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apomorph

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  1. It's likely one of your texture mods, and my first bet would be the Sera outfit retexture. Certain textures when modded by Frosty can cause cutscene timing issues (in my experience). You can use the appropriate files from this mod: https://www.nexusmods.com/dragonageinquisition/mods/3439, if it is indeed the Sera outfit retexture. If it's not the Sera outfit texture, and you are able to narrow it down to another retexture, and that retexture is NOT one of the ones Padme has covered in their mod, load the offending retexture through the DAI Mod Manager instead of Frosty (tutorial on using the two together: https://forums.nexusmods.com/index.php?/topic/6928811-getting-dai-mod-manager-and-frosty-to-work-together-is-it-possible/).
  2. I've had this problem for a long time, and it's worsened by the 60 fps fix for cutscenes. My best solution so far has been to launch the game with my computer in 2048x1152 resolution (native resolution 3840x2160), while telling the game the resolution is 3840x2160. This dramatically reduces the frequency of the camera "hops" to maybe 1 an hour. I'm convinced it's not mods, as I've tested on my lower resolution laptop and on my main computer with/without mods... and the problem only arises on my high resolution main computer.
  3. Unfortunately, it looks like swapping in the mesh for Blackwall's beard would be easy enough (and several of the HM beards aren't even used by NPCs), but I'm unsure what to do about Cole's hair mesh having a unique texture. I don't know enough about editing UV maps on the mesh to like... scoot the UV map on Cole's mesh over so as to potentially combine the two textures (vanilla hair + Cole's hair) into one image, and if that would mess up the vanilla hairs (and I don't like that 'solution' either as it makes vanilla hair retextures incompatible to boot). Sorry, DavidHardyBrand, I am stuck there. Lmk if you'd like a file at least to make Blackwall's beard playable.
  4. Yeah I was looking through the files under mod manager description tab, and thought it didn't include the beard due to its mesh not being edited / it not being in any of the screenshots.
  5. Darn you Cole, with your unique hair textures. Someone may have made this mod already actually: https://daimodder.tumblr.com/post/184746756184/thedasian-coiffures-character-hairs-for-the. Actual download link is here: https://drive.google.com/drive/folders/1jGjJQjavWXUH9qKLn7XScvjjH8euPdHN Edit: Actually, despite the name, this doesn't contain Blackwall's BEARD.
  6. HAIRSTYLE DAY DAI uses custom hair textures. Looks like its textures are making vanilla/hair mods that use vanilla textures look funky.
  7. Hey, this is totally possible if you import those meshes over some of the vanilla inquisitor options. There might be other ways to do this, but this is the least complicated/buggy imo. A few things to keep in mind tho: 1) You'd need to be using Frosty for this, and if I were gonna do this, you would need one of the Frosty Alphas. Reason being, new mesh imports require the Frosty Editor, and right now, the only available Frosty Editor versions that allow for mesh imports are the Alphas (there was an old nonalpha editor available for modders who paid for it that allowed for mesh imports, but unfortunately it's no longer available, and I joined DAI modding after it became unavailable) 2) Unless you're using a mod that enables Hair H to be selectable in character creation (this hair is an unfinished model that isn't used by any NPCs), you'll need to select one of the vanilla hairs to replace with Cole's hair, which will mean NPCs will be affected. So I do recommend using a mod that lets you use hair H (like this one: https://www.nexusmods.com/dragonageinquisition/mods/2712), so no NPCs are affected 3) For the beard, you're going to have to select a vanilla style to replace, which will affect NPCs 4) The companions have some weird headshapes, and the beard/hair may not fit your Inquisitor perfectly 5) I'm 99% sure Cole and Blackwall's assets use the regular vanilla hair textures, but if they don't, this might require a bit more work But yeah, I'd be happy to help out, provided... 1) You are able to use Frosty, and if you need links to download the Alpha version(s), lmk! 2 and 3) Please let me know which hair/beard meshes you'd like replaced (here is a picture with all the hairs labeled, save for H; and I guess just send a screenshot of the beard since I can't find a reference for them) 4) I suck at mesh edits and am not gonna be able to help here, just an FYI you may need to change your Inq's facial structure to make things look copacetic 5) Again, this probably won't be an issue
  8. So unfortunately, I don't think this conversion will work. The original mod edits scripts, and I can't figure out how to edit / import script files in the DAI Mod Maker.
  9. Since the mod author posted the .fbproject, I'll try to check this out within the next couple days.
  10. See if you can launch your game with no mods applied. If you can't, repair the game through whatever service you bought it from (e.g. Steam). If that's not your issue (missing/corrupted files in your game's directory), try applying one mod at a time. You may be getting these errors from a mod file that doesn't work.
  11. Are you deleting the Patch_ModManagerMerge file every time you remerge your daimods?
  12. I almost wonder if the Trials could have affected it. I know the companions approval trial is only supposed to double negative approval changes, but it's possible something wasn't coded right and you got double approval for something early on.
  13. You can read more about them here: https://dragonage.fandom.com/wiki/Trials. They were available with the Trespasser DLC. Varric's responses to being asked about Bianca are approval-dependent. He has three possible answers (friendly/warm/neutral). You got the friendly response. He also has different greeting barks that are approval-dependent. The dwarf admiration line is also a friendly-conditional line. AFAIK the companions' approval-dependent lines in their hub conversations are part of the base game.
  14. You may want to check what's in your game's directory. I'm not sure why you have two Official Patches showing up in your mod manager.
  15. So, from my experience with the Alpha Frosty Editors, we're getting close to being able to swap individual lines of audio out for custom assets, but we're not there yet. I can get asset swaps to work in the editor, but when testing in-game, any edits to conversation audio results in the whole conversation being muted. That's been my frustrating experience with audio replacement so far.
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