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Mod problem? The floating head of Greagoir


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#1
Deadly dwarf

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If there's anything more annoying than possibly mod-related glitches, it's mod-related glitches that don't make sense.  I'm currently playing Origins with Dragon Age Redesigned installed.  (I also had Improved Atmosphere installed, but had to ditch it when I ran into the problem of frequent crashes.)

 

Anyhow, up to my first visit to the Circle Tower, I ran into no graphic problems with Templars.  In the Tower, however, I find Greagoir has a head but no body.  The other Templars in the room are visible, though two of them seem to be floating a couple of inches off the ground.  I tried installing the "Templars of Ferelden" mod to compensate, but no luck:  the Knight Commander has no clothes....and no body.  (Note that I seemed to have a similar problem with Chantry priests.  Installing the mod that gave them DA2 Chantry garments gave them bodies.)

 

Any thoughts on what went wrong here?



#2
Thandal N'Lyman

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Normal troubleshooting process:

Remove mods.

Check if things behave normally.

Re-introduce mods individually until you identify the culprit.


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#3
Deadly dwarf

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I was hoping a description of the problem might indicate the type of mod most likely to cause the problem.  Oh well... 



#4
DarthParametric

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Either it's a UTC issue, with Greagoir equipped with armour for which no model exists, or its a model replacement issue for Knight-Commander armour (which seems unlikely, as that should just use the standard Templar armour model, unless some mod added in a variant).

List all the mods you have installed.

#5
theskymoves

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If there's anything more annoying than possibly mod-related glitches, it's mod-related glitches that don't make sense.  I'm currently playing Origins with Dragon Age Redesigned installed.  (I also had Improved Atmosphere installed, but had to ditch it when I ran into the problem of frequent crashes.)

 

Anyhow, up to my first visit to the Circle Tower, I ran into no graphic problems with Templars.  In the Tower, however, I find Greagoir has a head but no body.  The other Templars in the room are visible, though two of them seem to be floating a couple of inches off the ground.  I tried installing the "Templars of Ferelden" mod to compensate, but no luck:  the Knight Commander has no clothes....and no body.  (Note that I seemed to have a similar problem with Chantry priests.  Installing the mod that gave them DA2 Chantry garments gave them bodies.)

 

Any thoughts on what went wrong here?

 

Did you have Improved Atmosphere installed the first time you entered the tower, but not when you returned there? If so, did that mod change Greagoir's gear to the DA2-style Templar armour? (I see that the mod adds at least some Kirkwall Templar armour, but it's too late at night for me to dig through the multitude of folders and files.)



#6
DarthParametric

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Improved Atmosphere still seems to have him equipped with gen_im_arm_cht_mas_tmp_b, the same as the vanilla version. That's just the standard Templar chest piece, so if it was something altering the model for that, all Templars should be affected. I'd guess at cli220cr_greagoir.utc from another mod altering his inventory.

#7
theskymoves

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Improved Atmosphere still seems to have him equipped with gen_im_arm_cht_mas_tmp_b, the same as the vanilla version. That's just the standard Templar chest piece, so if it was something altering the model for that, all Templars should be affected. I'd guess at cli220cr_greagoir.utc from another mod altering his inventory.

 

Vanilla!Greagoir wears gen_im_arm_cht_mas_tmp, as do all other templars. (There's also a gen_im_arm_cht_mas_tmp_a, which is a unique item, lootable from one of the possessed Circle templars.)

 

Vanilla gen_im_arm_cht_mas_tmp_b is the unique Knight-Commander's Plate sold by Faryn, which IA replaces with Meredith's chestpiece *snicker* from DA2.

 

All three vanilla templar armours use the same model, but IA changes one. Templars of Ferelden (which was in there somewhere, no?) replaces all three templar armours with one of two DA2 models.

 

But yes, eliminating the possibility of conflicting UTCs would be a good first step because one would imagine that he'd just equip the (visually identical to other vanilla templar armor) Knight-Commander's Plate rather than the replacer Kirkwall version. *scratches head*

 

ETA that Templars of Ferelden only includes UTC files, and requires another mod (Kirkwall Exports) to add the actual armours. @Deadly dwarf... did you also install that prerequisite?


