Royaken Posted January 19, 2017 Share Posted January 19, 2017 (edited) Hello everyone! Roy here, and I am new to the DA:I modding scene but am having issues getting my feet off the ground. So, first of all, I am currently using Atherisz's mod "Trespasser Skyhold PJ Replacer and Schematics" and noticed that a lot of the armors can't be tinted. They simply have default colors. The ones I am most interested in is the Templar Armors. Anyway, as mentioned I am new to this so I was going to need a tutorial of some sort. Well sirsagrell included a tutorial on how to edit the Skyhold outfit into a different outfit/armor AND customize its tint in "Skyhold outfit and formal attire replacements." Also, just for other reference, I felt it wise to look into berelinde's "Tint Tutorial" as well. Starting from there, Sirsagrell's tutorial shows that the original skyhold outfit doesn't have all 4 tints. To be exact, it's lacking the secondary cloth tint. He didn't need to explain how, in his own template, he ADDED that tint because it wasn't the point of the tutorial. Taking a closer look in Mod Maker I noticed you can show offsets and the secondary cloth DOES have an offset for the original Skyhold outfit so I assume that's where he added it at. Now again, I am new to this, so I don't know. So here I am trying to follow both of these tutorials so I can add tint availability to the Templar Armors in Atherisz's mod but I am having the stupidest problem and it may just be my lack of knowledge. I'll use Sirsagrell's template as an example of what I am confused about. In the Mod Maker, when you import his template or simply look at the default Skyhold outfit(equip_armor_unequipped), the offset for the 1st material being cloth tint shows "0x000014BC" as it's offset... yet, in the HEX editor the offset is 000000E0(idk if that's 0x000000E0 or 0x00E0 or neither). Basically the MAIN issues I am having are this: How to add tints to an armor that shows none for the default settings AND how do I translate these offsets? how does 0x000014BC = 000000E0? I ask this because the Templar Armors DO have offsets for their colors and I'm assuming all I would need to is change those lines. Anyway, thanx ahead of time for any and all assistance. I greatly appreciate your time :smile:. EDIT: Also just to specify, idk if it matters, I did try changing the offsets viewer in the hex editor to all of the other options, but they never matched... I am obviously missing something here guys. Thanx again for the help! Edited January 19, 2017 by Royaken Link to comment Share on other sites More sharing options...
UhuruNUru Posted January 21, 2017 Share Posted January 21, 2017 I have limited experience, and used the HxD hex editor, I found the offsets in mod maker to be accurate.Your Hex Editor Offset looks way off, if all the EBX files have a similar structure. Basically what's shown in Mod Maker is reconstructed for easy reading.In the actual file the Text and data are separated.Text is first, and can be easily read in the hex editors, ASCII section, at the end of each lineThe Data is the unreadable block at the end, and offset gives the starting hex.Heres a pic of the dividing point, in the file I edited. Take note of the next offset, after the one you want to edit.That will give you the number of hex bytes you need for that type of data, as some are 4, others 8, and I expect other sizes exist. Link to comment Share on other sites More sharing options...
sapphim Posted January 22, 2017 Share Posted January 22, 2017 The offsets are correct. What you should find at offset 0x000014BC is a pointer, which should be "05 00 00 80" if I've done my math correctly (which I may not have, because I've just woken up lol). What you've identified correctly at offset 0x00000E0 is the GUID for the material that this pointer is referencing. GUIDs are always imported starting at offset 0x0000040, with one GUID for every two lines after. The pointers start counting at "00 00 00 80" and up one for every two lines from there. So 00 00 00 80 = 0x0000040 01 00 00 80 = 0x0000060 etc. As far as adding additional tint slots, the only method I know of for importing additional GUIDs, if you require those, is the EBX mash-up method explained in this tutorial. Though if you're only missing the secondary tint slot and there's an offset available for it it's possible you could just point it at the same cloth tint as the first. I haven't messed with schematics so I'm not specifically sure. ((To note, I don't think any modder you've linked to uses he/him pronouns. Welcome to Dragon Age, there's lots of girls here.)) Link to comment Share on other sites More sharing options...
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