they built the character creator was such that face codes weren't an option. They won't reveal the details of how that happened, but that's what they tell us when we ask.
They wanted to give us face codes. They meant to give us face codes. But the way they designed the rest of the game it turned out not to be possible. Oops.
I'm not disagreeing with anything you said. That is indeed what they've been saying, so if there's any inaccuracy, it's the fact that it's a "paraphrase simplification" on their part, not any lack of understanding or failure to communicate on yours. But there is a "paraphrase simplification" that results in an inaccuracy on their part.
There are face codes. Without them, the engine would not be able to render faces the same way every time the game is loaded. It's just that they're machine-readable, and the analog output would be too cumbersome to represent as a single numeric value. For example the cheekbone width is stored in a particular variable as XY coordinates and the eye rotation is stored in a different variable as different XY coordinates, etc. Every single slider would need its own set of XY coordinates, resulting in a truly massive and unwieldy set of numbers. If they redesigned the CC GUI to let you input float values for each slider, it might work, but at that point, you might as well do as NReih suggests if you're on PC or tape two measuring tapes to your screen. Coincidentally, I'm on PC, but I'm going to be taping two measuring tapes to my monitor because I want to recreate an inquisitor myself and my game crashes instantly if I try to run it with any kind of overlay. Writing down "Eye Rotation: 5.65cm, 3.80cm" etc is tedious, but it's less tedious than taking 200 screenshots.
It's been 'there' since before the release.
More like 'since the earliest announce', actually...
People are always looking for it here, but they moved it all over there just before Trespasser.
This is the main issue I have with the whole box thing. In previous games I could recreate my character by saying, "OK I have preset 2, with skin 5, nose 3, bridge width 5," and so on. This was a bit more problematic with DA2 because several of the sliders didn't have notches or allow minute moving with left/right arrows, but it was still doable.
I think having the coordinates displayed on the screen, even if it fell on the player to write them down themselves, would have been very helpful.
Agreed. That is presumably something possible to patch in. Oh well. Next time?
I mean, don't get me wrong, I love the precision you can have with the free-movement grids, but it's a lot tougher to recreate.
I'm not disagreeing with anything you said. That is indeed what they've been saying, so if there's any inaccuracy, it's the fact that it's a "paraphrase simplification" on their part, not any lack of understanding or failure to communicate on yours. But there is a "paraphrase simplification" that results in an inaccuracy on their part.
There are face codes. Without them, the engine would not be able to render faces the same way every time the game is loaded. It's just that they're machine-readable, and the analog output would be too cumbersome to represent as a single numeric value. For example the cheekbone width is stored in a particular variable as XY coordinates and the eye rotation is stored in a different variable as different XY coordinates, etc. Every single slider would need its own set of XY coordinates, resulting in a truly massive and unwieldy set of numbers. If they redesigned the CC GUI to let you input float values for each slider, it might work, but at that point, you might as well do as NReih suggests if you're on PC or tape two measuring tapes to your screen. Coincidentally, I'm on PC, but I'm going to be taping two measuring tapes to my monitor because I want to recreate an inquisitor myself and my game crashes instantly if I try to run it with any kind of overlay. Writing down "Eye Rotation: 5.65cm, 3.80cm" etc is tedious, but it's less tedious than taking 200 screenshots.
Thank you for putting into words what I was thinking
Also, it's "only" about 45 screenshots, but if that's easier for you, it's easier for you ![]()
I tend to re play the same character in games , DAI was a pain.
I stop counting the number of Lath Lavellan I created , started playing and had to delete the file because something was wonky and not really looking like the original.
The "best" method I found is finding the data of the character creator in game .(basically you have nose height : x = -0.5 y = 0.8 , etc...) and a grid , some software to put the grid on the game window , and then recreating my Inquisitor.
I found this method online , it's obviously a pain to do it and only available on pc , but it works.
Of course you can also make a save right after Cassandra and Leliana interrogate you , it's simpler , but you might end up with a mess of save files.