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#8
Deadly dwarf

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Vanilla!Greagoir wears gen_im_arm_cht_mas_tmp, as do all other templars. (There's also a gen_im_arm_cht_mas_tmp_a, which is a unique item, lootable from one of the possessed Circle templars.)

 

Vanilla gen_im_arm_cht_mas_tmp_b is the unique Knight-Commander's Plate sold by Faryn, which IA replaces with Meredith's chestpiece *snicker* from DA2.

 

All three vanilla templar armours use the same model, but IA changes one. Templars of Ferelden (which was in there somewhere, no?) replaces all three templar armours with one of two DA2 models.

 

But yes, eliminating the possibility of conflicting UTCs would be a good first step because one would imagine that he'd just equip the (visually identical to other vanilla templar armor) Knight-Commander's Plate rather than the replacer Kirkwall version. *scratches head*

 

ETA that Templars of Ferelden only includes UTC files, and requires another mod (Kirkwall Exports) to add the actual armours. @Deadly dwarf... did you also install that prerequisite?

 

Yes, I installed Kirkwall Exports.  I added Templars of Ferelden only after seeing Greagoir's missing body.  Again, up until seeing this glitch, all other Templars were okay.  Adding the TOF mod changed the other Templars but did not give Greagoir a body.  Again, after removing IA, I noticed floating heads for all chantry priests.  So I added the mod that gave the DA2 chantry robes.  That worked fine.

 

Aside from those mods, I installed the usual mods needed to support Dragon Age Redesigned:  Pineapple Tree, CC's Tints, etc.  I also installed the mod to put the Hawke family in Lothering.  Theoretically nothing that should've affected Greagoir.  I have a feeling another reinstall is coming.  Drats!

 

Just curious if everyone had the crashing problem with Improved Atmosphere?  That really seems to be a great mod but for the crashing side effect. 



#9
DarthParametric

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Are you seeing any armor_massive_variation GDAs in your Override?

#10
Deadly dwarf

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Are you seeing any armor_massive_variation GDAs in your Override?

 

I used File Explorer to look for "armor_massive".  The only folder in override that had them was in the "Sentinels" mod.  Would that have messed with that type of file elsewhere in the program folders?

 

Could it be a DA Redesigned problem?  The Greagoir head I see is modified.  (Looks younger)



#11
theskymoves

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I used File Explorer to look for "armor_massive".  The only folder in override that had them was in the "Sentinels" mod.  Would that have messed with that type of file elsewhere in the program folders?

 

Could it be a DA Redesigned problem?  The Greagoir head I see is modified.  (Looks younger)

 

No. Dragon Age Redesigned doesn't touch NPC equipment at all; it's just morphs and textures for those morphs.

 

Can you post a link to the Sentinels mod? I'm not familiar with it, and thus cannae check the files for possible conflicts with the KE templar armour. (The KE files won't show up in a search of your override, of course, because that mod installs via a DAzip.)

 

Also, have you also searched your override for extraneous 'cir200cr_greagoir.utc' files, beyond the one installed with Templars of Ferelden? (Note that Greagoir also has two other UTCs over the course of the game cli220cr_greagoir.utc for endgame and bhm400cr_greagoir.utc for the Origin arc, and there shouldn't be multiples of those, either.)


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#12
Deadly dwarf

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No. Dragon Age Redesigned doesn't touch NPC equipment at all; it's just morphs and textures for those morphs.

 

Can you post a link to the Sentinels mod? I'm not familiar with it, and thus cannae check the files for possible conflicts with the KE templar armour. (The KE files won't show up in a search of your override, of course, because that mod installs via a DAzip.)

 

Also, have you also searched your override for extraneous 'cir200cr_greagoir.utc' files, beyond the one installed with Templars of Ferelden? (Note that Greagoir also has two other UTCs over the course of the game cli220cr_greagoir.utc for endgame and bhm400cr_greagoir.utc for the Origin arc, and there shouldn't be multiples of those, either.)

