I am trying to get the new default.xml installed so I can make the new changes to the toolset. It says I need to install it into the "Tools" folder in my installation, but I've looked and can't find any "Tools" folder. The way it looks, I have: This PC/Documents/Bioware/Dragon Age... then these folders: AddIns, Characters, Logs, modules, Offers, packages, Screenshots, Settings, temp, Toolset, then something called systeminformation (which is an HTML document, not a folder).
In the Toolset folder, i have these subfolders: cache, logs, probes, & ssce. I have also searched all the folders and can't find the original file for "default.xml".
I do have the Dragon Age Toolset, and I've used it, but where can I find this "Tools" folder? Or can I just create a new folder and call it "Tools" so I can add your default.xml file?
Hello, I'm a bit confused on how to edit mors someone else made. I followed your instruction but when i try to pull the morph up it take me to this states tree instead of opening up the mor.
Hi, I've never had an issue opening mor files using this mod myself and I'm not sure what you mean by states tree, here's what opening a mor looks like for me: https://www.nexusmods.com/dragonage/images/53039, does it not look like this for you?
Yes, I'm not sure what the https://www.nexusmods.com/dragonage/images/53039 is called. I heard someone call it a stats tree and so I assumed that's what it was. Is there any way to see the mor like the mhr files or do they not show up?
Gotcha, (just checking cus I figured this might be the issue but didn't want to assume case there was actually something up with your MOR files, idk what that screen is called either ':D stats tree sounds about right) Yeah, you want the MRH file, the edits you can do with a MOR file are very limited, you can change the values to edit the basics, hair, skin and eye colour, hairstyle, etc., but that's about it, if you want to fully be able to edit the headmorph you will need the MRH file for it, have a look at the additonal files section of where you got the MOR file to see if the creator has uploaded the MRH also (they sometimes do) and if not you could ask them if they are willing to share it? :)
Anyone else having an issue when using the CC sliders where the slider's effect is magnified outside of the toolset?
Like in the toolset I'll increase the size of my character's nose by 0.05 percent, the change in size barely noticeable, everything looks perfectly normal, then I export it as a preset and the nose is suddenly gigantic... It's funny but a lil frustrating since I don't know what's causing this, It's only the CC sliders that have this issue, I've installed the DMT file in the override and replaced the "default settings file" in the tools folder, I've had this issue appear when trying to use other people's mop and mor files so I can only assume it's a problem on my end, my exe version is 1.5, maybe this mod doesn't support that version idk? :S
Thank you so much for making this mod! I've literally struggled with making Asian elves in the original toolset, now with access to human eyes and features it's a whole lot easier now.
I'm so glad it's helping you! :D And yeah, there's a lot of shapes that are only really accessible from the human sliders - elves and dwarves really drew the short straws xD
I was wondering if you could help me fix the white scalp showing through KaniHime's Summer hairstyle (seen on this morph: https://www.nexusmods.com/dragonage/mods/5304?tab=posts/ Found here: https://heleuss.tumblr.com/post/166409041194/kh-blogspot-stuff-part-1-dao-hairs-2017), I love this hair and haven't found any short wavy hairstyles like it but it has a lot of gaps, no scalp mods I've tried can get rid of the white base, It could be fixed onto the hair? I don't know anything about modding hair and can't find any tutorials on doing so so I have no clue how to fix this :(
Hiya, sorry busy weekend, yep that's the exact settings you see in the images, the stubble is working fine it's just being covered by the white cap. I think I'm just gonna have to give up, the maker clearly doesn't want me to have this hairstyle XD Thank you anyways :)
Edit: OMG i figured it out (yeah I didn't give up lol) I was using the hair from Kanihime's blog, I'm assuming you use the one uploaded to nexus by Roguelass? Because that one doesn't have the mask! Rougelass must have removed it. Elissa is no longer balding yay :3
Glad you got everything sorted while I was absent! Just for the record, the issue with the KaniHime hair is that the scalp skin itself doesn't tint with the skintone. This is because the MMH has the wrong node names internally - the scalp should always be HairM1, but it's HairM2 (the hair itself was HairM1). That can be rectified by editing the hair MMH with pyGFF, but it sounds like you got an alternate source that has things the right way around. :D
I've found another mod that causes the white hair scalp issue not listed in your solution, True Colours REDUX by Dalishnous under optional. The mod uses dls... naming. Not sure how hard it would be to add it to your hardcoded conversions. If you could, that would be much appreciated. Here is the link: True Colours REDUX at Dragon Age: Origins - mods and community (nexusmods.com)
Edit: Found an alt solution, I copied the stb files and named them t1_stbdl... Did a test and it seems to have worked.
Oh that's brilliant, thank you so much for the heads up! That should be easy to add a conversion for, it's exactly the same format as the others - I'll add that in as soon as I get the chance. :D
(Also your workaround absolutely will work for personal use and I encourage you to use it in the meantime - the only reason I make the conversions is that it won't work for anyone uploading headmorphs for others to use, since the recipient would have to do the workaround as well. :3)
Oh that's a very good point about that workaround being useful for older mods without having to edit them! I'll pop it in my manual workarounds article. Thank you for the image submission! :D
I've posted something similar on PT once I cottoned on to the solution. I wasn't sure if I had to do one for both har and stb files, so I made both, one named "t1_stbpt_stb_...", and the other "t1_stbpt_har_..."
Thanks for posting my morph. I've been trying to create a warden based of the Sacred Ashes/Warden Calling Trailer because I wasn't happy with the ones available due to their battle worn look. Your upgrade helped me get one that works for me, that gets a bit of family resemblance and reduces the aged look.
