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Anyone found a way to mod NPCs?


DeltaType90

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Have anyone found a way to edit NPC appearances? :unsure:

 

Mainly I'm trying to swap out the armors for among other the Inquisition soldiers and hopefully also some of those hideous renaissance looking nobels (really wish they would have gone with a more medieval style) :sick:

 

So far all my attempts of changing the Inquisition camp NPCs have ended up turning them invisible and this happens even if I just changing their armor to a lower rank, such as a heavy Inquisition armor to a medium Inquisition armor. :confused:

 

I've tried attacking it from several different angles but the result is always the same... :wallbash:

Edited by DeltaType90
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Did you try editing the spawn template?

 

As an example: DA3//NPCs//Human//npc_t_hf_soldier_inquisition_light

Scroll down to [AppearanceMeshSet] da3/factions/inquisition/appearances/uni_hm_inquisitor/models/uni_hf_inquisitor_lgt01a_mesh_set

Change this to something else (make sure it's also human female).

 

 

Changing specific NPCs is easier. Because I couldn't figure out how to mod her armor colors, I changed Dagna's armor to a different Inquisition set for my Inquisition uniform mod. For that, I opened DA3//Actors//Dagna//bdy_df_dagna01_mesh_set and changed the SkinnedMeshAsset to another dwarf female Inquisition armor.

 

This only works for NPCs that have a single body model -- Dagna, Harding, Josephine, Cullen, Leliana, Morrigan, etc. (I've never tried this with the advisors.) You cannot do this with followers since their bodies use different parts to accommodate armor customization, and they're also loaded into the game in a different way.

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Did you try editing the spawn template?

 

As an example: DA3//NPCs//Human//npc_t_hf_soldier_inquisition_light

Scroll down to [AppearanceMeshSet] da3/factions/inquisition/appearances/uni_hm_inquisitor/models/uni_hf_inquisitor_lgt01a_mesh_set

Change this to something else (make sure it's also human female).

 

 

Changing specific NPCs is easier. Because I couldn't figure out how to mod her armor colors, I changed Dagna's armor to a different Inquisition set for my Inquisition uniform mod. For that, I opened DA3//Actors//Dagna//bdy_df_dagna01_mesh_set and changed the SkinnedMeshAsset to another dwarf female Inquisition armor.

 

This only works for NPCs that have a single body model -- Dagna, Harding, Josephine, Cullen, Leliana, Morrigan, etc. (I've never tried this with the advisors.) You cannot do this with followers since their bodies use different parts to accommodate armor customization, and they're also loaded into the game in a different way.

 

I tried editing the components in both the "SpawnTemplate" and in the "MeshSet", with Frosty I even tried exporting the model as a bin and then importing it so it would overwrite the other model, then rename it so it would have the right asset name (only possible with Frosty), then export it again and import it with the DAI Mod Tool, it looked fine, but got the same result in-game as with the other attempts, i.e. floating heads :tongue:

 

And yea I actually managed to figure out how to swap armors on key NPCs, it's really easy with Frosty, well as long as the assets are in the same bundle :rolleyes:, but with the generic NPCs it seems to be a lot more complicated :unsure:

Edited by DeltaType90
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I didn't think that Frosty had full DAI support yet. How are you managing that?

 

It doesn't, but you can work on the data and then export the edited .BINs, change the file extension to .EBX and import it to DAI Mod Maker, it does however also require you to have a clean extra install of the game, at least it did for me, trying to run the tool on the modded game make it drain all my PC's memory :P

 

Also, since the tool don't have model preview I often need to have the DAI Mod Maker running in the background (should no longer be needed once Frosty v1.0.3 is released) :D

 

Another great thing about using Frosty is that I can export the models in a proper format with skeletons (the .FBX format), which means I can work on model editing while waiting for the Frosty v1.0.3 update to come out, at which point there should be a chance we can use it to actually get passed the whole vertex limit (within reason ofc), the tool still won't have full DAI support in v1.0.3 but we can use it to do the editing and then export the .BINs and finalize it with the Mod Maker, so basically you export the model with Frosty, edit it in for example Blender, then import it to Frosty, export it as a .BIN, change it to an .EBX and import it to the Mod Maker :)

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Well, just for kicks, did you try doing any of these edits without using Frosty, just hex editing?

 

Too much work :laugh:

 

No I haven't gotten around to it, everytime I start reading up on namehashes and scrolling through all that raw data I get really tired, my brain is not really geared for it these days :blush:

 

There are also way to many parts that would need to be edited if you have to do it manually :confused:

Edited by DeltaType90
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Well, just for kicks, did you try doing any of these edits without using Frosty, just hex editing?

 

Too much work :laugh:

 

No I haven't gotten around to it, everytime I start reading up on namehashes and scrolling through all that raw data I get really tired, my brain is not really geared for it these days :blush:

 

There are also way to many parts that would need to be edited if you have to do it manually :confused:

 

 

I'm not talking about modding everyone that way, which would indeed be a lot of work -- as someone who re-tinted the entire Inquisition martial forces uniforms, I know -- just a test to see if it works using this method.

 

Swapping out the Guids for the mesh set on the spawn template isn't much work at all. The fact that you can click on links in the asset preview window and go directly to another thing is what is the most helpful.

