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theskymoves

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  1. Changing the 3D weapon model is simple, as long as it is already a model available in the game: edit the UTI for the sword, and assign the desired model variation. See this tutorial for instructions on that; all three of the tools mentioned in the tutorial can be found on the Nexus: pyGFF GDApp TlkEdit2 If you want the material color to be fixed, then either assign a fixed material tier to the sword, or use an all black tint map; the latter will prevent an item from changing tint appearance when the material changes. To add glow, you'll need to create an emission texture and (add that information to the MAO file) for the sword... I don't have any working bookmarks to point you to on that subject, unfortunately. When I find myself in a modding situation like that (no handy tutorials or explainers), I look at the parts of the game and existing mods that do the thing I want to do, pull them apart, and try to reverse engineer how the thing is done. The unfortunately, the vanilla files for Starfang are locked behind an encrypted DLC archive, but there's no impediment to accessing the files for the glowing armor and weapons in Awakening (Vigilance, Sentinel chest, etc.) And I'd also take a look at mods that add glowing elements to equippable items, like Glowy Staves, Star Blades, Branch of the Cursed Tree Barnstokkr, and Elvhenan Weapons. (There are quite a few other older weapon mods that incorporate glowing elements, as well.)
  2. Okay, I understand what the 'Nexus Mod Version' is... those files were on the Nexus at one time, and when Risibisi removed the mods from the Nexus, she shared them via her blog. The Inquisition ports in that 'Nexus Mods Version' download are the version 1.0 files. The download I linked to above is Version 2. And as to permissions, Risi requested and obtained permission from the Sims modders to port those hairs, and, per her stated permissions, her ports are not free-to-use modder's assets. Risi is the only one who can upload those ports to the Nexus or give permission for them to be uploaded. And anyone can port the hairs from DA2 and DAI. (For example, tmp7704 also ported a number of hairstyles from DA2, back in the day.) But unless you have permission from the modder who made the ports, you can't upload those ported DA2/DAI hairs to the Nexus, or include them as assets in your mods. The porting modder holds the upload permissions for their port, regardless of the original source. Here is a link to the Nexus File Submission Guidelines: linky.
  3. Some general information on modding DAO: Installing Dragon Age mods Using Dragon Age Mods for Dummies Installing cosmetic mods for Dragon Age (This is mostly relevant for mods that affect the player character's appearance; a merged chargenmorphcfg.xml file is not needed for NPC cosmetic changes.) Dragon Age Redesigned is one of the very few mods that uses an executable installer, a method which has fallen out of favor. If the installer is not working correctly on your system, you could instead use the manual override version of the mod, which just involves copying the folders/files for the desired options to the game's override folder. (The manual version download is missing the PDF documentation from the original installer version, so hanging on to that is a good idea.) And 'milky' eyes is definitely caused by missing textures, so you are on the right track for solving the issue. ============== My overly-wordy explainer for installing the manual version of DAR: To install the manual version of DA Redesigned: Download 'Dragon Age Redesigned Manual Version 1.0' from the 'Optional' files area. Unzip that archive. Move or copy the Dracomies Textures folder into the game's override folder (Documents\BioWare\Dragon Age\packages\core\override). Dracomies Textures must be installed, as omitting that component will result in issues with the morph files, like shiny silver/grey skins and milky white eyes.) To use one of the general NPC replacer morph options, choose one of the three folders inside the 'Versions (Lore, Aesthetics, Recommended)' folder, and copy or move it to the override folder. If either the 'Aesthetics' or 'Recommended' options were installed in the previous step, then download and install the tucked hair mod, which is required by those non-companion NPC morphs. (See below for a step-by-step on installing tucked hair.) If you want to use DAR companion replacer morphs, download and install any required mods for them. Copy or move the folders for your preferred companion morphs into the override folder. (There are either documents or image files in the folders with the companion morphs, that list any additional requirements.) -------- Step-by-step instructions for installing tmp7704's tucked hair: Get tucked hair from the 'official' download location: https://www.moddb.com/mods/tmp7704/downloads/tucked-hair Unzip the downloaded archive (tuckedhair.zip). If you just want the hairs required for DA Redesigned, then unzip the tucked_hair.zip archive, and put that in your override folder. You don't need the earring hairs or the chargenmorphcfg.xml for the NPC morphs. If you want to use the basic 'tucked hair' styles for your player character, then you'll need to also install the chargenmorphcfg.xml file. If you are using any other cosmetic mods in chargen, you'll need to merge the chargenmorphcfg.xml files for all those mods... there can only be one chargenmorphcfg.xml file in override. If you want the earring hairs (for your player character), also place that unzipped folder in override. The earring styles aren't included in the included chargenmorphcfg.xml. You can find my merge-able chargen xml for both the tucked hair and earring hair styles elsewhere on the Nexus: tucked hair chargenmorphcfg (including earring styles); there may be other similar files from other modders. Again, if you are using any other mods for chargen, then the combined tucked + earring hair xml should be merged with the other cosmetic XMLs.
