DwainDibley Posted August 11, 2015 Share Posted August 11, 2015 (edited) First, you'll need 'pyGFF'. There are two programs included 'editor.exe' and 'daosavegame.exe'. For this you'll need the 'editor.exe'. (I set my *.das files to open automatically with 'editor.exe') Open your new saved game and click the first '+', then go to 16002 and click that '+' sign, and stop. Inside there you'll see a '+' sign next to 16208 "SAVEGAME_PLAYCHAR_CHAR ~ *CRP1 ~ default_player", leave it collapsed. Open your old saved game and do the same thing. Next, right click the old game, 16208 ~ 'default player' and select 'copy', go to your new game and right click the 16208 ~ 'default player' and select 'delete', then right click the same line again and select 'paste'. You've just transferred your old player to the new game BUT, don't save yet! Now, click the '+' and expand section 16208. At line '3' you will see 'POSITION' and some numbers and line '4' 'ORIENTATION' with some numbers Leaving that open, reopen the new save game and expand 16002 and 16208. go to line '3' right click copy, and on the same line in your edited version, right click and paste. Do the same for line '4'. Save the Game. Now, there is another file in the save game folder with an extension of '*.met', open it with the editor and change the name, race and other stuff to match your new old player, save and start the game.... Everything will work as it was intended. Edited August 11, 2015 by DwainDibley Link to comment Share on other sites More sharing options...
Thandal Posted August 11, 2015 Share Posted August 11, 2015 Wow, DD! That's a lot more complicated than I remember. IIRC all that was needed was to change the one value that identified the game version used to create the specific save. :huh: Link to comment Share on other sites More sharing options...
DwainDibley Posted August 11, 2015 Share Posted August 11, 2015 It's a lot easier done than said. :cool: You can use the 'daosavegame.exe' to tone down the stats prior to running the game, unless you want all of your companions at the level of your imported player. Link to comment Share on other sites More sharing options...
CriManto Posted August 12, 2015 Author Share Posted August 12, 2015 no lol it's not for being overpowered, i just like my chars, and everytime i have to make a new one, that's all. Link to comment Share on other sites More sharing options...
mcgoy Posted August 12, 2015 Share Posted August 12, 2015 Are you just wanting to reuse the same head morph? Link to comment Share on other sites More sharing options...
Thandal Posted August 12, 2015 Share Posted August 12, 2015 Yeah, good question, mcgoy. There are many "mods" (tutorials, really) for getting the facemorph from one PC applied to another. If that's all the OP wants, I recommend the DA FaceReplacer. :thumbsup: But as for the .das hak, even that wouldn't allow one to use a saved Warden to start a fresh DAO campaign. There is simply no "import saved character" function for DAO. One has to create a completely new character, to which one can then apply an "old" face! Link to comment Share on other sites More sharing options...
mcgoy Posted August 13, 2015 Share Posted August 13, 2015 When I read the original question, I thought what everyone else clearly did (and didn't know the answer). But the last post made me wonder.... My solution would be to make the head morph in the toolset and then reuse the same .mop file. The 'best' solution depends on the person. Link to comment Share on other sites More sharing options...
Thandal Posted August 13, 2015 Share Posted August 13, 2015 Yep. If all one wants is to be able to reuse a specific face, (and one foresees wanting to do so repeatedly) then building the morph in the Toolset (creating a ".mrh" file) and exporting it as a preset (".mop" file) is the way to go! Link to comment Share on other sites More sharing options...
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