Dukemon Posted January 9, 2021 Share Posted January 9, 2021 (edited) I have a problem with my (first) headmorph. When I select the head in the character editor, the game stops. My head uses mods from Pineapple Skins, hair colours and eyes and from MoreHairstyles the trailer hairstyle for the male Warden. All entries from CharacterCreation mods are stored in a headmorphcfg.xml and all are used normally by the game when selected. my headmorph: - CC mods are correctly stored in the headmorph.cfg. - headmorph was correctly exported as mop from the toolset - mop was moved to the packages/core/overwrite folder - headmorph was added to the headmorphcfg under male heads (with "hm_tortelion") - even the Toolset Default HumanMale Morph causes game crashes, when selected in game Link: My headmorphcfg Edited January 9, 2021 by Dukemon Link to comment Share on other sites More sharing options...
olnorton Posted January 10, 2021 Share Posted January 10, 2021 Are you creating these morphs in the Single Player Module?Try just going to ...\Documents\BioWare\Dragon Age\modules and delete the Single Player folder.Failing that, wait for theskymoves to figure it out. Link to comment Share on other sites More sharing options...
Dukemon Posted January 10, 2021 Author Share Posted January 10, 2021 Unfortunately, not. Now I have opened the Single Player Modul, followed by my headmorph and exported this head again. Replaced the old mop with the SP-Module Morph but it still crashes.However, I could delete the Single Player Folder in modules. Link to comment Share on other sites More sharing options...
theskymoves Posted January 10, 2021 Share Posted January 10, 2021 Failing that, wait for theskymoves to figure it out.I looked at the chargenmorphcfg.xml yesterday and I'm not sure I have anything to offer, hence my not weighing in. The only thing that jumped out at me was that the formatting is a bit off for most of the document, at least compared to my own XML, which works as expect. The entries in the XML I downloaded are (for example): <resource name="HM_CPS_P01.mop"/> <resource name="HM_CPS_P02.mop"/> <resource name="HM_CPS_P03.mop"/> <resource name="HM_CPS_P04.mop"/> <resource name="HM_CPS_P05.mop"/> <resource name="HM_CPS_P06.mop"/> <resource name="HM_CPS_P07.mop"/> <resource name="HM_CPS_P08.mop"/> <resource name="HM_PCC_B01.mop"/> where in my XML, it's: <resource name="HM_CPS_P01.mop" /> <resource name="HM_CPS_P02.mop" /> <resource name="HM_CPS_P03.mop" /> <resource name="HM_CPS_P04.mop" /> <resource name="HM_CPS_P05.mop" /> <resource name="HM_CPS_P06.mop" /> <resource name="HM_CPS_P07.mop" /> <resource name="HM_CPS_P08.mop" /> <resource name="HM_PCC_B01.mop" /> Note the space between the close-quote and forward slash. That space appears consistently (all asset entries) in my XML. Whether that slight formatting difference could cause the crashing is something I don't know, but it's the only thing that seems odd to me. (Note: I used the CharGenMorph Compiler for the comparison XML. I don't have an original Bioware XML to look at.) @Dukemon, if you are using the CharGenMorph Compiler, does it flag any bad entries? Does the game run normally if you remove the chargenmorphcfg.xml from override? (It should revert to using just vanilla assets if there's no XML in the override.) Link to comment Share on other sites More sharing options...
Dukemon Posted January 10, 2021 Author Share Posted January 10, 2021 (edited) As a base I used the chargenmorphcfg which is created by chargenmorph compiler. All entries I inserted manually by hand, taken from the chargenmorphcfg that came with the mods. At the end I matched all entries to those of the basic chargenmorphcfg. Removed garbage like "</resource>" and so on. And all entries for mods work in the game. Also the presets for example from Bidelle. Is there a maximum number of presets that the game might accommodate? edit: I have created a second one with opened SinglePlayer Module, but that cause the same issue. Edited January 10, 2021 by Dukemon Link to comment Share on other sites More sharing options...
theskymoves Posted January 10, 2021 Share Posted January 10, 2021 Thanks for the info. I just downloaded the CharGenMorph Compiler and generated an unmodded XML, and it is formatted the same as yours. Compiling it adds the space found in my XML, so I apologize for the red herring... as I said previously, that I had no idea if if was relevant, but it was the only thing that seems to differ from my known-good XML. As far as I know, there's no hard limit on the number of presets that can be added, sorry. I don't add any presets that I won't be immediately using, so it's never more than 1 or 2 entries in my XML file. I'd suggest posting the actual preset (to see if the issue lies there), but since I don't have the toolset installed, I can't take a look at it. Sorry to not be more helpful. Link to comment Share on other sites More sharing options...
olnorton Posted January 10, 2021 Share Posted January 10, 2021 (edited) Failing that, wait for theskymoves to figure it out.I looked at the chargenmorphcfg.xml yesterday and I'm not sure I have anything to offer, hence my not weighing in. The only thing that jumped out at me was that the formatting is a bit off for most of the document, at least compared to my own XML, I didn't mean to drop you in it. That's what you get for being so helpful. :laugh:I don't think the problem is with the chargenmorphcfg.xml if even the default human male head morph causes the crash, and if it was a formatting issue like you mentioned, none of the mops would work.I have created a second one with opened SinglePlayer Module, but that cause the same issue.I didn't mean you should be creating them in the Single Player Module, I just thought that may have been a cause, as sometimes just having that single player module folder in your documents ... can cause crashes.What I did was create a module and named it MyHeadMorphs and I create all my head morphs there.The toolset exports the .mop to C:\Users\John\Documents\BioWare\Dragon Age\addins\MyHeadMorphs\core\override\toolsetexport\There is no need to move your mop files after you export them as the toolset just enables the MyHeadMorphs mod in the game.https://i.imgur.com/1bEp9W2.jpgDoes your Export summary say it was successful? It could be that the toolset has administrator privileges and is exporting the .xml files to a folder the game doesn't have access to.You could try going to wherever you have the game installed \Dragon Age Origins\bin_ship right click on DAOrigins.exe and Run as Administrator and see if that makes a difference.It would also be easy enough to remove a few head mops from your chargenmorphcfg to see if there is a limit.Does the tortelion head morph actually show in the character creator as it looks in the toolset and it crashes when you select it, or does it crash when you move to the preset position it should be in? Edited January 10, 2021 by olnorton Link to comment Share on other sites More sharing options...
Dukemon Posted January 11, 2021 Author Share Posted January 11, 2021 (edited) Finally, it works. I removed all of this Presets by Bidelle from my chargenmorphcfg and now I can choose my headmorphs without it crash, wenn the slider goes to the position of my Presets. And I changend "HM" to "hm". Thank you for your help and patience. :DNow I have to find out how I let my first headmorph (Tortelion) look less as an old man. Originally, I wanted to recreate the Male Tremere Face from VtMBloodlines. Edited January 11, 2021 by Dukemon Link to comment Share on other sites More sharing options...
theskymoves Posted January 11, 2021 Share Posted January 11, 2021 Glad you got the crashing issue sorted out! :smile: To give your character a younger appearance, try adjusting the skin texture blend sliders (work in a copy of the MOP, rather than your original, so you don't make any irrevocable changes) or using different textures. It might be helpful to look at the textures and blending in a MOP for an NPC of similar age... you can download editable Bioware morph files for all characters from the Dragon Age Toolset wiki. (See my sig for a link to that wiki page.) Link to comment Share on other sites More sharing options...
Recommended Posts