I'm sorry I disappeared, everyone. It's not that I've lost interest - it's that the Nexus forums won't let me subscribe to this thread, and I keep forgetting to check it! If you have a question that needs answering, please PM me instead. You're much more likely to get an answer.
if anyone is having issues with the clothes not appearing, either 1; go through your override folder and see if you have any duplicates of any of the UTC files provided by this mod. if you do, delete them (or cut-paste them somewhere else outside of your override folder to keep them for backup in case you want to remove this mod later).
or 2; reload an earlier save from before you first entered this area. this one is obviously more annoying, but this solved an issue I had with some of the dalish (specifically, fenarel and the keeper) where their clothes didn't change but everything else did; this was because I had a mod conflict with their clothes and since I reloaded a save file where they were wearing the wrong clothes, it couldn't automatically correct it for me.
just wanted to give some examples of what made this (amazing!) mod work for me! honestly couldn't stand the neon clothes at the dalish camp and the quality is stunning. thank you!
Just thought I'd post the cause I found to a conflict I encountered, in case it helps anyone else looking for a solution. I had everything working perfectly with this mod, but when I got to the Brecilian Forest, the Dalish Hunter armour had missing boots. Turned out to be The Icon Project modifying the same UTIs. Just to be 100% certain that the stuff I want is loading last and has priority, I've put the EoF folder in the main override on its own (instead of in a category subfolder), given it zzz at the start of the folder name so it's loaded dead last, and I've moved the Unique Light Armors folder into the EoF folder just so I know all of that is together and has top priority.
Might not have to but just to avoid any other conflicts I've just deleted The Icon Project so I won't run into any other conflicts as well.
Doing all that I've solved the puzzle and can now get back to living my best life.
Add on: have played through the entirety of Nature of the Beast with The Icon Project active, had this mod and Unique Light Armors in a z_ folder and experienced no problems.
Unfortunately I have had no luck trying to move folders to get the best result, but I can confirm that it was the Icons Project it was interacting poorly with (as well as Templars of Ferelden).
edit: Figured out another solution: unpack the ERF file, so that the individual UTIs can be either overwritten or removed. Been working fine since.
Hello, I have the "Dalish Armor Replacement" by yixura that already replaces the elf warriors and I'm just looking to replace the regular clothes for the other elves, like Varathorn. Can I do that with this mod or will there be a conflict?
EDIT: I removed that mod and started a new game, but both male and female elves appear invisible except for the head. EDIT2: Disregard, I had accidentally removed tmp7704's Unique Light Armours when I removed the replacement. It works very well now.
hi I am having truble with the dalish armor it makes every dalish minus my char armor invisible only having them as floating heads and deleing the UTI files on IA only makes my dalish start naked plz help
So it turns out they were fixed in the HD version anyway! Though it seems to be an add-on as the base textures were missing, unless I had a conflict... I'm easily confused. At least the experience did teach me how to do the rigging properly so I managed to convert another Inquisition myself, which was only painful inasmuch as it required me modifying about eleventy billion different files... D:
The mesh was surprisingly easy to adapt and for the most part just involved shortening the legs. The only fiddly part (given I'm not a very experienced modeller) was the sleeves which required a manual amount of pulling this way and that in the end, and the overlooked bit being the neck-seam-hiding collar: of course elves had much longer, skinnier necks in DA2/Inquisition, and I can see why now as the amount of resizing required to not clip makes it look like a neck brace! Oh, and pleasantly surprised to discover that the rigging can be successfully achieved by doing a bone weight copy from a mesh that looked less than ideal. I suspect the important part is that the hands must match up exactly (in which case borrow them from the rigged model... 2048px texture is big enough that they can be merged by reducing both to 1536px without perceptible harm and stitching them together) but other things even like trousers copying with no glitchiness or weirdness from a dress (no legs on the donor model at all except from mid-calf downwards) worked perfectly.
Textures were mostly straightforward though the different spec map required some imagination. The normalmap was easier than I'd expected as the red channel just went into all the RGB and green into alpha (or the other way around) and the tint map is a bit full on so I found reducing it to between 25-50% brightness was more agreeable, but that's probably subjective. And then to do the l2 versions (didn't bother with l3) I had to do them manually in Gimp as ImageMagick, my usual means of automating stuff, kills the RGB channels where any of the alpha is set to 0. Found lots of people asking related questions and trying out every command combination but no answer seemed forthcoming
Why am I talking about all this? Because I now realise how much bloody effort it took to do this mod! :lol:
Awesome mod, though "The LOD Problem" remains problematic. I tried cracking it myself (I mean yeah, right, I'm hardly the most expert modder, but figured I'd have a go anyway) but couldn't do it. I was sure that doing a poly reduce of the mesh and re-weighing it against another L2 mesh as a reference would sort it out but that just leaves me with a floating head. So it's either that or spaghetti. Hmm.
