Aller au contenu

Photo

Editing saved characters?


  • Veuillez vous connecter pour répondre
167 réponses à ce sujet

#26
1Parmenides

1Parmenides
  • Members
  • 188 messages
Still having trouble. Why do you say, "DELETE/RENAME the Single Player directory created by the toolset in your Documents/BioWare/Dragon Age folder (NOT YOUR MAIN GAME FOLDER)." ?

Is the .mrh file supposed to be removed before the game starts?

When you make a morph file, is there any special setting it needs (besides that base pattern dropdown)?

Modifié par 1Parmenides, 08 novembre 2009 - 05:07 .


#27
Malcroix

Malcroix
  • Members
  • 360 messages

1Parmenides wrote...

Still having trouble. Why do you say, "DELETE/RENAME the Single Player directory created by the toolset in your Documents/BioWare/Dragon Age folder (NOT YOUR MAIN GAME FOLDER)." ?

Is the .mrh file supposed to be removed before the game starts?


No, you have to manually move it to the Override folder in your MAIN GAME FOLDER. THEN you destroy the Single Player directory just created by the Toolset in your DOCUMENTS/BioWare/Dragon Age/modules folder. This directory is evil and WILL screw up your game if you start Dragon Age without removing it first.

When you make a morph file, is there any special setting it needs (besides that base pattern dropdown)?


Not that I know of.

#28
1Parmenides

1Parmenides
  • Members
  • 188 messages
Do you do anything like "export resource" when you save? I saved to a nonbioware folder, then copied it over. Doing so creates that single player directory, but it always is an empty directory.

#29
-O-p-h-e-l-i-a-

-O-p-h-e-l-i-a-
  • Members
  • 26 messages
must say I'm still baffled.. been trying to do it for hours now and haven't got anywhere >.<

#30
Beerfish

Beerfish
  • Members
  • 23 825 messages
The 1st thing to do is to create a new module and open that module and avoid the default 'single player' module.

#31
-O-p-h-e-l-i-a-

-O-p-h-e-l-i-a-
  • Members
  • 26 messages
hrm



so I create a new module, 'Morr' (and make it an addin, yeah..?)

save my new morph in either the documents/packages/override directory or the program files one.

then open my saved game. change the MORPH_NAME value to my morph, 'HF_morr' - save it

then delete the new folder created in the documents directory.

load save in game.



it's still not working, as if I haven't touched anything. So I must be doing something wrong, do I have to 'activate' the new module I've made? I'm trying to use the toolset wiki for info, but it's all a bit confusing =S

#32
1Parmenides

1Parmenides
  • Members
  • 188 messages
-O-p-h-e-l-i-a-
I'm having troubles like you. Question, do you get this message in the log window?
"GFF file contains references. Shared references will no longer be shared."

I get this whenever I open up a save.

Even this trick: described here doesn't work for me: http://social.biowar.../8/index/131567

Modifié par 1Parmenides, 09 novembre 2009 - 12:52 .


#33
-O-p-h-e-l-i-a-

-O-p-h-e-l-i-a-
  • Members
  • 26 messages
No I don't get any messages at all, I've no idea what I'm doing wrong..



haven't tried that 'trick' - didn't really get what he was saying.

#34
Malcroix

Malcroix
  • Members
  • 360 messages

-O-p-h-e-l-i-a- wrote...

hrm

so I create a new module, 'Morr' (and make it an addin, yeah..?)



Don't know, never bothered with making new modules.

save my new morph in either the documents/packages/override directory or the program files one.



Are you sure you're saving to the main DA directory/modules/single player/override? Like I said:

"2. Copy the morph file to your main DA directory's Single Player/Override folder"

Don't either/or. Put it in all overrides at once. At least one should work 8=)

then open my saved game.change the MORPH_NAME value to my morph, 'HF_morr' - save it


In Beerfish's guide it's clearly stated - LOWER CASE ONLY. See if your filename is all lower case.

then delete the new folder created in the documents directory.
load save in game.


Yep.

Okay, one more thing. Maybe you need the *.mor file to get it to work properly. That's the format to which your *.mrh is converted when "posting to local". Try posting to local, then getting this file (probably in the evil single player directory toolset creates), then copying it to all the overrides, then deleting the evil directory. Try it.

Modifié par Malcroix, 09 novembre 2009 - 03:00 .


#35
Malcroix

Malcroix
  • Members
  • 360 messages

-O-p-h-e-l-i-a- wrote...

haven't tried that 'trick' - didn't really get what he was saying.


