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unniebee

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Everything posted by unniebee

  1. Okay, then I think you might be able to create a mod that replaces these, assuming you are in the right place. (There may be more than one set of uni_qf_army_bas01a files, if they're in different folders within the file structure.) You would need to download a .DDS editing extension for Photoshop or some other way of converting the PNGs to DDS, and take a look at the original textures to be sure they're the right ones, and then import the new DDS files in on top of the files you're trying to replace. The letters refer to the type of texture. "D" is Diffuse, which is the basic color and painted details. "N" is the Normal, which tells the engine how to render 3D details like bumps and ridges. "S" is the Spec, which tells the engine how to render lighting on the object, as in how shiny or reflective it is. The last one in the vanilla game is probably "T" for Tint, which tells the engine what materials to use on the armor and where. If the other files in the download are meshes, you may have to create two separate mods - one for the textures and one for the mesh. This is because different versions of DAI Mod Maker have bugs or issues with one or the other. So you may have to use Version 19 to create the texture replacer and Version 16 to create the mesh replacer, as an example. (Don't quote me on that, I'd have to do research and figure out exactly which version has trouble with what.) The mesh may also be in the wrong format - it needs to be in OBJ format with exactly the right settings in order to import correctly, and if the person who made the changes didn't keep EXACTLY the right number of vertices, it won't import at all. Additionally - do you know for a fact that the person who edited these is allowing others to make mods out of their edits? Just a thought. I didn't see anything upon a cursory glance so if you're dead set on this you may want to ask.
  2. This appears to be an edited mesh AND texture, right? (I'm at work atm and can't download the file to check.) Either that or it's a file that replaces the legs of the Antaam-Saar with the legs of the Nude model somehow, I'm not sure which. If it is the first one, in theory you could use DAI Mod Maker to create a mod that replaces the vanilla Antaam-Saar model mesh and texture for Qunari with this one. If that's the case, I could attempt to write out instructions, or I could try it for you when I have time (which might be a week or two.) If it's the second, you might be able to do the same but I wouldn't know how. The Antaam-Saar is a DLC armor though, and sometimes Mod Maker doesn't like to make edits to DLC items, so this may not be possible at all, at least not through Mod Maker. I think that Frosty mods can edit textures and replace armors or armor parts, but not import changes to model meshes. But I don't use Frosty so I can't tell you that for certain. Sorry I can't be of more help, but hopefully this is a start. **EDIT - Upon second look it seems that this person is extracting/editing models from DAI to use in other games/applications, so this may not be set up in a way that you can get it back into the game at all, at least not without 100% recreating the work yourself. DAI modding is super finicky. I would bet that this armor isn't moddable at all with the current tools, if only just because if it WAS editable, SOS Qunari Overhaul probably would have included an edit, instead of editing the Saarebas armor. With that said, you might be able to make these same changes to the Saarebas armor instead, but you might have to sculpt legs out of the pants mesh by hand, which would be very difficult.
  3. Did you choose any flirt options with any other characters? I noticed Cullen's flirt options got locked off to me when I flirted with Blackwall. It might also be that way if you flirt with Josie or Sera, maybe Bull too. If that's the case and you don't want to backtrack all the way to the beginning of the game to fix it, you might be able to use the SaveGameEditor to manually edit the plot flag and trigger the romance. Be careful, though, messing with plot flags can sometimes cause weird glitches.
  4. I'm a little confused - are you saying that the mods won't load unless you have the version number at 18, or are you saying they won't load at all? I usually don't do the version number thing to uninstall mods, I usually just re-run Mod Manager with an empty mod folder to create a default patch. Not that that helps you now that it's done... With that said, for future reference, I have found that eye texture mods mess with the finding-Skyhold scene more than any other kind of mod. (Why? Who knows.) I would bet you if you just removed that mod for that part of the game, that you would not have any issues. Do old saves (before the finding Skyhold scene) still load with the mods? If so, you could try removing the mods by merging an empty folder, then play through the finding-Skyhold scene again, and then re-merge.
  5. There are mods to change the companions' hair! Unfortunately, just like with Inquisitor hairstyles, modders can only edit the existing hair models, they can't import new ones. As far as I know, there are only two new hair models for Cass that have been made already: this one and this one. I use the first one with the formalwear at the Winter Palace to make it look like Cass at least tried to do something with her hair for the ball. You would need to request a new hair mod for Cass based on that artwork. I'm not personally good enough at hair modding to make something like that, but someone out there might be willing to give it a shot.
