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Editing a .mor file to change hair, skin, and/or eyes. Is it possible?


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I'm sure this has already been answered. 

I have a bunch of character replacers for Morrigan, etc. They all have requirements for the hair, eye colors, and skin, and I really don't want to have to install a ton of different files to get all these replacer mods working. I'm sure there will be conflicts like crazy. So I was wondering if it would be possible to open the .more files somehow and change the skin, etc., that the replacers are using. For example, I like the Alternative Default Eyes mod and thought maybe I could change each .mor so that Alternative Default Eyes is used instead of whatever the mod author of the morph requires. I hope this makes sense. 

Is it possible to change the mods each replacer requires? And if so, how would I do that? 

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Yes. You can edit MOR files  with pyGFF. (The DA Toolset can also be used to open and directly edit MOR files, but I prefer to use the more lightweight GFF editor.)

The easiest things to edit are the parameters in the MORPH_PARTS (hairstyle, beard, eyelash mesh) and MORPH_TINTFILENAMES (tints for skin, hair, default eyes, tattoos, makeup, etc.) Here's a graphic I made a while back showing the steps for making  edits to a MOR:

1926794-1684957895.jpg

Editing gets more complex when texture replacers are involved, since they are buried under the MORPH_NODES section.

For eye textures:  expand node 28 EyesM1, ..., expand MORPH_TEXTUREPARAM, select MORPH_TEXTURE_NAME FIELD, and edit as described in the graphic. However, there is the possibility that the texture replacement may look odd in-game, as the toolset morph-maker allows for modifying the size of the iris, and not all eye textures are to the same scale.

For skin textures... while it is possible to swap out skin textures (expand node 2 FACE_M1, ..., expand MORPH_TEXTUREPARAM, select and expand each of  nodes 0-3 under MORPH_TEXTUREPARAM and edit as above to replace the texture names. The problem with replacing skin textures with a direct MOR edit is that there's no way to gauge the way the replaced texture(s) will blend together, absent a WYSIWYG interface.

And node 4 under node 2 FACE_M1, ... is the tattoo texture mask, if any.

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