It's a much less efficient way of doing what we're doing here.

The character creator sucks anyway, toolset much better in designing heads.

Modifié par Malcroix, 09 novembre 2009 - 02:52 .


#36
1Parmenides

1Parmenides
  • Members
  • 188 messages
The fact that this other method isn't working for me either must mean something is wrong with my savegame editing.

I can type any nonsense text (of a nonexisting file name) into the value for SAVE_APPEARANCE_MORPH_NAME and the save will still load fine for me as if nothing happened.  When I return to editing the save, the nonsense value is still there even.

If you could, would you put a bogus string of text in for the value there in your savegame... to see what happens?

Modifié par 1Parmenides, 09 novembre 2009 - 05:38 .


#37
-O-p-h-e-l-i-a-

-O-p-h-e-l-i-a-
  • Members
  • 26 messages
Thanks for the reply Malcroix, I think it's probably to do with the mrh/mor files.. I had them in lowercase to start with and changed to uppercase to see if it'd work ^^



so I've posted it to local aaand can't find the .mor file anywhere, anybody know where they turn up? (don't seem to be in the evil directory.. that being documents/bioware/dragonage/modules/single player?)

#38
Bahlsa

Bahlsa
  • Members
  • 9 messages
I went through last night and was cataloging the spell list codes, some are listed in the 2da file, but there are others I could not find. nad some are named different than they are actually called in game.



10001 Fire rank 1

10204 Fire Rank 2

10003 Fire Rank 3

10002 Fire Rank 4



Just the first Set of primals, I got a bit more.

#39
Malcroix

Malcroix
  • Members
  • 360 messages

-O-p-h-e-l-i-a- wrote...

Thanks for the reply Malcroix, I think it's probably to do with the mrh/mor files.. I had them in lowercase to start with and changed to uppercase to see if it'd work ^^


It has to be lower case. You had the HM_ in upper case when you posted your filename.

so I've posted it to local aaand can't find the .mor file anywhere, anybody know where they turn up? (don't seem to be in the evil directory.. that being documents/bioware/dragonage/modules/single player?)


Check out documents\\\\\\\\....\\\\packages\\\\core\\\\override\\\\toolsetexport...

Otherwise just look for the file using the windows search engine... make sure it looks through hidden/system files also...

I don't know why it's not working for you.... it worked for me pretty quickly...

Sorry I don't have the time/energy to write a proper guide... just described what I was doing myself....

For me putting the *.mrh in main directory/modules/single player/override seemed to work...

Modifié par Malcroix, 09 novembre 2009 - 01:22 .


#40
Vae_Victis

Vae_Victis
  • Members
  • 109 messages
I haven't seen any requests for this info so I may be the only who cared, if you want to copy the appearance of a NPC (I made my PC into an edited Ser Bryant from the Chantry in Lothering) for your character the morphs are found in:



\\dragon age origins\\packages\\core\\data\\face.erf



Just extract the morph using the toolset. You can then edit the morph if you want or use it as is.

#41
Magister85

Magister85
  • Members
  • 11 messages
I dont supose a youtube tutorial or some sort of more.. detailed guide could be facilitated? My main char has already done plenty of the single campaign :S I don't want to do it all over again :S
he also looks like a elf with human ears and jawbone of a T-Rex

#42
Magister85

Magister85
  • Members
  • 11 messages
I dont supose a youtube tutorial or some sort of more.. detailed guide could be facilitated? My main char has already done plenty of the single campaign :S I don't want to do it all over again :S



he also looks like a elf with human ears and jawbone of a T-Rex

#43
Lorion2k2

Lorion2k2
  • Members
  • 3 messages
Problem is that Beerfish took down his guide and as it seems he described a step there thats missing here.



Tried to get a custom head with the informations given in this thread but it didn't work.



You probably have to edit the SAVEGAME_PLAYER_MORPH entry too cause after I deleted the binary code I got the default face for my character... but actually I don't know how to edit it so that it uses my custom morph file.



Anyone know if and what you have to enter there or maybe could post Beerfishs guide here?

#44
Malcroix

Malcroix
  • Members
  • 360 messages
Sure, I don't think he'll mind as he already posted this guide online.



How to use a Head Morph created with the toolset for your character in your game:



This process involves editing a saved game file with the GFF editor provided in the toolset. This process is not sanctioned by BioWare and as always they cannot provide any support if you go further and screw up your save game in some way. Remember the age old mantra ‘Save often and in different save slots.’



