Jump to content

apomorph

Members
  • Posts

    48
  • Joined

  • Last visited

Everything posted by apomorph

  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.
  16. Do these links not work for you? https://www.tapatalk.com/groups/daitools/save-game-editor-t421.html https://drive.google.com/file/d/0BzqpBc4MrAMXY0h3NGh1dVduYmc/view?resourcekey=0-UiSfBvGmZ4q_Uk-bd0plQA Both are working for me. I've spoken to at least one other person who had this issue on the DAI modding Discord, so it's not just you. The second link worked for them (the direct download link).
  17. 1) Is there... any chance the DaiModManager isn't creating the new patch in the new address for the game's directory? 2) If you try to look at game properties in Origin, does Origin recognize that the game is installed? I've had some issues where after reinstalling/verifying game files through Steam Origin doesn't always catch on until I manually tell it to install the game after the Steam installation (so it goes through its install process without installing it, but then recognizes that it's installed) Sorry, this is a head-scratcher.
  18. You are welcome!! I am actually pretty excited to try a playthrough with the mod...
  19. 3x version is up (https://www.nexusmods.com/dragonageinquisition/mods/3515) @isaonhieno, I believe In Your Heart Shall Burn and Doom Upon All the World actually cost 0 power, and I'm not easily finding them. I think they're categorized differently than some of the other war table items, since they cost... 0 Power. So my mod doesn't touch them, alas. Edit: No, I was wrong, at least In Your Heart Shall Burn costs 1 Power. And I found where they are kept, which is a different spot. I'll update the mod. Edit2: I've included the quests I originally didn't include, including In Your Heart Shall Burn. I found where Doom Upon All the World is stored, but since it's original cost is 0, I didn't touch it (since I just arbitrarily am doing a 3x multiplier across the board). If you'd like to know about how to make these edits, lmk.
  20. This is a great idea, and I would actually use this for a playthrough of my own. I'd be more than happy to work on the mod and show you how to do it too so you can customize if you wish (I've edited other things related to quests and hoping the power requirement is an obvious find in the editor). That said... despite modding this game for over a year, I've never played personally past In Hushed Whispers, and have a vague outline of quests after that. So... I think I need some guidance on which quests and how much they should cost as an increase. Is it only the main quests that end up costing power? https://dragonage.fandom.com/wiki/Main_quests_(Inquisition) Edit: I'm almost thinking... 3x power cost for all quests. Most are between 4-15 power, and a few 30-40. You'll probably still have excess power being a sidequest completionist. But maybe I can't do math.
  21. I periodically return to trying to get the cc menu to open in areas besides the Black Emporium (so I don't have to go all the way over there to change my character's appearance), and it's... complicated. I looked a little at Hawke's version of the cc and of course it's similarly thorny. It's hard to tell which components do exactly what and how to move them to be triggered by something other than the original mechanism. As a workaround, it's potentially possible to reset some individual plot flags to retrigger the original hawke cc to come up, fix her, and then reset those plot flags, and hope it doesn't completely explode quests down the line. It shouldn't. Theoretically. Do you potentially have some save files you could share for testing? Ideally one close before the original hawke cc menu is supposed to be triggered, and then one sometime later after progressing with Hawke's plot, and Hawke is nearby to be looked at.
  22. I've gotten Svarty's configurable mods (and other configurable daimods) to work with Frosty not by importing them through the FrostyMM, but following the steps here: https://forums.nexusmods.com/index.php?/topic/6928811-getting-dai-mod-manager-and-frosty-to-work-together-is-it-possible/. Basically, you use the DAIMM to make a merged patch that sits in your game directory, and then launch the game through FrostyMM to apply/use your Frosty mods.
  23. If someone is willing to tell me what dialogue prompts/speech from other conversations would make sense in that conversation, popping them in would be easy enough. It's the creative aspect I'm bad at.
  24. I may already have something for this, but it's a bit involved. I play a rogue/mage combo class character, so most of my personal mods are built around that. I really wanted my character to not equip a staff (and equip a dagger instead), but still be able to use Wavebend's mod. What I ended up doing was swapping out the primary hand's placeholder/unequipped weapon for my character with an invisible staff, and I just equip him with one dagger on the off-hand. This means the game recognizes that he is equipping a staff, and that allows me to use Wavebend's modified mage attack as a normal attack. I was leery of remapping the primary mage attack at all and breaking Wavebend's mod, since it modifies several files itself. After I did this, I realized I still wanted to be able to do basic dagger attacks, which I now couldn't because the game was (rightfully) seeing a staff in my character's primary weapon slot. I ended up mapping the basic dagger attack to a new skill under the dagger tree, so it can be learned/hotkeyed, and used in addition to the modded mage attack. Some small consequences of this: 1) I did have to remove the dagger requirement from all dagger skills for my character to use them (since the game thinks he's wielding a staff and would otherwise bar him from activating these skills). 2) Since the invisible staff is a placeholder weapon, you're locked in to what its effects/element are. I had some fun with this giving this weapon extra effects and deciding what would be my character's preferred element 3) In my case, using one dagger in the offhand looked wonky initially, but I discovered swapping the actual bodyslots for the weapon slots fixed this. Now he sheaths the one dagger in the middle of his back, instead of awkwardly to one side. That does mean the slots on the inventory menu are also swapped, which actually makes more intuitive sense to me while playing-- to equip my character with a dagger in the offhand slot, I put it in what used to be the primary slot on the inventory screen. I assume you're using a mod that lets your mage use a one-handed blade. If you like my weird solution enough, I can walk you through how to map the base sword attack to whatever skill tree you want. Unfortunately that does mean you lose a hotkey spot, but I was fine with that.
  25. Does anyone know how to disable shadow occlusion on specific in-game meshes in either Frosty Editor or DAI mod maker? Any pointers would be much appreciated.
×
×
  • Create New...