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unniebee

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Everything posted by unniebee

  1. You're looking for this armor, right? Doesn't look like it's available in game normally, as far as I can tell. This mod is the closest anyone has come to doing this, but it's not quite the same armor. It looks like an NPC-only body model, so it probably can't be done in DAI Mod Maker, but someone who knows how to do body swaps in Frosty could in theory do this? (I don't, or I would give it a shot.)
  2. The easiest way to do this would be: Download the retex you want to editOpen DAI Mod Manager and use File > Open to open the daimod of the retexFind Leliana's armor in the file tree (I don't know where it is off the top of my head, sorry) and open the diffuse file for it (the one with "_d" at the end)Export the texture as a .dds fileOpen the .dds file in Photoshop or another program that can edit them, and change the colors to whatever you likeRe-save the file under a new nameRe-open DAI Mod Manager and re-open the daimod if you've closed itImport the edited texture over the existing textureSave the file as a new modLoad your new mod into the game and test.If you need more details on exactly how all this works, let me know here or message me, and I'd be glad to explain it in greater detail when I have time. As for making it work in the DLCs... I'm sorry to tell you, if the original mod won't work in the DLCs, then your changes probably won't either. Some mods work in the DLCs and some don't and I don't believe we've figured out why, or how to fix it, at least not with DAI Tools.
  3. I wrote out all of that, and then realized someone has already done exactly this. Whoops! Well, good news, now you don't have to do this yourself, so long as you use Frosty. It's here: Harlequin outfit replacer for HF by DarjaDrem
  4. I don't know exactly how this would work, but here's some things i do know that might give you some direction. The Harlequin body models are NPC models only, and there is no "armor" in the game for NPC models. In order to make this useable for the Inquisitor, you would have to take an existing armor and point the body model at the Harlequin model. I don't think you would be able to make a new schematic, but if you replaced an armor that already has a schematic, you might be able to use that schematic to craft an armor that looks like the Harlequin armor. Some limitations of this: as far as I know, replacing Inquisitor models with NPC models can only be done in Frosty Mod Maker, and I don't know how it is done. Check out a different mod that has done this and see if you can figure out how they did it (here's an example.) You can't put armors built for one race/gender combo onto another, so your mod would only work for human females, and maybe Sera. As for the textures, if you can do the first part, the texture part should be pretty easy. I don't have the file structure in front of me right now but if I had to guess, I'd guess these armors and textures would be under Factions > Orlais, so start your search there. Once you find them, you should be able to extract them, edit them in Photoshop or whatever, and re-import them. Limitations on the texture modding: you'll only be able to include one texture per mod version, with no way to switch between them other than installing a different mod. Any texture changes you make will also affect the NPC harlequins. And you will only be able to make the armor tintable if the existing textures have a tint map attached; if they don't, I don't think there's a way to add one. My advice if you do take this on would be to create a standalone mod that replaces the female model for a Human only armor version (like maybe the Free Army Rogue Armor?) with the Harlequin model, and THEN make separate texture mods that players can choose from. Once you have that down, you should be able to do the same with the mask, I think. I hope that helps give you somewhere to start, at least.
  5. As far as I am aware, this can't be done with DAI Mod Manager. Someone else will have to weigh in on whether it can be done with Frosty Mod Manager, as I don't use it and am not familiar with it. But so far, I have not seen any mods that replace one NPC model with another's, at all. I haven't even seen any headmorph swaps. I'm pretty sure it can't be done, sorry.
  6. Those look awesome! I'm curious, do the retextures work on all races/classes? Do the patterned ones get warped out of shape on certain body models?
  7. @jascmm - I think your picture links are broken, can you try re-posting them?
  8. I have never had a problem with doing exactly what you have done - playing with mods, disabling them to go into the BE, saving afterwards, re-merging and playing again. I suspect that is not the issue. Try merging your modpack but without the eye textures. In my experience, HD eye textures can overload the game, especially in areas where there are a lot of NPCs like Skyhold. The fact that you have two eye textures that overwrite each other might be causing issues too. I have also had mods that worked perfectly well, and then something happened in-game that was totally unrelated and it broke one of my mods. For example, finishing a quest with Cassandra broke a Dorian re-texture, and I have absolutely no clue why, but removing the Dorian mod fixed the issue. DAI modding is weird, sometimes logic doesn't apply. Test all your mods if removing the eye mod doesn't fix the issue.