It would be a good idea if you test this process out on a test character first to make sure it works to your satisfaction before trying it on an existing save game.



1) Create your morph with the toolset morph editor.

- Save the morph with a file name that you will remember.

- Post the Morph to ‘local’ in the toolset. (Tools....Export…Post to Local)

- Exit the Toolset.



2) Start up the game.

- Create your character and just choose one of the base head morphs, don’t spend any time customizing it. (However make sure you choose the voice you want and all the other class attributes.)

- As soon as you get into the game save the game remembering what save game name you have created. (Or you can use an existing save game thus skipping the character creation step above.)

- Exit the game.



3) Open up the GFFEditor.exe (C:Program Files\\Dragon Age\\tools)

- Find your save game file and open it. (File…Open) The file extension of the file you want to open will be “.das”

(My Documents\\BioWare\\Dragon Age\\Characters\\”Character Name”\\Saves\\Slot #)

- Click on the plus sign to the left of SAVEGAME_PLAYERCHAR

- Click on the plus sign to the left of SAVEGAME_PLAYERCHAR_CHAR

- Scroll down and click on the plus sign to the left of SAVEGAME_APPEARANCE

- Enter the name of your morph file in the ‘value’ of SAVEGAME_APPEARANCE_MORPH_NAME

Important! When your morph file is saved in the toolset it attaches a two letter prefix to the front of the file name. It is the same prefix you see in the morph editor when you choose what type of base morph to make. (hf_ for human female, hm_ for human male, ef_ for elven female etc.) Thus if you gave your morph a name of ‘Fred’ after creating a human male, the name you enter will be “hm_fred” (all lowercase.)

- Move the cursor out of the ‘value’ field and click in another field, save the file in the GFF Editor and exit.



4) Start up the game and load up your save game. Your character should now have the toolset morph head that you created. It’s probably a good idea to save the game again right away in case you have to reload due to death.






Just remember to save your morph file in the main game directory/modules/single player/override, and delete the evil Single Player directory from the Documents location after you exit the toolset.



Maybe some other override directory will work for you (there are two each in both Documents location and main game location, go figure). Maybe the *.mor file and not the *.mrh is what you need. I'm not really inclined to experiment with my game ATM.

#45
maikanix

maikanix
  • Members
  • 142 messages

DFM2005 wrote...

Anyone notice a glitch with the "out of memory" error when opening two different save games files side by side?

I have 12 gigs of ram installed on my computer theres no way in hell i'm out of memory.


I'm having this same problem with just one saved file, though I only have 3 gigs. I can't edit it as a result.

#46
Lorion2k2

Lorion2k2
  • Members
  • 3 messages
Thanks Malcroix!



T'was the "Post to Local" step I was missing cause you need the .mor file it produces not the .mrh.

#47
Legion-001

Legion-001
  • Members
  • 167 messages

Malcroix wrote...

Okay, solution found.

1. Save your Morph WITHOUT POSTING TO LOCAL, use a name that conforms with the required syntax - i.e. add " hm_ " in the beginning if it's a human male.

2. Copy the morph file to your main DA directory's Single Player/Override folder.

3. Edit the saved game (put the name of your morph file in the relevant line under PLAYERCHAR/APPEARANCE).

4. Exit the toolset.

5. DELETE/RENAME the Single Player directory created by the toolset in your Documents/BioWare/Dragon Age folder (NOT YOUR MAIN GAME FOLDER).

Voila.

You've got your new head, without the total gamebreakage.


I find an easier method is to simply POST TO LOCAL as normal and then when finished go into the Documents/BioWare/Dragon Age folder and delete SinglePlayer.CIF, this prevents the game from looking for a custom campaign that doesn't exist.

Modifié par Legion-001, 09 novembre 2009 - 09:40 .


#48
1Parmenides

1Parmenides
  • Members
  • 188 messages
Thanks guys! It was indeed the .mor file and the post to local that worked.

#49
thegreymeister

thegreymeister
  • Members
  • 39 messages
Thanks to Beerfish for the tutorial, let me create my quarian-sized character :)

#50
XTRMNTR2K

XTRMNTR2K
  • Members
  • 3 messages

thegreymeister wrote...

Thanks to Beerfish for the tutorial, let me create my quarian-sized character :)


So you have a qunari-sized main character now? Sweet!
How did you do that? I wanted to change my MC as well, but I don't know what to change. (And I'm sorry if this is answered within Beerfish's tutorial, it still seems to be unavailable.)