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Taylor17387

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Everything posted by Taylor17387

  1. ARR is incompatible with IRS and my mod, but all the other ones aren't mutually exclusive. You can install them all at once. I wouldn't use Better Sex Cutscenes together with IRS, though, since IRS already includes BSC scenes. If you want to make my mod compatible with something, PM me and I will explain you how to patch the mod with PyGFF. It's not so difficult really.
  2. Do you know how to apply bone weights in 3ds max, or where to find an easy-to-follow tutorial? This program doesn't seem intuitive at all, and the tutorials I've found thus far assume that you know a lot more than I do. Is it possible to simply copy the weight values from the original to the edited mesh? Also, I can't figure what's causing this bone weight loss. I started the project again from zero to isolate the problem. One moment the weights are correct, then I close the project, open it again, and voila, only red vertices. :huh: The orange and blue vertices (which I suppose are the ones with less weight) simply disappear. Even stranger, this seems to only affect one of the meshes in the combination.
  3. I've recently tried to edit some vanilla meshes in 3ds max. I had some previous experience with Milkshape 3D, but this program is totally new for me and I must have done some big mistake during the process of creation, because what I see in-game is the terribly distorted image that I attach below. The appearance of the skin in 3ds Max seems also distorted, as seen here: At first I thought that it was something related with the LOD2 and LOD3 files. But even after making LOD2 and 3 versions (as explained here: https://forum.bioware.com/topic/131863-problem-with-several-armor-mods-armors-distorted-when-viewed-from-far-away-workaround-found/?p=3390077) the distortion persists. What I've done so far: -Import an .mmh using Eshme's plugin. I didn't import collision, but imported the .mao file. -Delete some parts of the mesh. -Import a different .mmh, also without collision. I chose "Merge with selected" in the import dialogue. -Delete some parts of the new mesh and rescale it. -Attach one mesh to the other, so they form a single unity and I can weld the gaps between both meshes. -Adjust the UV map. -Export with Eshme's plugin. I didn't touch the skeletons and bone assignements at all, but I suspect it has something to do with it. In the original meshes, when I clicked on the bones I saw vertices highlighted in many different colours. In the edited mesh, however, all the highlighted vertices are red. I haven't the slightest idea of how to fix this, though, nor if it has something to do with the problem at all. Any ideas, please?
  4. I'm trying to override some of Awakening dialogues, but it's not working as it should. I extracted the int100_intro_cutscene.dlg and ep1_epilogue.dlg files from the designerdialogs.erf. Then I made some edits with PyGFF (simple things like removing a plot flag or linking a line with a different one, for testing) and saved the file. But none of those changes carry into the game. I've placed the files in packages/core/override and many other folders (like AddIns/dao_prc_ep1/module/override/toolsetexport). Still nothing. Am I missing something? Is this one of those things that simply don't work in Awakenings? I've used this same method for Origins' dialogues without any problem. Another strange thing is that, even if I completely remove the designerdialogs.erf from the install folder of Awakening, the intro dialogue will still play as if nothing had changed. It's as if the game was picking the dialogues from a different place :huh:
  5. I made a kind of mini romance for Anders in Awakening, and will post it in Nexusmods in the following days. Not that it has much dialogue or anything (not much to work with, really), but at least it's possible to kiss him and have sex.
  6. I have also the Ultimate Edition and the post coronation scene plays fine. I checked the game files, and the dialogue is contained in the designerdialogs.erf. It has 255 lines when opening it in a GFF editor, while the file from Toolset has 0 in the same editor. So I think this is definitely a problem with the Toolset database. Now I don't think this can be solved. The database comes with the Toolset download by default, doesn't it? Maybe the old version of Toolset didn't have this corrupt database, but I've been unable to find it anywhere.
  7. But then this is very strange. That part has dialogue, yet the speak lines in the cutscenes appear empty. Isn't this the file which contains the part when you can ask Alistair for a boon? I've seen mods that modify that dialogue and the plot flags associated with it. For example this one: http://www.nexusmods.com/dragonage/mods/1120/? How can this be done if there's only cutscenes?
  8. Hello. I'm trying to edit in Toolset the cutscene_postcoronation dialogue, but when I open the resource, it's empty, with just the Root in it. Is this normal? How can I restore this resource? Or is there anywhere a builder-to-builder package that I could use as base to work? It's the first time this happens to me. The other resources just open fine.
  9. Ok, I found a way. A bit convoluted, but not as time-consuming as it would seem. I will post it here, just in case someone is curious. So, efectively, there doesn't seem to be a way to do this without placing ALL the audio in the toolsetexport folder, to get rid of the robot voice. What I did was extracting the original party_banter audio with FSB Extractor. Since it's in mp3 format, I converted it to PCM 16 bit 24 kHz, using a program called AVS Audio Converter (needs registration to work properly, but there are surely others for free). That way all files are converted in one go. Then one needs to change the file names, since instead of being named "(ID)_m", they are named "(ID)_m.wav". I used this free program to remove the .wav part: http://www.bulkrenameutility.co.uk/Download.php Then, the audio files are placed in toolsetexport folder as usual, along the edited files. Upon generating VO, there won't be any more robot voices. :laugh:
  10. Yeah I read those tutorials, but they only seem to work if you're creating a whole new conversation from scracht. The problem is, I'm only changing some of the lines. If I go to Tools>Generate VO as the tutorial says, then I get the custom lines right (the .wavs I put in the toolsetexport folder), but all the other lines that I don't want to change are automatically replaced by robot voices. In normal conversations I used to create a new dialogue file with just the custom lines, and generate the VO from there, so the original lines weren't replaced by robot. As explained in this tutorial here: http://sapphim.tumblr.com/post/136253877305/dao-modding-tut-how-to-add-edited-audio-to-an Then I linked the edited lines to the new .fsb through cutscene creation. It's this last step I'm having trouble with. I don't know how to link an edited line with its corresponding vo in the .fsb if I can't make a cutscene (as happens with banters).
  11. Hello. I'm trying to edit some of the banter dialogues, changing the text and associated voice-overs. However, although the text shows correctly in-game, I can't find a way to incorporate the voices. For normal dialogues, I use the cutscene editor of Toolset, to link the text with the new VO. However, since the banters have no cutscenes, I can't do it that way here. I've tried simply putting the .wav files (with their correct "ID_m" names) in several folders, like Modules/SinglePlayer/override/toolsetexport, or the usual folder Packages/Core/Overrides, but nothing of that works. Is there another way to do this? Thanks.
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