  9. I just saw on your other thread that you were also interested in how to change mods partway through the game. Fortunately, it's pretty easy. Literally all you have to do is save the game, close, shuffle your mods around, open ModManager, re-merge, and open the game again. As I alluded to before, I actually put together multiple mod folders for different parts of the game. Before I start a new game, I create a folder for Haven, Skyhold, Halamshiral, and the endgame, plus one for the Black Emporium since 95% of mods won't work in there. I switch these throughout the game at certain points, allowing me to make use of several different face/hair/clothes mods for my character and each companion/adviser, plus getting rid of mods that aren't needed at that point in the game to reduce stress on my hardware, and other changes. I do this for friends before they start games, as well. Having separate, pre-made folders makes changing mods easy, because instead of actually moving around the mods in your mod folder, you just point DAI Mod Manager to a different folder entirely, and everything is ready to go. But if all you want to do is add in new mods later, just dump them in your mod folder and re-merge. Please note that the DLCs don't like mods and not all of them work with DLCs. Most mod pages have a note as to whether they will work as intended, not work but not crash the game, or crash the game in certain DLCs. The Black Emporium is the perfect example - the vast majority of visual mods will not show up inside the Black Emporium, and many will crash it. My Black Emporium folder is literally my eyebrow replacer mod and nothing else, lol. All of this pertains to DAI Mod Manager, btw. I don't use Frosty so I can't help you with that.
  10. I assume when you say "DAI tool thing" you mean DAI Mod Manager, not Frosty Mod Manager. Correct? Personally, I have never had to delete or rename folders in order to get the game to work. If you have not tried doing the merge without the delete/rename thing, try that first, but if you have, then my suspicion is that there is a mod conflict or something of that nature. Can you post the list of mods you're using? The process you are describing otherwise sounds correct. Just in case there's something you're missing, here's the process I send to friends who are new to modding DAI: Purchase, download and install DAI. Run it once just to make sure it's okay, and to set your graphics settings and options. You shouldn't need to start a game or anything before modding. Download all mods you want to use, extract them if needed, and choose from the options if there is a multipack file. Put all of your mods in an easy-to-find folder. Only .daimod files that you actively want to be using should be in that folder. (I keep multiple folders for multiple points in the game, but that's definitely not necessary.) Download the DAI Tools Suite Loader. Extract it anywhere that's convenient, but not within the same folder as the DAI game or the mods. Open the loader, and check the box for Mod Manager. Click Download All Selected. When that's done, click Launch. It will bring up a filepath box. Navigate to the DAI EXE file. Next to Mod Path, click Browse, and then navigate to the folder where you put all your mods. Your mods should appear in the list. Click Merge. You will probably get a ton of errors, but most won't cause too many issues. Pay attention to any that say one mod overwrote another, as that means they are incompatible. When it's done, close ModManager and run the game. If that is the process that you used, then something else is going on.
  11. Good to know! I do not use Frosty ModMaker so I'm glad to hear that it worked. Looking forward to seeing what you come up with!
  12. @stronglav, I have the same preferences - I'm playing for the storyline, not the fighting strategy. The best setup I have found for making the combat practically non-existent is not to change the EXP, but rather to overpower your crafting and outfit your entire party with super high-level armor and weapons. These are the mods I use for that: All Crafting Materials Elevated Stats - Tier 4 plus DLC Unlock Masterwork Crafting in Haven MoreLoot Remade - Crafting version Rare Weapons - Main file, plus the optional files Rare Weapons Shop and TMM Haven Crafting Boxes Schematics Spree Redcliffe Crafting Supply - Free version Crossroads Crafting Supply - Free version These mods allow me to access high-level crafting of weapons from the point that I can craft at Haven, and high-level crafting of armors by the point that I can access the shops at Val Royeaux. If you're already playing on Easy then there's really nothing you fight before that point that is much of a challenge anyway. Plus, it gives me access to nearly unlimited amounts of nearly every crafting material, very early on, and makes which material you're using not matter because they all have the same stats. Your level hardly matters when the enemies barely do any damage to you and you're hitting for like 5x the amount of damage you would be normally at that point in the game. With these you can easily take on the Hinterlands dragon at like, level 5 or 6 - I know because I have done it. Hope that helps.