I eventually gave up and tried another approach, resulting in this, full size on left, L2 on right (L3 is the same as L2, but obviously even smaller). Apologies for the somewhat muddy picture, I could've probably chosen something with a less busy (and less brown!) background.
The idea being to approximate the appearance using the vanilla model, in this case ef_cth_coma instead of ef_cth_come (I couldn't find the files for the L2/L3 versions of the E variation... never could find my way around the Toolset and in the 10 years since I last used it I've forgotten what little I did know) using just the mmh and mao files to retex it.
It's not perfect but it's not bad either. I dare say that other models can be substituted for the other outfits that look passable from a distance.
The only snag is it took me aaaages to retex the A outfit's model I'm using as the stand-in, though most of that was trying to figure out what I was doing. I initially did it by guesswork instead of "wasting my time" loading the model into Blender to find out which bits of the UV map went where. It was much easier when I finally did so. After which it was a case of chopping up the bits of the template map (Colours->ecompose seeming the easiest solution) and re-assembling them into the relevant channels and then using them to act as simple masks to colourise various layers of the diffuse file. With more time I could've obtained a better result, but given how long it took me to do just the one...
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or 2; reload an earlier save from before you first entered this area. this one is obviously more annoying, but this solved an issue I had with some of the dalish (specifically, fenarel and the keeper) where their clothes didn't change but everything else did; this was because I had a mod conflict with their clothes and since I reloaded a save file where they were wearing the wrong clothes, it couldn't automatically correct it for me.
just wanted to give some examples of what made this (amazing!) mod work for me! honestly couldn't stand the neon clothes at the dalish camp and the quality is stunning. thank you!
Might not have to but just to avoid any other conflicts I've just deleted The Icon Project so I won't run into any other conflicts as well.
Doing all that I've solved the puzzle and can now get back to living my best life.
edit: Figured out another solution: unpack the ERF file, so that the individual UTIs can be either overwritten or removed. Been working fine since.
EDIT: I removed that mod and started a new game, but both male and female elves appear invisible except for the head.
EDIT2: Disregard, I had accidentally removed tmp7704's Unique Light Armours when I removed the replacement. It works very well now.
The mesh was surprisingly easy to adapt and for the most part just involved shortening the legs. The only fiddly part (given I'm not a very experienced modeller) was the sleeves which required a manual amount of pulling this way and that in the end, and the overlooked bit being the neck-seam-hiding collar: of course elves had much longer, skinnier necks in DA2/Inquisition, and I can see why now as the amount of resizing required to not clip makes it look like a neck brace! Oh, and pleasantly surprised to discover that the rigging can be successfully achieved by doing a bone weight copy from a mesh that looked less than ideal. I suspect the important part is that the hands must match up exactly (in which case borrow them from the rigged model... 2048px texture is big enough that they can be merged by reducing both to 1536px without perceptible harm and stitching them together) but other things even like trousers copying with no glitchiness or weirdness from a dress (no legs on the donor model at all except from mid-calf downwards) worked perfectly.
Textures were mostly straightforward though the different spec map required some imagination. The normalmap was easier than I'd expected as the red channel just went into all the RGB and green into alpha (or the other way around) and the tint map is a bit full on so I found reducing it to between 25-50% brightness was more agreeable, but that's probably subjective. And then to do the l2 versions (didn't bother with l3) I had to do them manually in Gimp as ImageMagick, my usual means of automating stuff, kills the RGB channels where any of the alpha is set to 0. Found lots of people asking related questions and trying out every command combination but no answer seemed forthcoming
Why am I talking about all this? Because I now realise how much bloody effort it took to do this mod! :lol:
I eventually gave up and tried another approach, resulting in this, full size on left, L2 on right (L3 is the same as L2, but obviously even smaller). Apologies for the somewhat muddy picture, I could've probably chosen something with a less busy (and less brown!) background.
The idea being to approximate the appearance using the vanilla model, in this case ef_cth_coma instead of ef_cth_come (I couldn't find the files for the L2/L3 versions of the E variation... never could find my way around the Toolset and in the 10 years since I last used it I've forgotten what little I did know) using just the mmh and mao files to retex it.
It's not perfect but it's not bad either. I dare say that other models can be substituted for the other outfits that look passable from a distance.
The only snag is it took me aaaages to retex the A outfit's model I'm using as the stand-in, though most of that was trying to figure out what I was doing. I initially did it by guesswork instead of "wasting my time" loading the model into Blender to find out which bits of the UV map went where. It was much easier when I finally did so. After which it was a case of chopping up the bits of the template map (Colours->ecompose seeming the easiest solution) and re-assembling them into the relevant channels and then using them to act as simple masks to colourise various layers of the diffuse file. With more time I could've obtained a better result, but given how long it took me to do just the one...