I did find something odd about the mop export for the CC when figuring out how to make the morph; eye height resets to 5 in CC when exporting from the Toolset.
You should only need to do the "t1_stbpt_har_name" one, because the toolset will create the stubble tint reference from the hair tint reference, so it will always be "t1_stb" followed by the hair tint filename. Basically it takes the hair tint name and tries to remove the text "t3_har" from the start, before adding "t1_stb" in its place. But if the tint name doesn't actually start with "t3_har" then that part doesn't do anything and it just ends up appending "t1_stb" to the whole name xD It doesn't ever generate the stubble tint reference from the stubble tint filename itself, so "t1_stbpt_stb_name" shouldn't be needed.
Can I get you to clarify what you mean about the eye height thing? Is it that the MORPH_MODEL_VALUEfield for the eye height target in the MOP file is actually different to what it was in the toolset, or just that the CC's slider snaps it to a different position in practice? I know the CC doesn't cover the full range of values the toolset does for some sliders, which is a pain, and it might be that I can do some more target duplication to work around that -- though I'm wary of bloating things too much.
So, if I set the eye height (eyes down/up) to 0.4 and export a mop file, when I open the CC and choose the model the eye height is set at 5 (equivalent of the zero position in the CC). It's not a big issue, and quick to correct manually. It's a strange feature of the original toolset.
OK, silly (?) question time! I thought to use the dwarven beards for Maferath - but they do not show up in the beard picker (for human, that is). Am I doing something wrong, or expecting something that cannot be done? :-)
Ahhh tragically that won't work, I'm afraid. You can access models that aren't in the file picker's default filter by changing the filter to "All model files", but that won't help in this case because models have an inherent size and position; it's why many hairs/beards only cover specific base heads, and why there are sometimes extra mods that port them to other heads. In your example, a beard intended for a DM would still be positioned as though on a dwarf head, so I would imagine it would end up somewhere around Maferath's navel.
So I'm afraid you'll have to stick to beards made for HMs!
Thanks for a blazing fast reply. :-) No problem, I have gotten Maferath to look more or less like I want him to, but it would be damn cool to use those dwarven beards for those Alamarri warlords - they are supposed to stick out from Fereldans, and also, Maferath existed 1000 years ago. To make him REALLY look like he was from a different time, I think dwarven beards would've been cool. :-)
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any plans on integrating commanderstrawberry's Elf Update Child Head mod?
In the Toolset folder, i have these subfolders: cache, logs, probes, & ssce. I have also searched all the folders and can't find the original file for "default.xml".
I do have the Dragon Age Toolset, and I've used it, but where can I find this "Tools" folder? Or can I just create a new folder and call it "Tools" so I can add your default.xml file?
Please help...
Like in the toolset I'll increase the size of my character's nose by 0.05 percent, the change in size barely noticeable, everything looks perfectly normal, then I export it as a preset and the nose is suddenly gigantic... It's funny but a lil frustrating since I don't know what's causing this, It's only the CC sliders that have this issue, I've installed the DMT file in the override and replaced the "default settings file" in the tools folder, I've had this issue appear when trying to use other people's mop and mor files so I can only assume it's a problem on my end, my exe version is 1.5, maybe this mod doesn't support that version idk? :S
Could you help me?
If the hair should show up without stubbles on the scalp just change the number of cut=0 to one you like (0,1,2,3). I’m using number 1.
This is done in the chargen, see if that helps.
Also, thanks she is actually Leliana.
Edit: OMG i figured it out (yeah I didn't give up lol) I was using the hair from Kanihime's blog, I'm assuming you use the one uploaded to
nexus by Roguelass? Because that one doesn't have the mask! Rougelass must have removed it. Elissa is no longer balding yay :3
Edit: Found an alt solution, I copied the stb files and named them t1_stbdl... Did a test and it seems to have worked.
(Also your workaround absolutely will work for personal use and I encourage you to use it in the meantime - the only reason I make the conversions is that it won't work for anyone uploading headmorphs for others to use, since the recipient would have to do the workaround as well. :3)
Also, just FYI, I use a similar manual workaround for PTs for older mods to avoid having to edit individual morphs.
Thanks for posting my morph. I've been trying to create a warden based of the Sacred Ashes/Warden Calling Trailer because I wasn't happy with the ones available due to their battle worn look. Your upgrade helped me get one that works for me, that gets a bit of family resemblance and reduces the aged look.
I did find something odd about the mop export for the CC when figuring out how to make the morph; eye height resets to 5 in CC when exporting from the Toolset.
Can I get you to clarify what you mean about the eye height thing? Is it that the MORPH_MODEL_VALUE field for the eye height target in the MOP file is actually different to what it was in the toolset, or just that the CC's slider snaps it to a different position in practice? I know the CC doesn't cover the full range of values the toolset does for some sliders, which is a pain, and it might be that I can do some more target duplication to work around that -- though I'm wary of bloating things too much.
On the eye height, found the information here: Malcolm Cousland morph, or face code? - Fextralife Forum
So, if I set the eye height (eyes down/up) to 0.4 and export a mop file, when I open the CC and choose the model the eye height is set at 5 (equivalent of the zero position in the CC). It's not a big issue, and quick to correct manually. It's a strange feature of the original toolset.
I thought to use the dwarven beards for Maferath - but they do not show up in the beard picker (for human, that is).
Am I doing something wrong, or expecting something that cannot be done? :-)
So I'm afraid you'll have to stick to beards made for HMs!