  13. As far as I am aware, there isn't one. Leliana's hood is a part of her armor, so probably the only way to do this would be to create a body swap mod that puts Leliana in someone else's body model and adds her Halamshiral hair to her headmorph. (I think her default hairstyle only has the front, to avoid clipping.) She would lose her unique armor in that case. I am pretty sure that if such a thing is possible, it could only be done in Frosty ModMaker, which I don't use, so I'm sorry I can't be of more help.
  14. There's No More Fog Of War with the optional mod Unlock Map Pins by fontofnothing. I have personally tried making mods to change the maps themselves, but without luck. The game didn't crash, but the altered texture didn't show, so there was just no map at all. As far as I know, no one else has succeeded to do this either.
  15. People ARE doing that!! Reshaped body models, armors and weapons mods are all over the Nexus. In many cases these are just very small edits to fix bugs, simple changes to body shape or edits to armors to make them less cluttered up. Here's an example of edited weapons and a popular one is editing the wedding dress to have different shapes. Also, this is literally how ALL hairstyle mods are made. Custom Body Models by Aravasia includes a downloadable tutorial on how to extract, edit, save and re-import model meshes using DAI Mod Maker. There are a bunch of limitations on this, though. Not every mesh will import back into DAI Mod Maker correctly. DLC models in particular often won't import at all. (I've been trying to make a mesh edit to the Qunari bed to get rid of those ridiculous statues, but I can't get it to import no matter what I do.) Some meshes have multiple objects in them. In those cases, often only changes to one of the objects will be imported. For example, I have been trying to create an altered Male Hawke body shape for ages, but his torso and his exposed arm are separate objects and only changes to his arm will import into DAI Mod Maker. Believe me, I have tried everything I can think of. Not every version of DAI Mod Maker will allow the creation of mesh mods. I believe version 1.1.0.16 will work, but the most recent one does not. Making extreme changes to models will cause the texture to be warped, as there is no way to re-map the texture to the newly placed vertices/polygons as far as I am aware. This is why extreme changes to hair meshes are everywhere but no one has done something similar with most of the armors/weapons - the hair texture still looks reasonably okay if it gets stretched out/warped. If I understand correctly, Frosty Mod Manager at this time cannot make changes to meshes. (I don't use it myself so I have not been able to test it.) DAI Mod Maker is the only option at the moment. Hope that makes it clearer!
  16. New Experience Table has a version that speeds up leveling by about 30%. https://www.nexusmods.com/dragonageinquisition/mods/307
  17. To clarify - when using DAImods, you will use DAI Mod Manager to merge all of your selected mods into the "patch" file. The game then reads the files from the patch. You can download the DAI Tools Loader from here: https://www.nexusmods.com/dragonageinquisition/mods/693 I don't use Frosty Mod Manager, but it is my understanding that you must launch the game using that program in order to use Frosty Mods. You can find that here: https://frostytoolsuitedev.gitlab.io/downloads.html In both cases, it does not matter how the game was purchased or installed - you will point the programs at the .exe file so it knows what to do. I believe you can use DAImods OR Frosty Mods, but not both at this time. There are more DAImods available as that format has been out for much longer, but Frosty can do certain things that DAImodding cannot. Hope that helps!
  18. I have not seen the swimsuit texture be edited before, but it might be possible. That's a DLC outfit, right? Sometimes ModManager has trouble with those. I think it might use the nude texture for arms and legs though?
