Dragon Age: Origins

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Ashhawk

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Ashhawk

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  1. dragng
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    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.
    1. pullingmyhairout
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      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?
    2. dragng
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      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?
    3. pullingmyhairout
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      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? :)
    4. dragng
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      Thank you so much for your help in clear it up I'm really grateful:)
  2. pullingmyhairout
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    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
  3. craftybubbles89
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    Quick question if I use The Dragon Age 2 Character Creator can i use human noses on DA2 elves with the patch?
  4. Rosaxoo
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    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. 
    1. Ashhawk
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      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
  5. pullingmyhairout
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    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 :(

    Could you help me?
    1. whisper779
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      To generate scalp stubble, do the following:

      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.
    2. pullingmyhairout
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      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
    3. whisper779
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      I'm glad you got it sorted and your warden looks amazing.
    4. Ashhawk
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      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
  6. whisper779
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    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.
    1. Ashhawk
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      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)
    2. whisper779
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      No worries, and that's brilliant, thank you. I've been playing around with the toolset with your updates since I figured out how to install it.

      Also, just FYI, I use a similar manual workaround for PTs for older mods to avoid having to edit individual morphs.
    3. Ashhawk
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      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
    4. whisper779
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      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.
    5. Ashhawk
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      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_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.
    6. whisper779
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      Thanks for that information, I wasn't too sure so I just covered it all.

      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.

  7. maaaaaaaaap
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    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? :-)
    1. Ashhawk
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      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!
    2. maaaaaaaaap
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      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. :-)
    3. Ashhawk
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      Oh I definitely agree, if someone ported some DM beards to the HM head that would be absolutely rad. :D
  8. sceleriter
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    this is absolutely incredible, i can finally accurately make my characters!
    1. Ashhawk
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      Thank you so much, I'm really glad it's helpful! :D
  9. rmccb
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    Absolutely wonderful mod -- I'm so glad I found it before starting a new playthrough, thank you so much Ashhawk!!

    I do have a question: when I try to use the "Shared" features (shapes, noses, eyes, etc.), the morph's face/head just slides down below the eyeballs. It seems like all of the base heads run into the same issue for me. I haven't seen anyone else come across this problem on here, so I assume it's something on my end. Do you have any inclination of what I could alter to get those sliders to do their thing? I'm using Option 1, if that helps.

    I also tried applying the 4gb patch to the toolset executable but it just said "Couldn't open the executable!" so i'm not sure how that works or whether it would have helped in the first place. Apologies if you've already answered something like this elsewhere!

    (Thanks again for your mods, you're a boon to us all)
    1. Ashhawk
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      Edit: just want to check, you definitely have the duplicate morph targets erf in your override, right? Not in the toolset directory?

      ---

      That is really weird. I've seen that effect happen in other circumstances: when testing bad morph targets (nothing that's included in this mod though). I believe it's usually to do with whether or not the morphing system recognises the target's vertices as being equivalent to those on the base head. It's pretty picky and will refuse to work if the vertex order is different for example (even if the positions are the same). Do you have any major edits to the base heads installed? The Elf Update head will be fine, so don't worry about that if you have it, but anything fancy like porting the DAI or DA2 heads to DAO wouldn't be compatible with the vanilla morph targets.

      As to not being able to patch the toolset executable, that's also odd and I'm not sure at all what's going on there. I've only ever heard of problems patching the DAO exe itself, and only with steam, since it's protected - never the toolset exe. D: Did you have the toolset open at the time? It probably wouldn't have liked that. Otherwise, after a quick google, this page suggests that if it created a backup you might be able to apply the patch to the backup and then replace the original with that backup, but don't quote me on that one xD

      I'm really glad you like it, and I'm sorry I haven't got better answers for you!
    2. rmccb
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      Wow, thank you so much for looking into it so thoroughly!! Great news on all fronts: the 4gb patch fix for the toolset executable worked perfectly, I just applied it to the backup and replaced the original. Also very happy to report that I was able to fix the shared sliders going off of your suggestions — I realized that I had downloaded the duplicate morph targets erf in the right place but forgot to extract it. Now it's working perfectly! Thanks for all your help, I really appreciate you taking the time! :D
    3. Ashhawk
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      Ahh brilliant, yeah, not having the duplicate targets installed would definitely do that xD And it's good to know that trick with the 4gb patch's backup worked, might help future people having trouble too! You're very welcome, and hope you enjoy it even more now it's all working! :D
  10. MDustman
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    Very sorry if I'm missing something simple here, but I'm trying to get the lighting on the head morphs in the Toolset to be as natural as the lighting in the in-game character creation, like in your screenshots (having downloaded the natural light for cc mod listed). Anyways, I know the natural light is working in-game, but I'm not seeing any noticeable change in the toolset - is this possible? Have I misunderstood something here?
    1. Ashhawk
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      The natural lighting for the cc mod doesn't affect the toolset lighting, just the in-game cc. Is there something weird about the lighting you're getting in the toolset? The toolset lighting that you see in my screenshots is completely vanilla, so we should be seeing the same thing!
    2. MDustman
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      Oh, okay! I was just checking to see if there was something even clearer and brighter than the standard new day lighting in the toolset. If there isn't, then nevermind!

      Side note: thanks for consistently and personally responding to mod posts for a more-than-decade-old game. Really great for folks like me who keep revisiting it and it's mods after all this time!