Awesome that means I can make goblins by morphing the elven malesMalcroix wrote...
Lades wrote...
Only thing I can't seem to figure out is the....erm, splotchy effect your Malcroix Morph seems to have on the face and neck. It looks like the same effect as a certain demon posessed child and warden had. I didn't find it myself though.
Heh heh, that's the secret ingredient 8=)
It's actually a skin texture. The one called "infected" 8=)The toolset does kick the ingame generator's ass though on customization. Now to just master it, and correct the facial wreck of Zevran. *shudder*
Yeah, that saccharine eurotrash was practically begging for some "facial reconstruction surgery". I took Victor Hugo's Guinplen and Heath Ledger's Joker as an inspiration for this malicious trickster:
Nasty bugger, ain't he? All those years livin in a brothel sure left their mark. But I've got to say, this face goes perfectly with his voice and suave but dangerous personality, suddenly making him an interesting character instead of a gay porno icon.
*images clickable for the full version*Has anyone tried to edit NPCs? It'd be amusing to change up Logain and such.
It's basically the same as editing your partymembers.
But I don't find it fun as I enjoy BioWare's work in providing us with the world and the characters. What I like is to edit my own party to my preferences.
Editing saved characters?
#101
Posté 15 novembre 2009 - 07:35
#102
Posté 15 novembre 2009 - 04:01
#103
Posté 15 novembre 2009 - 11:35
Just wondered if anyone else had that or other odd glitches or if they knew if it was fixable or not~
#104
Posté 16 novembre 2009 - 02:47
It's a drawback of overriding, but a minor inconvenience. You're only in the Fade for an hour give or take. I just ignored it.
#105
Posté 16 novembre 2009 - 05:44
Rayean wrote...
Morrigan's eye is in the eye texture tab, I believe it's something along the lines of pn_eye_mora_0d. And big props Mal, this has allowed me to change my party members to my whim as well as my own character making this the offical day of pure altoholism for me.
Thanks for this, Rayean! Greatly appreciated! I didn't end up using Morrigans, because I found one that suited my character better. ^^
#106
Posté 16 novembre 2009 - 06:52
#107
Posté 16 novembre 2009 - 07:00
I even tried qm_filename, and the qunari head appears, but it's floating above a headless human frame? Do you have to change the unit type in the save game editor? It's at 15 right now. What would the qunari value be?...
#108
Posté 16 novembre 2009 - 07:36
Does it mean i will have a problem, later, ingame, because of this filesize problem?
For information, each time i open a savegame in toolset, i have this message:
"GFF file contains references. Shared references will no longer be shared."
But the savegames work fine, i don't know what this changes in the filesize mean.
Any idea?
#109
Posté 16 novembre 2009 - 07:42
rock on Biohazard Dec11th
#110
Posté 16 novembre 2009 - 08:06
#111
Posté 16 novembre 2009 - 02:48
Drakonnen wrote...
Is there a way to open the morphs of existing character companions, such as Lelian, rather than starting from scratch?
If anyone knows, I still can't seem to find an answer for this.
Also, does anyone know how to correct the error where, if you are doing a female morph, if you start to use the Leliana slider, the eyes literally pop out of her head, and if you start a game with that morph, the character will be eyeless?
#112
Posté 16 novembre 2009 - 04:52
Rayean wrote...
I cannot find the post about it, but apparently a few people say that if you attempt to open a save game that is over 10 megs in size, the toolset crashes. I don't know if it's true or not, but it's something to test.
Appears to be true, my tool set is crashing right now when I try to open my 50 odd long save game....
#113
Posté 16 novembre 2009 - 04:58
Xyraphius wrote...
Hmm, I know this was asked before, but I didn't see it answered; How do you use a Qunari as your playable character? I've tried the hm_filename bit to try and edit my human male character, but nothing happens.
I even tried qm_filename, and the qunari head appears, but it's floating above a headless human frame? Do you have to change the unit type in the save game editor? It's at 15 right now. What would the qunari value be?...
First of all, you're right in using a qunari head as base. The two variables you have to edit in your savegame are found in Appearance and should both have 15 as value if you're playing as a human. You need to change those to 13. Should work as intended, then. Modified my main character myself, and I love it!
(Thanks go to thegreymeister, who originally helped with this, as I had the same problem getting it to work as you.)
By the way, did anyone edit/create face textures already? I'd like to give my character some scars, especially that nasty looking one going from the right eybrow to the cheek. Always liked that one in Mass Effect!
Modifié par XTRMNTR2K, 16 novembre 2009 - 05:00 .
#114
Posté 16 novembre 2009 - 06:17
XTRMNTR2K wrote...
Xyraphius wrote...
Hmm, I know this was asked before, but I didn't see it answered; How do you use a Qunari as your playable character? I've tried the hm_filename bit to try and edit my human male character, but nothing happens.
I even tried qm_filename, and the qunari head appears, but it's floating above a headless human frame? Do you have to change the unit type in the save game editor? It's at 15 right now. What would the qunari value be?...
First of all, you're right in using a qunari head as base. The two variables you have to edit in your savegame are found in Appearance and should both have 15 as value if you're playing as a human. You need to change those to 13. Should work as intended, then. Modified my main character myself, and I love it!
(Thanks go to thegreymeister, who originally helped with this, as I had the same problem getting it to work as you.)
By the way, did anyone edit/create face textures already? I'd like to give my character some scars, especially that nasty looking one going from the right eybrow to the cheek. Always liked that one in Mass Effect!
Thank you very much! I figured those values had something to do with it.
Thanks again for the assistance! Xypherion can come to life now!
#115
Posté 16 novembre 2009 - 10:40
#116
Posté 17 novembre 2009 - 02:56
Then again, maybe that's just out of my league. Haha.
#117
Posté 17 novembre 2009 - 03:29
Lades wrote...
I had that same issue in the Fade. My speculation is that since it's a morph override on your character, regardless of his form it will override and put the morphed head on. Burning man's head has no real issues, so it just gives it your morphed head. Spirit form, mine just was headless, no idea why. The golem form, I dunno. It's a creature head, so perhaps it is attached differently, and the polygons are trying to stay attached to something with different structure. Arm connects to shoulder, but shoulder is coming outta stomach, if that makes any sense.
It's a drawback of overriding, but a minor inconvenience. You're only in the Fade for an hour give or take. I just ignored it.
I had this problem too, but it didn't seem to affect anything as far as how the golem/burning man/spirit thing functioned so I honestly didn't worry about it.
#118
Posté 17 novembre 2009 - 11:20
RavenNightsight wrote...
Lades wrote...
I had that same issue in the Fade. My speculation is that since it's a morph override on your character, regardless of his form it will override and put the morphed head on. Burning man's head has no real issues, so it just gives it your morphed head. Spirit form, mine just was headless, no idea why. The golem form, I dunno. It's a creature head, so perhaps it is attached differently, and the polygons are trying to stay attached to something with different structure. Arm connects to shoulder, but shoulder is coming outta stomach, if that makes any sense.
It's a drawback of overriding, but a minor inconvenience. You're only in the Fade for an hour give or take. I just ignored it.
I had this problem too, but it didn't seem to affect anything as far as how the golem/burning man/spirit thing functioned so I honestly didn't worry about it.
Hehe, I freaked when I saw that twisted Spirit model. I was all like - are those BioWare guys for real, putting something so Dali-esque in a mainstream game? It certainly did look messed up, but I had no idea it was because of the morph. Kinda like the twisted look, though - makes me feel "special" like I haven't since American McGee's Alice (or Bret Easton Ellis's American Psycho 8=))
#119
Posté 17 novembre 2009 - 12:50
Malcroix wrote...
RavenNightsight wrote...
Lades wrote...
I had that same issue in the Fade. My speculation is that since it's a morph override on your character, regardless of his form it will override and put the morphed head on. Burning man's head has no real issues, so it just gives it your morphed head. Spirit form, mine just was headless, no idea why. The golem form, I dunno. It's a creature head, so perhaps it is attached differently, and the polygons are trying to stay attached to something with different structure. Arm connects to shoulder, but shoulder is coming outta stomach, if that makes any sense.
It's a drawback of overriding, but a minor inconvenience. You're only in the Fade for an hour give or take. I just ignored it.
I had this problem too, but it didn't seem to affect anything as far as how the golem/burning man/spirit thing functioned so I honestly didn't worry about it.
Hehe, I freaked when I saw that twisted Spirit model. I was all like - are those BioWare guys for real, putting something so Dali-esque in a mainstream game? It certainly did look messed up, but I had no idea it was because of the morph. Kinda like the twisted look, though - makes me feel "special" like I haven't since American McGee's Alice (or Bret Easton Ellis's American Psycho 8=))
Never really bothered me at all, the burning man I didn't notice till I turned around once and had a slight freak but as soon as I used the Golem form I just said "Whiskey Tango Foxtrot?! Did I just explode?!"
#120
Posté 17 novembre 2009 - 06:23
#121
Posté 17 novembre 2009 - 07:58
Modifié par 1Parmenides, 17 novembre 2009 - 07:58 .
#122
Posté 18 novembre 2009 - 08:59
or is it necessary to rebuild the heads compleatly by myself?
#123
Posté 18 novembre 2009 - 10:56
#124
Posté 18 novembre 2009 - 02:11
Bioware screwed up with the keyfile thing.
they said it would be fixed in a patch
#125
Posté 18 novembre 2009 - 05:01








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