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zloybelka

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  1. 1. Only keep 1 chargen in the override at a time (use the search bar to check for duplicates). 2. Make sure you put the meshes & textures themselves in the override. 3. Open that one chargen file in your override with Notepad or Notepad++ and make sure that new entries use exactly the same symbols, especially quotation marks. <hairs> <resource name="hm_har_ha1a_0" cut="1"/> </hairs> If it's some of Risibisi's hairs, for example, and you've copied the lines from the tumblr as is, the quotes are often (always) incorrect, just replace all of them with the simple version "".
  2. I've heard about an issue with just crashing the game to desktop after character creator with texture-heavy cosmetic mods for NPCs without 4GB patch installed.
  3. Then give all of the aforementioned file types pertaining to your chosen armor unique names and edit all cross-references inside. Preferably, also change the mesh name in the msh (line 2 name) and mmh (line 6006 mmh_mesh_group_name), so it doesn't overlap with the one in VLO. That makes: new texture names, texture names inside .mao. Mao, msh, mmh, phy names. Mmh name inside .phy, msh name and line 2 name inside .msh. Mmh, msh, mesh_group_name, mao (mmh_material_object) inside .mmh. You'll also need unique names for new .gda and .uti files. You can copy, rename and edit existing files or make new ones from scratch in the toolset (search around this forum and take a look at the Toolset Wiki http://www.datoolset.net/wiki/Tutorials, http://www.datoolset.net/wiki/Item_tutorial, http://www.datoolset.net/wiki/Extending_GDAs_tutorial). Same with editing armor properties.
  4. If you need to edit the mesh, use Blender ImportExport Script or Model and Animation Import Export 3dsmax Gmax. Otherwise just edit the textures and keep their names (or give them new names and edit the model's .mao file). If by combining you mean adding a female model to an armor that only has a male model or vice versa, that involves texture names, .msh, .phy, .mmh and .mao editing (there already are a couple mods like this, e.g. Cross-Mod Integration (Connect the Mods)) with pyGFF or the Toolset (use Notepad or Notepad++ for .mao files). Then edit the .uti with the Toolset or Tlkedit2 and .gda with GDApp, if you want to change the Item ID or its properties. Item Variation ID spreadsheet might come in handy, though it doesn't include all newer mods. Then make a script in the Toolset that will add the new armor to the game (the easy way is to make a console runscript command script). That's generally it, if I understood your question correctly.
  5. DAvRedesigned does faces only, doesn't touch any clothes. I've checked Improved Atmosphere (IA 2.0 RC1-577-2-0-.7z\Improved Atmosphere\2. Modules\2.2. Characters) and indeed bdc210cr_rica.utc (Dwarf Commoner Origin) points to nob_f00 dress (untinted dwarf noble dress aka female Tabris wedding finery), vanilla dress should be nob_e00 aka Shianni's origin dress. bdn120cr_rica.utc (Dwarf Noble Origin) points to nob_f03 dress (same model, green tint), vanilla dress should be nob_e03 aka Shianni's origin dress tinted red, epi200cr_rica.utc (epilogue dress) points to nob_af0 (aka Eleanor Cousland dress) both in IA and vanilla, orz300cr_rica.utc (Paragon of Her Kind) isn't included in IA, should be nob_f01 in the vanilla game (red dwarven dress). To sum it all up, if you want to revert one of those dresses to their default appearance (only for Rica, obviously), delete one or both bdc210cr_rica.utc and bdn120cr_rica.utc from the override. Better use the search function instead of going manually to the respective subfolder as there may be other instances of her utc files from other mods. If you prefer face changes through the game from the Brosca - Forsaken mod, pay attention where you delete her utc files from or add back utc folders from that mod afterwards. I suspect, the cause of Female Noble Clothing Overhaul mod not working for Dwarf Female NPCs is the same - IA (and possibly some other utc changing mods) overriding their vanilla appearance. The mod author probably redressed all dwarven ladies into dwarven-looking dresses. The solution would be typing dwarven names in the search bar inside your override and deleting all their utc files (be careful not to delete any armored dwarf females, if you installed any, use the DA wiki for reference or something). And of course, you'll have to start a new game for the reversal to take effect or manually edit your save file with the pyGFF editor (or return to an earlier save for non-origin chars). As theskymoves said, the clothing/armor/other equipment is baked into your save the moment you step foot into the respective location. So, the appearance of an origin character is set very early on and remains the same till the end of the game, unless it's changed later by a different utc. Hopefully this answers both of your questions.
  6. I'm using custom eye textures for both, so feel free to repeat the above steps and upload it yourself. Though I'd suggest checking other eye textures first too. If you don't want to bother with it, I'll do it later.
  7. P.S. Normal maps are definitely not the place to tweak reflectivity, it's either MAOs or specular (_0s) files for DAO & DA2.
  8. Seems like I solved this thing! I opened pn_eye_mora_0d in paint.net, then used the Alpha treshold plugin (it's installed separately, from the Red ochre pack) to make the texture visible (untick the Preserve ratio box and pull the bottom slider left). Then simply saved it again with DXT5 compression, same as vanilla texture, and dropped that in the override. And it started properly reflecting light. Tried hiding the alpha channel in GIMP and exporting, but I'm a complete newbie at it, just installed it recently, and that didn't work, the texture was non-reflective again. So, no ideas how to fix it in GIMP.
  9. Do you have the Toolset installed? You'll need it to compile the script anyway. If you do, look it up in the Palette - Scripts section.
  10. This guide to installing SQL server 2022 instead of the old one might be useful https://www.nexusmods.com/dragonage/mods/5904 (used it last year to reinstall everything). Also, this DAToolset Wiki has some info on installation and usage http://www.datoolset.net/wiki/Getting_Started.
  11. Still kinda supports my position. More unnecessary movements.
  12. Also I'd like to point out how inconvenient the new 'x days ago' counter for update date feels. Seen this on other sites, it's never useful.
  13. The problem is (you can look a few pages back), it's just impossible to stuff all solutions into one color choice, either users with bigger accessibility issues are left out on a more sudbued color theme (like the one I described or classic) or users who voiced their discomfort with new theme (like me) but were ok with classic theme.
  14. I doubt that's easier than having 2 or more set themes to choose from, as on many other sites.
  15. Those points make me do a double take on every single mod tile. And I agree that having 3-color font palette with a color accent lets you assess information quicker than a flat greyscale. On the other hand, I've seen a site go from a restrained accent palette to a more colorful palette that also slows you down, so sticking to the middle ground in this regard is always better Kind of a moot point when eye strain starts the second I look at the page. Out of curiosity used a color picker on my default background color for non-proportional wallpapers (black 0, 0, 0) and Nexus Next background (9, 9, 11 on the blue side), apparently that blue shine is what annoys me the most of all the questionable new design choices. upd. Although (9, 9, 15) with a very light grey font on another site feels ok. upd2. No, I think the issue is with large high-contrast areas anyway. Small areas with white on black text don't overload eyesight as much when most of the screen is filled with something more colorful and less contrasted.
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