  19. I think, because of the limitations of DAI modding, that what you are suggesting is not possible. (I thought of doing the same thing a long time ago for another purpose.) The issue is that edited models will not upload unless they have the exact same number of vertices/polygons as the original models. This is why parts of meshes cannot be deleted - they can only be shrunk down and hidden inside the model. This is a limitation of the Frostbite engine and the modding tools. What you MIGHT be able to do instead is to edit the Skyhold outfit "PJ" mesh to remove the clothing lines and make it shaped like a nude body (remove the metal accent bumps, slim down the sleeve cuffs, make the collar meld into the neck, etc.) and then repaint the texture. The PJ mesh is Inquisitor-only, it's not shared with NPCs. This would be quite difficult, but theoretically is possible. However, this won't work for all races/classes equally - there is a known bug with the Human Male PJ mesh that causes a big black box to appear on the texture if you make any edits to the shape of the mesh. We don't know why this happens and we haven't been able to fix it. Another issue is that this will then show under many of the armors, but that might actually be cool depending on how you do it, and there is a very popular mod that makes the Inquisitor be wearing their PJs all the time anyway. This would also allow you to make your retextures tintable, if you'd be interested in that. I hope that's helpful.
  20. As far as I know, no one has released any mod that changes what displays on the dialogue wheel. My guess is that either this is not possible with the current toolset, or no one has managed to figure it out yet. You may have to get DAI ModManager or Frosty ModManager, open up the file structure, go digging to find these files, and then experiment with them until you figure out how to edit them. It may not be possible at all - DAI modding is very limited. I know it is possible to silence individual lines of dialogue - see here and here - but I am guessing silencing ALL dialogue would be a massive undertaking. (@Zurex69.) Maybe try taking these mods apart and seeing what files have been edited, as a starting point?
  21. Textures might be possible, I'm not sure, but since the DA2 head structure is extremely different than the DAI head structure, I doubt anyone could ever recreate the face completely. Porting the meshes is not possible at this time; DAI Hawkes are not meshes so much as they are presets of the DAI face creator and I am pretty sure there would be no way at all to import an entirely new head for only Hawke. Your best bet is to create a custom Hawke and tweak their features to be closer to what you think they should look like. horography has posted mods that attempt to recreate the iconic Hawke hairstyles, so those will help, and you can use any face textures you think might look better than the default. There MIGHT be a way for someone to create a mod that changes the preset face data for the default Hawkes, but I have not seen a mod like that done before and personally would have no clue where to start, since the head preset data is to my knowledge not easily accessible within the files. IF someone could figure out how to do that, then in theory you would just need to create the face you wanted in the character creator, export the face settings (somehow), and then make a mod that slaps them onto Hawke. But that's entirely theoretical on my part - again, no one I have seen has figured out how to do such a thing.
  22. @jackknife18 and @drwdrum84, my guess is that RiRiW needed to turn on Ultra graphics settings in the menu. Most hair mods (possible all hair mods?) won't show up if you're not on Ultra mesh load level. If your other mods are working but hair isn't, check your settings!
  23. just throwing this out there - there is a known bug that makes the banter not trigger correctly, and i'm pretty sure it does still happen even if you have the mod. If banter isn't triggering, try cleaning out your quest log by going into your Completed Quests and selecting any quest that has a diamond next to it. (this video explains it better: https://youtu.be/6XTEpL53ZL0?t=80 ) With that said, I wouldn't mind having a More Banter mod that allows for an even shorter time between banters than the existing mod for 15 minutes. I tend to not spend a ton of time clearing out areas/doing sidequests so I don't ever actually hear most of the banter as things stand. Don't know if there's a possibility to create a bantering command or hotkey to force a banter on demand, but that might be nice too.
  24. I use a lot of older mods, and haven't seen anything go out of date; all of my oldest mods still work fine. Is it possible there's something else going on, like you need to re-set your graphics settings to Ultra or something like that? I think hair and eyebrows don't show up unless your graphics are on the highest setting.
  25. Ah yeah, if you're just using it for personal use it would be fine. However, if all that's in there is textures, then I think you may indeed be up a creek. My guess is that the person extracted the FemQunari "nude" model as well as the armor, and replaced the legs from the armor with the legs from the nude model. As far as I am aware, that is not possible to do within the game with our current modding capabilities. (Unless the Frosty Mod Manager can do it, but if it can, I wouldn't know how.) Sorry that I don't have a better answer for you.
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