  4. Holy Necro, Batman! Nope. No vanilla Item Property that does anything like that... the 'No attribute requirements' property is sort of the catch-all for gear that couldn't normally be equipped. Maybe look at how the game implements the Arcane Warrior Magic/Strength alternate requirement for some insight into how such a tthing is handled in the engine... it's probably a scripted function. Or you can change the attribute requirement for a class of item by editing the relevant GDA. (BITM, I think?) Look at the Dexterity Light Armor mod to see how that's implemented... from what I can recall (from when I patched that mod + No helmet + rune fixes to all work together, back in the fuzzy long-ago) it was a pretty simple edit.
  5. Risi's Terms of Use/Permissions for her mods (as stated on her site) are: 'Do not include any of my mods in your mods. If you want to use my mods for your mod: Just link to my modpage.' You can make morphs with the hairstyles and share those as a mod on the Nexus; you can't include the hairstyles as assets in your download without permission. (The same would be true of assets from any mods/resource that does not have explicit open use permissions.) (I can't seem to locate the 'Nexus Mod Version' of the Inquisition hairs, for comparison to the files on Risi's site... could you link to that page, please? Thanks!)
  6. I've always just used Dragon Age Redesigned as my base NPC replacer; for the NPC morphs, there is only one external mod requirement; depending on whether or not companion morphs are used, there can be additional requirements, but those are all on the Nexus from what I can recall. (I do supplement DA Redesigned with a curated selection of lore-appropriate morphs for some important characters, both by other modders and my own work, but that's mostly me being nit-picky.) I prefer DAR because it doesn't deviate too dramatically from the BioWare design of characters; I find most NPC overhauls stray a bit too far into the weeds for my taste, in terms of being lore-friendly... DAR mostly addresses the odd or poor proportions of many vanilla morphs. In general, the more 'beautification' an NPC overhaul does or the more it deviates from the original aesthetic, the more requirements it will have.
  7. DAO Normals should be saved as DXT5, or DXT3, See: DDS Export Settings on the DA Toolset Wiki. Can't help with any of the GIMP-specific questions, sorry. I still use old skool Photoshop CS2 + Nvidia plugin.
  8. In theory, yes. Stubble information is stored in the MOR, just the same as every other characteristic of the morph. You'd need to first figure out what value to edit, and probably have experiment with the values entered, since there's no WYSIWYG editing capability for exported MOR files. My first guess (and this is a wild guess, nothing more) as to which fields to edit would be under MORPH_NODES, Line 2 'FaceM1...' > 'MORPH_TEXTUREPARAM'; 'g_vFacialHairColour' and 'g_vFacialHairWeights' are likely candidates for the stubble parameters. If it were my project, I might find an existing morph with a stubble appearance I liked, and try to copy over the stubble data from that morph to the one I wanted to use. Or more likely, I'd just recreate the morph in the toolset using the morph creator tool, and add the stubble there.
  9. The display name string is 'LocalizedName'; you'd edit the value field (currently 'TBD', in your image). The other 'TBD', Description, is the in-game description of the item. I know they can both be directly edited with TlkEdit2; never tried to use the toolset for that.