 

There are five greagoir.utc files in Templars of Ferelden folder and there's one hm_bhm400_greagoir.mor file that's directly in the override folder itself.

 

At Nexus Mods site, look up "Sentinels of Sylaise" under DAO.  (For whatever reason, I can't seem to copy the link.)  It's based off of some DAI lore.  It has both puzzles and battles and some optional "mature material" at the end of each episode for dessert.  I find it useful for experimenting with various mage builds I've never tried on actual play-throughs.  Also, you pick up extra money for equipment during normal gameplay. 



#13
theskymoves

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There are five greagoir.utc files in Templars of Ferelden folder and there's one hm_bhm400_greagoir.mor file that's directly in the override folder itself.

 

At Nexus Mods site, look up "Sentinels of Sylaise" under DAO.  (For whatever reason, I can't seem to copy the link.)  It's based off of some DAI lore.  It has both puzzles and battles and some optional "mature material" at the end of each episode for dessert.  I find it useful for experimenting with various mage builds I've never tried on actual play-throughs.  Also, you pick up extra money for equipment during normal gameplay. 

 

Five Greagoir UTCs? There should be 4. (I missed one earlier in my accounting, sorry.)

 

bhm400cr_greagoir.utc - Magi origin
cir200cr_greagoir.utc - the main part of the game, including Broken Circle

cli220cr_greagoir.utc - endgame/Battle of Denerim
epi200ar_greagoir.utc - epilogue (G will be at an US mage Wardens funeral... not sure if he shows up in any other epilogues)

 

What are the five UTCs in your install?

 

The .MOR is a face morph.

 

I'm downloading the Sentinels mod and will update shortly.

 

I installed the Sentinels mod and the only armor-massive files it added to my override are .DDS files, which are images. No armor-massive GDAs. :huh:


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#14
Deadly dwarf

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Five Greagoir UTCs? There should be 4. (I missed one earlier in my accounting, sorry.)

 

bhm400cr_greagoir.utc - Magi origin
cir200cr_greagoir.utc - the main part of the game, including Broken Circle

cli220cr_greagoir.utc - endgame/Battle of Denerim
epi200ar_greagoir.utc - epilogue (G will be at an US mage Wardens funeral... not sure if he shows up in any other epilogues)

 

What are the five UTCs in your install?

 

The .MOR is a face morph.

 

I'm downloading the Sentinels mod and will update shortly.

 

I installed the Sentinels mod and the only armor-massive files it added to my override are .DDS files, which are images. No armor-massive GDAs. :huh:

 

Thanks for the help, TSM!  Assuming this glitch doesn't appear with other characters elsewhere, in the end it's not a big deal.  You see Greagoir when you clear the tower of abominations.  You see him again on the way out and that's largely it.  I'll have to consider a clean re-install later once I'm done with the current run-through.



#15
theskymoves

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Thanks for the help, TSM!  Assuming this glitch doesn't appear with other characters elsewhere, in the end it's not a big deal.  You see Greagoir when you clear the tower of abominations.  You see him again on the way out and that's largely it.  I'll have to consider a clean re-install later once I'm done with the current run-through.

 

No problem, and I apologize for not being more helpful. :crying:



#16
DarthParametric

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Can you open the UTCs in the toolset or GFF editor and see what his equipped items are? Or just upload the UTCs somewhere for one of us to look at?
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#17
Thandal N'Lyman

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Or you know...

Normal troubleshooting process:

Remove mods.

Check if things behave normally.

Re-introduce mods individually until you identify the culprit.

 

Which would have taken less than the two days already spent trying to figure this out.  B)


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#18
Deadly dwarf

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Or you know...

 

Which would have taken less than the two days already spent trying to figure this out.  B)

 

I had so many mods installed, I began pulling them out one by one with no success.  Since I really wasn't that far along, I decided to call it a day and reinstall DAO -- and then prioritize which mods to put back in.  That, of course, is easier said then done since the more complex mods require the support of other mods and so it goes...

 

If nothing else, I'm becoming a bit more familiar with the tools of modding so that what I do install works properly.