Arcaedes Posted July 12, 2014 Share Posted July 12, 2014 (edited) I've run into an obsticle that I can seem to find my way around. I have made my own Mor files for Morrigan and Leliana - I made a fair few before settling on the actual morphs that I wanted to use. Initially I was using the toolset and New>Morph, but with later attempts I was using a heavily modded chargen and starting with a basic head on the new game screen, adjusting it, then using facechanger to import my new saved head and overwrite an existing copy of either hf_genfl_leliana.mor or _morrigan.mor and dropping in overide Background out of the way, the problem is thus. I am using a large number of mods, including the Whiten Teeth erf file (which seems to function alongside DA redesigned, unlike the only other teeth mod I could find) All NPCs and my warden have the whiter teeth ingame. If I create a new warden from the chargen screen, which is the same process I used to create the two Mor files. The new face file will also have whiter teeth. However my Morrigan and Leli both have the vanilla "dirty" teeth look. Something which stands out even more when everyone else has shiny whites. If I open the files with the toolset, I can't see the actual visual of the headmorphs - because the files are now Mor not Mrh, I can access the strings (the alphanumeric display of the settings) But I have no clue which values would affect teeth colour. I really want to keep morphs on these files as they are, but need to know if I can narrow down and adjust just the teeth, to match up with the rest. Plan B would be to remove the whiter teeth altogether and at least have consistency, but realism aside I don't quite like everyone looking like they've just been chewing on dirt. When I can get these files right, and get a handle on which of the mods I have installed are actully required for these files to display, I would like to upload them for others to use - providing anyone is interested that is.. I have taken a screeshot of each (critiques welcome) Big thanks to all the awesome modders on nexus, and the abundance of useful DA tools they have provided :smile: http://i60.tinypic.com/30htpg6.jpg http://i57.tinypic.com/2uoifzl.jpg Edited July 12, 2014 by Arcaedes Link to comment Share on other sites More sharing options...
theskymoves Posted July 12, 2014 Share Posted July 12, 2014 (edited) The teeth colour, or more properly. teeth texture, is established by the face texture... in other words, there is no separate provision for teeth. It's a part of whatever texture (or textures) is/are used for the face's skin. The whiter teeth mods replace the vanilla skin textures. Other modded skin textures may or may not have adjusted teeth colouration. Edited July 12, 2014 by theskymoves Link to comment Share on other sites More sharing options...
Arcaedes Posted July 12, 2014 Author Share Posted July 12, 2014 (edited) Thanks, I thought that from the descripton I read on the "realistic teeth" mod, but I was confused a little because whenever I created a new warden or male face file with the same chargen related mods installed (including large numbers of custom skin textures, and several make up tools) they always had the whiter teeth, but I suppose that's because the skin textures I was chosing for males, although often different, were always fairly basic, and the textures I used for these two had some amount of make up already added in to the texture itself, so far from vanilla, and likely from the same batch.. I have a bunch from different modders now all mixed together in my re-re-re-recompiled chargenmorph. So if I want to change only the skin texture, and keep the same face shape and features, would that be under Morph_Tintfilenames and String 0 on the toolset? I currently have pt_skn_t01 in for my Leli Morph there. It probably shows but I usually just mess around with stuff until I start seeing what I want. Without really being particularly diligent about it. I do have a clean vanilla install of the ultimate edition partitioned away incase I screw things up beyond repair, but tbh DA has always seemed to be very forgiving for tinkerers, and I've managed to fudge my way through until now ^_^ Edited July 13, 2014 by Arcaedes Link to comment Share on other sites More sharing options...
theskymoves Posted July 12, 2014 Share Posted July 12, 2014 (edited) The field you've described under MORPH_TINTFILENAMES is the skin tint... the light/dark/hue overlay. Skin textures are buried under MORPH_NODES. Since pictures are worth a 1000 words (or a million, when it's me trying to articulate anything), this is an image of the MOR of my Alistair morph in the toolset, with the fields expanded to show the two skin textures. They are both vanilla textures, so the name of the asset begins with "uh_hed_"... many modded textures do not adhere to that naming convention. IN this case, there are two textures, a base texture and a blend. (And each of them has two parts, the diffuse texture (ending in '_0d') and the normal map (ending in '_0n') ... I've highlighted the former, for reference.)http://i1238.photobucket.com/albums/ff482/theskymoves/misc/Untitled-1_zps506f5e7a.jpg ETA that the image shows up in the post editor but not in the actual post, so I'll add a direct link to the file -> linky. Edited July 12, 2014 by theskymoves Link to comment Share on other sites More sharing options...
Arcaedes Posted July 13, 2014 Author Share Posted July 13, 2014 Awesome, exactly what I needed to know. Thanks :smile: Link to comment Share on other sites More sharing options...
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