  10. The Winter Forge skills should be available immediately upon starting Awakening. I've never tried to use TWF to import items from the base game, so I can't help with that, sorry. A couple of questions... Does 'The Winter Forge - Awakening' appear in the list of Downloadable Content on the game's start menu, and in the in-game list in the Journal? (There should be four entries for TWF: The Winter Forge, TWF - Awakening, TWF - Leliana's Song, TWF - Golems of Amgarrak.) And how did you install the mod... with daupdater.exe, DAO-ModManager, DAModder, Vortex, NMM...?
  11. The standalone version from the Raven Skull Robe mod has an Item Variation ID conflict with the Witcher Pack Philippa dress. Both items use model ID 169. The issue isn't the UTC. It's an inherent conflict between two mods that use the same model ID number for items in the same class. Patching out the conflict is one option to have the correct robe appearance, the other option would be to remove the Witcher Pack mod (or at least the files for the conflicting item) from your install. (If you do remove the files for the Witcher Pack dress, you might still need to edit a clothing_variation GDA file to fully remove the conflict, depending on how LadyOfPayne set up the GDA/GDAs for that item class. If the dress is included in a GDA with items you want to keep, then delete the line for that ID number. If she used individual GDA files for each item, then deleting the files for the dress would be sufficient to resolve the conflict.) To patch out the conflict (and I'm sure some else must have written a better explanation, but this is my garbage tutorial on patching out Item Variation ID conflicts): https://kinlochhold.tumblr.com/post/137349892157/how-to-eliminate-item-variation-conflicts. The issue with the Witcher Pack Tabris dress appearing may also have been caused by a model ID conflict... mods that add clothing are especially prone to that issue, due to the very limited number of available variation IDs.
  12. Absent a full list of mods, any long distance troubleshooting is just guesswork. Mods that change NPC gear are easy to make and plentiful. The file that assigns Morrigan's equipment (among other things) is gen00fl_morrigan.utc. First thing I'd do is check the override for any files with that name. Also, NPC equipment is assigned and baked into the game's save as soon as an area map is entered, so that Witcher Pack robe should have been locked in as soon as you entered the Korcari Wilds. Without knowing what the 'something' you did was, there's no way of knowing why she reverted to her BioWare robe. Also, what parts of Raven Skull Robe have you installed? There's a replacer version, a standalone version, individual replacers... ?
  13. I don't see a list of mods (sorry if I misinterpreted what you meant by 'shown in the fourth image'), but I can tell you that the file you'd be looking for that establishes Rica's appearance for the Dwarf Commoner origin arc is bdc210cr_rica.utc. If multiple mods include versions of that file, then the game will either use the version that takes precedence in the file load sequence (folder/file that is last in A-Z order), or it may ignore all of them and use the vanilla UTC. Removing or changing that file after the origin story is started won't affect her appearance, since all NPC gear assignments are locked into the game's saves... at worst you'd need to restart the game from the beginning to see any effect from removing or altering, though she might not be appearance-locked until the Diamond Quarter is entered. (Her other UTC files are as follows: during the Dwarf Noble origin, she's bdn120cr_rica.utc; during the main quest/Paragon it's orz300cr_rica.utc, and for the epilogue, epi200cr_rica.utc; none of them are accessed during the origin story.)
  14. Did you create the toolsetexport folder, or was it generated by the toolset? If the latter, it sounds like you might have had junk files from using the toolset. The toolset can spawn files in the override folder that can cause unexpected and even gamebreaking issues, even if the user doesn't actively save or export anything. It's very important to check for the presence of and delete those files after every use of the toolset. In any event, I'm glad things are working properly again.
  15. Once you enter the Vigil's Keep map, all NPC gear for that map is 'baked into' your save. You would need to restart the expansion to restore that NPC to his vanilla equipment. I don't believe Qwinn' mod affects DAA at all. Loincloth Fashion doesn't change any NPC equipment, it just makes additional items available for use. If 'Kirkwall' is Kirkwall Exports, that als does not directly affect NPC gear, it only adds some new items. As I wrote elsewhere, a full list of installed mods is needed to make any kind of informed suggestion as to where the issue lies.
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