Anyway my point is...can we please have face codes in DA4???Pretty please.
Of course you can also make a save right after Cassandra and Leliana interrogate you , it's simpler , but you might end up with a mess of save files.
If you're on PC this really isn't that bad. I have a hard save on the bridge with Cassandra (the first available save point for the player). At that point I just closed the game, copied the saves over to a different folder elsewhere and I can play that character whenever I want.
The save I have dates back to November 30, 2014 and I'm still using the same character.
I want to recreate an inquisitor myself and my game crashes instantly if I try to run it with any kind of overlay.
The overlay ruler does not work with full-screen. One has to run DAI windowed-fullscreen (or simply windowed), alt-tab and load the grid\ruler. At least that's how it works for me.
. Every single slider would need its own set of XY coordinates, resulting in a truly massive and unwieldy set of numbers.
I don't think the long numbers are the issue here, ME1-->ME2 import has no face-code at all, but that never stopped it from working. And that's carrying the headmorph into another installment, not even the NG+. Player has no idea what's what, but the proper values are fetched nevertheless.
If I had to guess - the main issue is in that bloody encryption. It's tricky even to change a name within the save (if even possible), and it's literally impossible to copy-paste a save from one PT into another. Create new inq ---> make save--->get the earliest save from your previous PT ---> replace it with the renamed old one and any further save would go into the original PT. Those numbers in the save file name? They are unique, sort of the 'key' which always 'works'.
In DAO\DA2 it's possible to copy-paste the 'gibberish' headmorph variable, in DAI it does not seem to work.
You can go 'The Black Emporium ' and record the Data of you Inquisitor, just like my signature.
This is my way to remake my Inquisitor the next playthrough.
I'd love a face codes feature for the next game (I imagine it's too late for DAI now). I've taken screenshots of my Inquisitors' sliders etc, but that's such a pain in the arse. Especially if I'm just playing around with the cc to see what I can create. Don't want to take screenies of all my experiments. I don't really like storing lots of picture files on my laptop just so I have back-ups of my characters' faces either.
Facecodes all the way! It's so simple, I have all my Sheps' faces recorded on one piece of paper.
While I've reluctantly accepted it's not happening for DA:I, in future, if they can't do a "code" due to the complexity of the CC and the number of different settings, then at least allow us to save appearances to a separate file, and then share said appearance files over the Keep.
I am in the IT field, and this face code thing seems extremely possible. When you go into the Black Imporium, it needs to read your character's current image to load into the player editor. So they do have the subroutines to load and process the face data, and send it back into the game once you close the player editor. It must be stored somewhere in the save game file. So if they would release the save game file locations, it would be possible for the person who wrote the dai save game editor to expose these values. A bit clunky, but it would work!
Probably not going to happen for this game, but hopefully, they can do it for the next one.
I am in the IT field, and this face code thing seems extremely possible.
When you go into the Black Imporium, it needs to read your character's current image to load into the player editor. So they do have the subroutines to load and process the face data, and send it back into the game once you close the player editor. It must be stored somewhere in the save game file. So if they would release the save game file locations, it would be possible for the person who wrote the dai save game editor to expose these values. A bit clunky, but it would work!
Or you know... we could just take their word for it that they tried.
I'm not sure what you mean here by "... if they would release the save game file locations." On PC, the save files for DAI are in the same location as for every other DA game -- My Documents/BioWare. The DAI modding community may be pretty small, but the coders are really dedicated and have given us some great tools to work with. I think they might have come up with a way to get to that information by this time if it were possible.
You can already get that information , I have my main character data from the save files .
I can't remember with what softare I opened that though .
An example of what it looks like:
You can already get that information , I have my main character data from the save files .
I can't remember with what softare I opened that though .
An example of what it looks like:
Spoiler
Well it's rather a bummer that you don't remember how you opened the .das... Thanks though!
Well it's rather a bummer that you don't remember how you opened the .das... Thanks though!
I found the link on reddit I used : https://www.reddit.c...ulling_sliders/