Dragon Age: Origins

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  1. gioveb
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    I see that many are interested in using Theta HD and I thank you for the many downloads of this Fix. However, I have found that there were still some strange noise pixels (black or even other colors) in the diffuse maps, that I think they come from some wrong compression or erroneously merged RGB and alpha channels in the original mod (even if the effect is subtle).
    I have uploaded an updated complete pack (version 1.3), in which I removed the pesky pixels in many of the textures using inpainting (that worked pretty well) and restored the original gate texture, after noise was removed. This version is close as possible to the original mod, without the artifacts, and with the fixes applied. I consider it as final.
  2. VictoElemin
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    Hello! Can you say me about "Frost Mountain Pass Building Fix (2.3)". I use "Manually Optimized Textures (AP Neural Enhanced Textures)", me need just throw this 2 files: "dne_stand01_0.mmh, dne_stand01_0.msh" in folder "Master", where places "dne_bldng_master.dds" file, yes?
    1. gioveb
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      Hi. I think you can put the 2 files where you want in your override folder or in any subdirectory there. For what I know, no other mods modify these files, so there are no risks of conflicts. But yes, putting them in the folder you said is fine, and helps keeping everything well organized.
    2. VictoElemin
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      Got, thanks for answer!
  3. NinjaReb0rn
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    Hi, first off I want to say thank you for taking the time to improve upon Theta HD, it's still my preferred texture mod to date.

    I was wondering though if you could also try to fix the messed up texture on the concrete circle (or whatever it is) outside of Orzammar. Half of it is wrong.

    I took a picture: https://pasteboard.co/mHlbareoMngu.png
    1. gioveb
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      Hi. wow, this is a tricky one. 
      I found out the structure/building and its textures.
      [....]
      EDIT: see post below.
    2. NinjaReb0rn
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      While the temporary fix is not ideal, at least it looks less awkward. I don't really have an urgent need for this to be fixed, I just thought if someone were to fix it, it would probably be you. :)

      Take your time, whenever you feel like it see if it's possible to make it work as it should, it would be nice to have this texture bug ironed out.
    3. gioveb
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      Hi Ninja. I think I solved the problem with the stand building you were referring. It seems from the (fake) illumination in the normal map, too much directed from the top (in the RGB channel). Probably, the two parts of the stand load the texture upside-down with respect to each other, and this maximize the effect (a sort of polarization). To solve this, I generated a new normal map for this portion, which now has a more distributed illumination. Now the building looks correct in my opinion. Some weird effects of illumination may be still visible when you rotate the camera. I think this is inevitable when you have such a large flat surface.
    4. NinjaReb0rn
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      That's a notable improvement, really nice!

      Edit: I tested it and it does still look slightly uncanny, but you can't tell the difference unless you look closely.
    5. gioveb
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      I know. My guess is that the big hexagonal surface has 4 texture pieces side by side, and I think they have opposite orientation left to right, so the effect of light will be always slightly different on them, unless the normal map is set to zero (but the result is estetically worse I think).

      EDIT: Can you try the Alternate version of the Fix (v1.5)? I tried creating a normal map uncorrelated to the diffuse map, to suppress as much as possible the weird effect of light due to the mirror symmetry.
    6. NinjaReb0rn
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      I just tried it and it looks better indeed, I can barely tell the middle line between the two halves. Good job!

      Edit: It's a bit blurrier though, I just noticed.
    7. gioveb
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      Yeah... Here you have in Alternate Fix 1.5.1. I sharpened a bit the normal map (upscale, sharpening, downsize to original size) and increased a little bit the contrast. Not bad (to my taste). I will stop here, or it can take forever...
    8. NinjaReb0rn
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      You can still tell the texture is muddy by the transition from the clear stairway textures near it. I would suggest to take your time and see if you can understand how the textures are properly applied to the mesh rather than doing workarounds.

      That being said, thank you so much for taking the time to look into this, you are a legend mate! Happy new year! :D

      P.S.: If you add a donation link, this fellow modder would gladly buy you a coffee. :)
    9. gioveb
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      Thank you, Ninja. The coffee pushed me to complete the fix. I realized a 'true' fix (2.0), as you intended (and it was my original intention). I corrected the UVW mapping in the mesh model (using gmax) with the help of a temporary chess texture (see the pics). My idea is that the authors wanted the effect as in the right part of the original model with the bug (i.e., smoothed flat surface). Indeed, if I use the opposite orientation, I obtain the effect as in the left part (rough surface), but it is too much, and weird effects are very visible in this case at the edges between the texture's patches. In the orientation as I did, the patches merges almost seamlessly.
      btw. gmax is a hell of a pain at the beginning. I just scratched the surface on how to modify model meshes...
    10. NinjaReb0rn
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      Looks a bit too smooth, BUT when I combined your past 2 fixes together the result looks pretty much spot on. Well done! :D
    11. gioveb
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      Good Idea! Are you using the normal map from 1.51 combined with the fix 2.0, am I right?
      The other thing I forgot to mention is that I am using Manually Optimized Textures (AP Neural Enhanced Textures), which has an HD version (2x upscale) of the building diffuse map (but not the normal map). Maybe this gives a little bit more detail to the surface? The diffuse map to look for in the huge collection in the mod is "dne_bldng_master.dds" under the folder "Master".
    12. NinjaReb0rn
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      Actually I combined version 2.0 with version 1.4, which is still available to download. I noticed the files were different between the two and I was wondering what if I combine them. :)
    13. NinjaReb0rn
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      Hi gioveb, I was wondering if you can upload the original texture that was displaying correctly on one of the halves. That one seemed quite sharp, I would love to try it with your changes.
    14. gioveb
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      Hi Ninja. Those were the original vanilla textures.
      EDIT: I did a new Fix (2.2) by using the opposite orientation, and the best alignment I could do. I learned to scale differently in the two directions, so I matched almost perfectly the patches! Now It is sharp. I hope you will like the result. Put in the trash all previous fixes. This should be the one.
    15. NinjaReb0rn
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      Just tested it. It's an improvement, but I feel like it goes a bit too much the other way, being notably sharper than the stairs and the small pedestal, it also feels a bit too rough for a floor.

      https://imgsli.com/MjMxMDc1

      Edit: The orientation of the working half was pretty good, I think that should be replicated on both sides somehow.
    16. gioveb
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      Hi. I uploaded two versions of Fix 2.2. One with a Rough Surface and one with a Smooth Surface. Both rely on the original textures, the different effect comes simply from the opposite orientation in the model. Hard to decide which one was in the intention of the authors. Choose the one you prefer. If you want, you can use the normal map from Fix 1.4 or Fix 1.51 (but not needed).
  4. Kilmatead
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    Coming back to DA after leaving it years ago, it's encouraging to see people still obsessed with textures!  I thank you for your efforts, though I will admit my eyes rather glazed-over reading your back-and-forth with NoOneKnows1 regarding the minutia. :)  After using Elelith's (unfinished) texture collection the better part of a decade ago, I recently swapped it for the (more general and modern) "Manually Optimized AP Neural" set, with your superlative YAHD collection as complement.

    That said, as evidenced by your revisiting of this mod, you seem to have your fingers in a lot of related pies (and opinions on other pastries), so just out of interest what does your override load order look like regarding textures (as in which do you use and who overwrites who)?  Is the (somewhat maligned) Old Gods collection still worth an over-sized download?  I'm just curious.

    Oh, and despite the number of references Google kicks back suggesting the semantic-legitimacy of the word "repristinated", I'm 99% sure that's a makey-uppy-word if ever t'was.  Just saying'. :)
    1. gioveb
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      Thank you. I was a bit obsessed at the beginning, 'cause I did not understand well how the textures (especially alpha channel) were working, and found some inconsistencies, so I pested NoOneKnows1 with questions, and he/she was so kind to not send me to hell (or maybe they did, but I did not realize it).
      I put "Manually Optimized AP Neural" in z_Completed (its default directory) and then I have z_YAHD_* (my creatures mod) after it.
      I am not using Theta HD Fix right now (I also opted for NoOneKnows1 mod) but I wanted to complete it for people searching for a very light HD mod, and close to vanilla experience.
      I do not use Old Gods because it is a mess (in my opinion), and this was the reason I created YAHD (I love monsters) trying to optimize the upscaling process.
      If I do not like a particular armor/clothing in the game, I look for a better version (at 80% someone has already done it on Nexus even at 2k or 4k).

      This is my present list in override (many indeed are retextures). "(TEST)" are mods I am testing now. The latest two are files in the override directory:

      2K Shale (TEST)
      Alistair Morph Highlights
      Armor of the Sten - Rebalanced
      Awakening Fixes
      a_Dragon Age Redesigned Manual Version 1.0 (TEST)   >>>> LORE versions, and only NPC. NO companions. 
      Bow Replacer
      CC Extra Tints and Tones   >>> somehow needed by many mods and morphs
      ChantryRobesRetex_Fix     >>> my fix for the Retexture of Chantry robe with DAI colors.
      Cord of the Beresaad (vanilla stats)
      DA2DAO                   >>> I put Flemeth and her altered form here, and maybe Isabel (not sure I am using her now)
      Dain's Fixes
      Dalish Armor Replacement Tweak   >>> the beautiful dalish armor 
      Duncan's Armor Retexture v1.2
      Dwarf Proportions Fix   >>>> tmp7704 better female dwarf proportions
      Elf Update               >>>> tmp7704 DA2 style elves. needed by "Ferelden Elves - DA2 style"
      Ferelden Elves v2.1
      FTG_UIMOD
      Gift Guide - Awakening
      Gift Guide DAO v1.1
      Grey Wardens of Ferelden     >>>> the nice blue textures and models for the Wardens armor
      hf proportions seductress     >>>> tmp7704 better female proportions
      hm underwear (TEST)     >>> this is my retexture of male underwear
      Hoods (for the girls)       
      HumanMalePresets        >>>> some male presets (used also in the screenshots)
      Kossith Add-on Fixed
      Leliana CG - tmp7704
      Leliana Morph                        >>>> these are from "Morrigan and Leliana" mod (with backtracking for the files needed to work)
      Morrigan Morph DAO            >>>> these are from "Morrigan and Leliana" mod (there is a complete pack for her in the mod files)
      No Starting Abilities
      Noble dress redone
      Pineappletree's Vibrant Colors v1.31
      QUDAO Hotfix v3_52
      Sigrun Legion of the Dead
      Sigrun_Law_Order
      siramods_items                     >>>> I use this to spawn the items I am testing (such as the hoods I created)
      Sleep until Dawn Morrigan bugfix 2.2
      Sten of the Beresaad            >>>> with my fixes
      Surana Mage Robe
      toolsetexport                         >>>> "Ferelden Elves - DA2 style" creates this for some files. lot of conflicts with it
      Tranquil Brand 2.0
      Two Moons Circle
      Wynne Redesign v1.0           >>>> with my fixes
      z_Completed (TEST)             >>>> this is the "Manually Optimized AP Neural" mod.
      z_Dalish Warrior in Chitin Armor (TEST)
      z_Hsli Armor Replacement (TEST)   >>>> for some skimpy villainesses (is it semantically legit?)
      z_More Fancier Rugs V1.1
      z_YAHD_Broodmother
      z_YAHD_Creatures_Bodies
      z_YAHD_Creatures_Bodies_AWA
      z_YAHD_Creatures_Eyes_Fix
      z_YAHD_Creatures_Heads
      z_YAHD_Creatures_Heads_AWA
      z_YAHD_Creatures_Other_Parts
      zz_Other Fixes            >>>> I put here some small fixes, scripts etc. that I want to be sure to load at last   

      chargenmorphcfg.xml
      Wardens_of_Ferelden.erf
    2. stadavan
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      Hi.. (@ killmatead & giov) do you guys ever have very bad stutter during the dialogue scene? I have just begun playing fresh, few hours as dwarf commoner. everything is fine, until I reached a specific point last night, which is the Proving, when the battle is over and Proving Master asks the Dwarf to take off the helmet, after that it becomes progressively worse and worse (it comes down to 1 fps, but cpu and gpu temps are normal). I can't get bypass that scene, even after various settings. 

      that's very smart of @giov to label the mods as 'test'. I dumped everything together, now at total loss whether its my machine problem or mods, plus last time I played is ten years ago (from memory, I never had this problem. This is also the first time I played as Dwarf commoner) . sorry off topic ^_^..., not sure who to ask. most of the threads I found online are very old
    3. gioveb
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      Hi. Sorry, but I have not played as Dwarf yet. I hope someone out there is more experienced in that part. However, I suggest you to use:
      1) Large Address Aware (to patch of DAO executable for addressing >2GB memory) but probably you did it already. WARNING: the patch procedure depends on the version you have (GOG, Steam, others) so you must google for instructions.
      2) Use QUDAO Fixpack v3.5 (and the hotfix 3.52 update after it) which fixes many dialogue issues (but for your one, I do not know). This is a Dazip file, so you do not see in my list above (it includes only overrides) and must be installed following the procedure for Dazip files.
      3) You can try to remove the whole "override" directory (simply archive everything you have in in .7z file and delete the original files) so to run a vanilla version (not exactly if you installed some Dazip mods) and see if you still have the problem.

      btw. Also my mods structure is a mess. Initially, I was compiling everything with DAO Mod Manager, so to have all Dazip and Overrides organized and with the possibility to install them and uninstall them with a click of the mouse. But then, this was producing a duplicate of everything (to keep track of the archives by the mod Manager) and when I wanted to do few small modifications to the files and folders for testing (as I am doing a lot now with my mods) it was becoming a total pain. Moreover, some mods such as "Elves of Ferelden" are a total mess in term of mixing of Dazip and Overrides files.
      At the end, I prefer to simply install a mod manually in an individual folder under overrides (when possible) and I put the word "TEST" until I am satisfied with its behavior.
    4. stadavan
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      1) Hi Giov, I play with ea, and yes had 4gb patched (ea app is fairly new and abit buggy. I also might try to migrate to steam)
      2) not using QUDAO atm, because I felt its too complex to breakdown. instead using alot of small mods (which also cover QUDAO).
          maybe my approach is wrong and had lead to this problem. might try that later. 
      3) I suspected the FTG UIMOD and helmet hack, but does not make any difference. maybe too late or something else. thanks, might try it clean later.

      When I googled about this, the most relevant thread I could find is dated back to year 2010 (that's before the 1.05 patch). One person mentioned lagging during dialogue, a particular sequence in the proving (but does not specify details when or where). also someone else mentioned 'dialogue tweak' causing it, could be one of the .dlg, but cant be certain.  

      it could be an in-game thing too. I've also posted this issue on ea website and a person is looking into it. waiting and will see how it goes.
      planned to enjoy the game on holiday and it turned out like this. oh well, as for now I just rest

      btw, Merry Christmas !
       
    5. gioveb
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      Good luck with it! And Merry Christmas to you too!
      btw. Now Steam is discounting Mass Effect Legendary Edition by 90% for these holidays. I grabbed it immediately. Together with Dragon Age, they are the pinnacle of BioWare!
    6. stadavan
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      hi, because I'm still very early in the game. I have a quick clean 5 mins test.
      (not really clean, maybe reduced 70-80%. only removed those with scripts; I leave all the graphic mods intact as it is, plus DABIK)

      and... it goes through.... smooth... omg...
      I also had a small strange bug with the cinematic (the one before character creation), always plays twice.
      its a very small trade off, I dont mind it, and its also gone now!
      but I dont know which mod caused all of this.. too many. Ideally I want to have it all.
      seems that I will be doing mod anaylsis for the holiday.
       
      because you share your override, I also share mine below, how I do it. (A=awakening, L=lelianas, O=Origin, W=Witch Hunt,
      Y= somekind of overall system) neat but difficult to track.

      

      yes, lots of big discounts now, enjoy the holiday..
      ( I also had notifed the ea person, its caused by mod, very embarassed.. )
    7. gioveb
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      Do not worry for EA guys. If they released some patch to make DAO running well on modern system (e.g., 64 bit executables) that would be a dream...
      For me, I am now going through all NoOneKnowns static textures (approx. 1000 textures). I am recoloring with vanilla references (I found some color shifts due to the upscaling, but in general it is quite OK) and I am finding some strange things also there: some textures are at vanilla resolution (so why are they included?) and few even lower! Very few are wrong (I found <5-10 so far), and indeed they also included some creature's parts (as the branches of the Ents you noted) that are too detailed (for a 2D geometry) with even a worse result than vanilla (in my opinion), they could have mistaken them as ambient textures. I am trying to fix them (but it takes time) at least for my personal use.
    8. stadavan
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      Why are you going through his mod? I think its very taxing, a few times I dived into that mod folder, it's like a maze I dont know which is where. he maybe do it manually, but dont forget he has a secret mod 'the green world' which is not released. If you interested to repair it, maybe you should ask him about that mod. I did happen to notice a few funny things in the mod folder, but I just ignored it because its too many. I even barely make it into the game yet, but as in orzammar I have not noticed anything strange. 

      I think the sylvan is the only monster that intersects with the static texture, very unique indeed. during dialogue I think our focus most likely center toward the face, the branches are just in the background. I think its ok.

      as for me here I have narrowed down the scope, I can confirm its caused by the .dlg and any other files related to it. I have lots of them, currently all quarantined. becareful with those, game cant progress is very bad, I also thought the game might be loading too many texture, seems its not the case. as for the very minor bug prologue plays twice, it caused by shanamah's Loghain Mask (dazip), I will inform him/her later. 
    9. stadavan
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      After further testing It finally come down to one, which is none other than the Loghain's Mask itself. Not the .dlg files, so sorry.

      I played further and there is another bug which caused to gain 0 attribute points when I reached level 2 (3 points is the correct one. seemed to be caused by one of the item from 'Return To Ferelden'). