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DragonAge Face Replacer


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#41
simsamsum

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I was unable to change a face by using Source:mor/Destination:das in the newest version (1.02), but it did work if I used version 1.00.

A name change and bag-size change should perhaps be made more optional? (i.e a seperate function) Because loading a save where the character has an accented letter will force a name change with non-accented letters.

Oh, and thank you very much for this tool!
It makes this soooo much easier =)

#42
NewByPower

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@ XunAmarox : Are you on Awakening ? Normally, inventory size offset is the same for all the saves I have.

@ simsamsum : fixed in 1.03 ( shame on me to not fully test the tool after moving some functions )

#43
XunAmarox

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Yes, it's Awakening. Here, you can test: http://rapidshare.co.../VigilsKeep.das

#44
XunAmarox

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1.03 seems to still have the inventory size problem.

But, now I'm looking and it seems like the problem isn't limited to Awakening. The problem is both Awakening and Origins.

#45
NewByPower

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@ XunAmarox : I found the problem. Header has not the same size on some saves. I'll fix it in 1.04.

@ simsamsum : DAFR exists since December, but with limitations, I realize only in April on how to modify any faces in game, when i think of the method used to read/write GFF format.

@ ChaironDeCeleste : Thanks !

#46
filampinoy

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Is it possible to convert a .chr file into a .mop file?

#47
NewByPower

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@filampinoy:
*.chr file cannot be converted directly to *.mor file ( nned to start a game and extract *.mor file.

I don't know much about *.mop file. In which process it is used ?

#48
XunAmarox

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A *.chr is created from the free Dragon Age Origins Character Creator (standalone). A *.mop is a Preset. You just have to name it appropriately to replace, or add it to your chargenmorph.xml in the appropriate category.

There's a guide here on how to transfer *.chr to *.mop via the toolset. They have the same values, it's just some copy/paste work.

Basically, it's just useful if you can make nice characters in the creator, but not so much in the toolset. This way you can still make Presets that look nice. Otherwise you'd have to make a morph completely in the toolset to be able to export it to a *.mop.

edit: Also, I can confirm the new version's inventory sizes works with everything I've tested so far. Good job! :)

#49
NewByPower

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Thanks for the explain.

I 've tested one time only the creation of face in the toolset, but i think it's very time consuming.

My tool allow people to make their npc face as a new game character, extract the mor file and include it into their mod folder to be used in the npc editor of the toolset.


Also a question for all : What feature would you to be included in future versions ?

#50
tmptmp

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"Side note: surely there must be a way to produce an mrh file from the mor. As a laic in this, I just assume it would be possible to strip the mor down to it's values/code, and then re-build it as an mrh. Pls correct me if that's a total wrong approach."

Unfortunately the .mor files store only combined result of multiple changes done with sliders in the Toolset, and more than one slider affects each of the shape vertices. Trying to figure out which particular settings and of which sliders led to combination in the given .mor is about as easy as figuring out the exact ingredients and amounts that went into making a delicious cake you're eating.




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