  6. Oh lol that was you. Sorry, I answered a bunch of threads at once one day and forgot who had posted what. Yeah, the only way to change hair with the BE is blindly. If there's clipping issues with the forehead or ears, you'll have to take a screenshot of them, then go into the BE without the mod and make the changes based on your screenshot, your memory and your best guess. It's not an easy process, unfortunately. For slider screenshots, I upload them all to my Google Drive account, and then I can flip through them on my phone while I'm trying to recreate the face on my PC. It's not perfect, but I usually end up making changes anyway.
  7. If that's the case, you have two choices: start over and re-make your character, or wait until you get access to the Black Emporium, assuming you have the Black Emporium DLC. The Black Emporium DLC comes with a "magic mirror" that lets you change your character's face mid-game. However, it DOES NOT like most of the mods, and will freeze if you walk in there with 95% of the mods on the Nexus. In order to change hair mods using the BE: Figure out which vanilla hair your new mod replaces (most mods will say so in the description, and if they don't a lot of times it's been asked/answered in the comments on the mod) Save and quit the game Uninstall ALL mods (except eyebrow mods if you want, those usually work fine) Reload the game Go to the Black Emporium using the war table or world map Use the Magic Mirror to change your hairstyle to the one your new mod will replace Leave the Black Emporium Save and quit the game Reinstall all your mods, including the new hair mod Reload the game and test.It seems annoyingly long, but it doesn't actually take that long to do. You get access to the B.E. after you finish the prologue and introduction scenes and can use the War Table for the first time.
  8. @Thandal, thank you, I didn't know that. It makes sense. I hope with the next game they're able to find ways to open up modding more. @Vaalyah, what I do for my Inquisitors is I create the face first and then take screenshots of all of the sliders for my own reference. That way, after I test their faces (faces always look/move differently in the game than they do in the character creator) if I want to re-create them, I have a reference. I went through six versions of my "canon" Inquisitor this way before I got his face the way I liked it, and three versions of my "canon" Hawke. With that said, you can always make whatever face you want, then play through the game until you are able to save. Then you can close, change mods, re-open, and test, and keep doing that until you decide which mod you like. That way you can test all the hairs without having to re-make your face, but it only works if all of the hairs are replacing the same vanilla hair. Otherwise, you have to wait until you have access to the Black Emporium, or do it in character creation as above.
  9. Correct. You could not even export one hair into the place of a different hair. So if you tried to replace the ponytail with the long hair, it would not work. However, you CAN install different mods for the same hairstyle, IF they are for different race/gender combinations. So if you have two different hair mods that both change the ponytail, you can install one for Human Females, and a different one for Elven Males. As an example. Almost all of the hairstyles have mods that override them on the Nexus, not just the ponytail. The longer ones have more, because there are more vertices for the modders to work with, so they can get better styles out of them. In addition, the two longest styles (the long hair without fringe and the long hair with fringe) have some weight/motion programmed into them, so a lot of modders trying to create long styles will use those. There is a reasonably complete list of hair mods here: https://daimodderblog.wordpress.com/2016/12/05/30/
  10. Is it possible to import edited DLC meshes using DAI Mod Maker at this point? I exported the Qunari bed and got rid of the Qunari statues and ropes by shrinking them and hiding them inside the model. But the edited OBJ file won't import back into the system - I get an error message. I've tried using several different versions of Mod Maker (15, 16 and 19) and I've tried playing with my export settings, but so far nothing works. I saw people saying that Mod Maker doesn't like making changes to the DLC items. Am I just out of luck right now?
  11. The only meshes that can be edited are the ones that have hair. None of the bald or close-cropped ones can be edited because there's nothing to edit. Because of the limitations of modding, we can only mod hair with the following process: Export an existing hair mesh.Open the mesh in a 3D modelling tool and move the vertices around to create a new shape.Import the edited mesh into the exact same slot, replacing the original hair with the new one.That's it, that's the only way it works. We can't import whole new meshes - the number of vertices has to match exactly or the mod will crash. We can't import ANYTHING new into the game, we can only replace existing assets. So we can't replace the bald-style slots, because there's no hair mesh to change around. Only the styles that have an actual mesh can be modded. Does that make sense?
  12. Thanks. I knew that was the case with DAI Mod Maker, but I wasn't sure with Frosty since I've never used it.
  13. I'm trying to create an Invisible Flairs mod. In theory, all I would need to do would be to turn the entire Flairs texture invisible (masked) using the Alpha channel, but in practice, I can't get it to work. I know this method works for other textures to remove parts, such as the Admiral Coat No Sword mod and most dress retextures that don't have a sash. The vanilla diffuse does already have an alpha channel on it, but it's empty. When I fill it with black, nothing changes. When I fill it with white, nothing changes. When I make a selection of part of the texture and load it into the Alpha channel, nothing changes. I know that the modded texture is loading because changes I make to the RGB channels show up, but the Alpha channel seems to have no effect no matter what I do. In theory I could shrink the actual models of the flairs on all the armors to make them invisible, but the texture method, if i could get it to work, would be way less time consuming, much smaller in filesize, and have much less conflict with other mods, so I'd really like to get this working. Is this impossible, or am I missing something? I'm using the same Mod Manager version I've used for all my other texture edits, which I believe is v.16.
  14. Since this was posted in July, I will assume you've already found out the answers, but just in case... 1) Yes. I actually have an entire folder in my mod pack that replaces as many of the default hairs as possible, because I like the NPCs to have much more variety. It still means that all of the people of the same gender/race/hairstyle will have the same hair, but at least the male humans with ponytails can have different hair from the elven females with ponytails. 2) Yes, to both. I use multiple hairstyles throughout my games to simulate short hair growing out over time, getting haircuts, wearing it differently to the ball, etc. (I do this with companion hairs too, actually.) It just means planning, and re-merging a lot.
  15. Currently, with the tools we have and the limitations of Frostbite, no, this is not possible. You can only edit existing hair meshes and re-import on top; you cannot add new meshes to the game. This might change once people get better with using the second mod maker (Frosty) but currently it isn't possible. Sorry.
  16. The above will work, but you actually shouldn't need to do it. You don't need to open daimod files at all - all you need to do is put all of the daimod files you want to use into one folder, and then point the Mod Manager at them and merge. So long as they still have the .daimod extension, you shouldn't run into any issues. What program your PC thinks should be used to open the file shouldn't matter. Don't worry about what the little icon next to the file shows.
  17. I don't know if you've fixed this already, but just so you know, the majority of mods don't work in the DLCs, and that includes the Black Emporium. I've given up trying to figure out which ones work in which DLCs and just uninstall them all when I'm in the B.E. As for mods disappearing and reappearing - do you have your meshes set to Ultra? Is it possible you used to and somehow the game's settings got changed? I have had problems in the past with my hardware getting overloaded by the sheer number of mods, and usually the solution for that is to uninstall all but the most basic mods to get through the resource-heavy cutscenes, like the first scenes in Skyhold (eye textures can really screw with that one) and some of the early game scenes in the Haven chantry. I have also had problems with Blackwall Green Eyes and Dorian in Black causing the game to crash, so check those out if you're using them. Unfortunately, DAI is just not meant for modding. This kind of thing happens all the time. Hope this helps.
  18. I have had this exact same thing happen to me. My solution was to uninstall all mods except the ones that would be actually visible in the scene - the mods on my Inquisitor and on the NPCs that are in the cutscene - merge, get through that glitchy cutscene, save, then re-merge your whole folder. I've noticed that when you have a lot of mods, sometimes it just seems to get overwhelmed? might depend on your hardware idk. with that said, i have had trouble with the Green Eyes mod for Blackwall before. I've never gotten it to load correctly, it always makes things crash. So maybe try that one and see if it's the issue. The rest of that Blackwall set loads fine for me, it's just the eyes.
  19. Hey, so I figured this out! In case anyone else has this issue, here's what happened: I had exported and extracted one of the tint files, flood-filled the entire thing with black, and then re-saved as a .dds. The original tint file did not have a visible alpha channel, but somehow when I saved it, a solid white alpha channel got added, tinting everything on that texture with the weird orange color. All I had to do was re-open my blank tint map, go to the alpha channel only, flood-fill it with black, and re-save. When imported, it did what it was supposed to do - it removed all material tinting from the uniforms.
  20. I'm trying to create matching uniform mods to go with my Faction Recolors mods, and I'm running into a really strange bug. For some reason, when I load up my mod, some, but not all, of the Inquisition soldiers turn bright orange. Image 1 Image 2 My mod edits all of the diffuse maps and blacks out all of the tint maps within da3/factions/inquisition/appearances/uni_hm_inquisitor/textures, except for the formalwear maps. I did not touch the spec or normal maps. As far as I can tell, no Inquisition soldiers use any texture assets from anywhere else. This is driving me insane. It should be a really easy texture recolor but I can't figure out where this weird orange tint is coming from, or why it's only affecting the heavy and medium (I think) armors! Scout Harding looks fine, as does the light armor, so I am at a complete loss. If anyone has any ideas, I would really appreciate the help!
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