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How do I get all hair, makeup, morph mods to work together


jallard

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How can I get all of the hair, eyes, makeup, and morphs to work together.

 

1. CC_Extra_Tints_and_Tones_v_1-3-69

2. Don't worry be hairy

3. Tucked Hair

4. Ren Hair

5. LOTC_s_Character_Creator_Longer_Eyelashes-1435

6. Bidelles_Cosmetics-473

7. More_Hairstyles_0_51-392

8. PTs_Vibrant_Colors_1_31-153

9. White Teeth

10. Presets-1917-7-6

11. WyldTat_Gradient

The DA_CharGenMorphCompiler just doesn't seem to do the trick. Either that or I don't know how to use it properly. When you click on the option to scan for .xml files half the time it doesn't find any: or, so it seems.

 

Thank you.

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@jallard; You make sure you have the chargenmorphcfg.xml file for each of the mods you want to use, and then you use TerraEx's: "CharGenMorph Compiler" to merge their settings into the single ".xml" that the game can handle. :thumbsup:

 

 

Half the time the CharGenMorph Complier doesn't see all of the changenmorphfg.xml.

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@jallard; You make sure you have the chargenmorphcfg.xml file for each of the mods you want to use, and then you use TerraEx's: "CharGenMorph Compiler" to merge their settings into the single ".xml" that the game can handle. :thumbsup:

 

 

Half the time the CharGenMorph Complier doesn't see all of the changenmorphfg.xml.

Make sure you have the most recent version, (TerraEx updated it this month to handle DA2 as well.) Also, if you have any "non-default" paths for your mods you may have to adjust its settings, or clean-up/consolidate their locations.

 

But as long as I had placed my mods where the Compiler expected to find them, I've NEVER had it fail to correctly merge everything. I'm currently running with nine CC mods, including about half the ones you listed. ('tho I do seem to remember something about "White Teeth" not playing well with others, but not sure...)

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@jallard; You make sure you have the chargenmorphcfg.xml file for each of the mods you want to use, and then you use TerraEx's: "CharGenMorph Compiler" to merge their settings into the single ".xml" that the game can handle. :thumbsup:

 

 

Half the time the CharGenMorph Complier doesn't see all of the changenmorphfg.xml.

Make sure you have the most recent version, (TerraEx updated it this month to handle DA2 as well.) Also, if you have any "non-default" paths for your mods you may have to adjust its settings, or clean-up/consolidate their locations.

 

But as long as I had placed my mods where the Compiler expected to find them, I've NEVER had it fail to correctly merge everything. I'm currently running with nine CC mods, including about half the ones you listed. ('tho I do seem to remember something about "White Teeth" not playing well with others, but not sure...)

 

 

I have gone through it all and made certain that all the mods were up to date --even the compiler. But, here's what happens: I get the more hairs, but Tucked hair and Rens disappears. I get all of the hair, tats, eyes and makeup in, but the morphs disappear: and, visa versa. It's totally confusing to me.

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@jallard; You make sure you have the chargenmorphcfg.xml file for each of the mods you want to use, and then you use TerraEx's: "CharGenMorph Compiler" to merge their settings into the single ".xml" that the game can handle. :thumbsup:

 

 

Half the time the CharGenMorph Complier doesn't see all of the changenmorphfg.xml.

Make sure you have the most recent version, (TerraEx updated it this month to handle DA2 as well.) Also, if you have any "non-default" paths for your mods you may have to adjust its settings, or clean-up/consolidate their locations.

 

But as long as I had placed my mods where the Compiler expected to find them, I've NEVER had it fail to correctly merge everything. I'm currently running with nine CC mods, including about half the ones you listed. ('tho I do seem to remember something about "White Teeth" not playing well with others, but not sure...)

 

where does the compiler find them? I tried locating the chargenmorphcfg.xml files in one location, but when i do that it seems like they override each other.

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I put each mod in its own sub-folder under "\[user's documents]\Bioware\Dragon Age\Packages\core\override".

 

So I have:

"\[user's documents]\BioWare\Dragon Age\packages\core\override\CC Extra Tints & Tones"

"\[user's documents]\BioWare\Dragon Age\packages\core\override\Bidelles Makeup"

"\[user's documents]\BioWare\Dragon Age\packages\core\override\tucked_hair"

...

etc.

 

That way, they can each have their respective ".xml" file right where the Compiler can find it without overwriting each other's.

 

(BTW: For anyone who didn't know, the author of "Tucked Hair" does not include the ".xml" with the mod itself. It's a seperate download on the same page over on the BSN.)

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I put each mod in its own sub-folder under "\[user's documents]\Bioware\Dragon Age\Packages\core\override".

 

So I have:

"\[user's documents]\BioWare\Dragon Age\packages\core\override\CC Extra Tints & Tones"

"\[user's documents]\BioWare\Dragon Age\packages\core\override\Bidelles Makeup"

"\[user's documents]\BioWare\Dragon Age\packages\core\override\tucked_hair"

...

etc.

 

That way, they can each have their respective ".xml" file right where the Compiler can find it without overwriting each other's.

 

(BTW: For anyone who didn't know, the author of "Tucked Hair" does not include the ".xml" with the mod itself. It's a seperate download on the same page over on the BSN.)

 

 

Groovy! THat works for me. Thanks.

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