 

1 Open DA3//NPCs//Human//npc_t_hm_soldier_inquisition_light in the Mod Maker.

2 Export the ebx.

3 In the asset preview window, scroll down to AppearanceMeshSet and click on the blue link to open that mesh set.

4 Make sure "show Guids as string (inverted)" is checked at the bottom of the asset preview window.

5 Use the Guids of the uni_hm_inquisitor_lgt01a_mesh_set to find that entry in hexedit. You can just copy the entire line and search for that entire string of hex values.

6 Go to da3/factions/inquisition/appearances/uni_hm_inquisitor/models to find something to replace it with. In this case, I'll just use the heavy variant.

7 Open uni_hm_inquisitor_hvy01a_model_mesh.

8 Use the Guids on that and replace the ones for the previous entry in hexedit.

9 Save the ebx. Import. You're done.

 

 

You don't have to do anything with name hashes or anything like it. It's simply a matter of swapping out the Guids of one item with another. The Mod Maker is a pain for many tasks, but this is one that's relatively simple. It works with changing weapon models, switching out store inventories, and all sorts of things.

 

Now, whether this actually works to show in the actual game (due to bundle load limitations) I have no idea.

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Well, just for kicks, did you try doing any of these edits without using Frosty, just hex editing?

 

Too much work :laugh:

 

No I haven't gotten around to it, everytime I start reading up on namehashes and scrolling through all that raw data I get really tired, my brain is not really geared for it these days :blush:

 

There are also way to many parts that would need to be edited if you have to do it manually :confused:

 

 

I'm not talking about modding everyone that way, which would indeed be a lot of work -- as someone who re-tinted the entire Inquisition martial forces uniforms, I know -- just a test to see if it works using this method.

 

Swapping out the Guids for the mesh set on the spawn template isn't much work at all. The fact that you can click on links in the asset preview window and go directly to another thing is what is the most helpful.

 

1 Open DA3//NPCs//Human//npc_t_hm_soldier_inquisition_light in the Mod Maker.

2 Export the ebx.

3 In the asset preview window, scroll down to AppearanceMeshSet and click on the blue link to open that mesh set.

4 Make sure "show Guids as string (inverted)" is checked at the bottom of the asset preview window.

5 Use the Guids of the uni_hm_inquisitor_lgt01a_mesh_set to find that entry in hexedit. You can just copy the entire line and search for that entire string of hex values.

6 Go to da3/factions/inquisition/appearances/uni_hm_inquisitor/models to find something to replace it with. In this case, I'll just use the heavy variant.

7 Open uni_hm_inquisitor_hvy01a_model_mesh.

8 Use the Guids on that and replace the ones for the previous entry in hexedit.

9 Save the ebx. Import. You're done.

 

 

You don't have to do anything with name hashes or anything like it. It's simply a matter of swapping out the Guids of one item with another. The Mod Maker is a pain for many tasks, but this is one that's relatively simple. It works with changing weapon models, switching out store inventories, and all sorts of things.

 

Now, whether this actually works to show in the actual game (due to bundle load limitations) I have no idea.

 

 

Tried it out, sadly the result is the same as before, floating heads :confused:

 

Guess I'll have to wait until model export / import becomes a real thing :mellow:

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  • 3 months later...

 

 

Well, just for kicks, did you try doing any of these edits without using Frosty, just hex editing?

 

Too much work :laugh:

 

No I haven't gotten around to it, everytime I start reading up on namehashes and scrolling through all that raw data I get really tired, my brain is not really geared for it these days :blush:

 

There are also way to many parts that would need to be edited if you have to do it manually :confused:

 

 

I'm not talking about modding everyone that way, which would indeed be a lot of work -- as someone who re-tinted the entire Inquisition martial forces uniforms, I know -- just a test to see if it works using this method.

 

Swapping out the Guids for the mesh set on the spawn template isn't much work at all. The fact that you can click on links in the asset preview window and go directly to another thing is what is the most helpful.

 

1 Open DA3//NPCs//Human//npc_t_hm_soldier_inquisition_light in the Mod Maker.

2 Export the ebx.

3 In the asset preview window, scroll down to AppearanceMeshSet and click on the blue link to open that mesh set.

4 Make sure "show Guids as string (inverted)" is checked at the bottom of the asset preview window.

5 Use the Guids of the uni_hm_inquisitor_lgt01a_mesh_set to find that entry in hexedit. You can just copy the entire line and search for that entire string of hex values.

6 Go to da3/factions/inquisition/appearances/uni_hm_inquisitor/models to find something to replace it with. In this case, I'll just use the heavy variant.

7 Open uni_hm_inquisitor_hvy01a_model_mesh.

8 Use the Guids on that and replace the ones for the previous entry in hexedit.

9 Save the ebx. Import. You're done.

 

 

You don't have to do anything with name hashes or anything like it. It's simply a matter of swapping out the Guids of one item with another. The Mod Maker is a pain for many tasks, but this is one that's relatively simple. It works with changing weapon models, switching out store inventories, and all sorts of things.

 

Now, whether this actually works to show in the actual game (due to bundle load limitations) I have no idea.

 

 

 

nightscrawl! I saw your inquisition armor tint the other day and I'm really curious about what you discovered on your journey. For instance, do you think it's possible to put the inquisitor in an npc uniform? Someone made a Blackwall mod that puts him in an npc outfit, which makes me think it must be possible somehow, but I'm just not sure how to attack it. I know how to swap out the item part appearances in frosty, and I know about copy/pasting the bundled hashes between appearances, but the spawned armor seems to work differently.

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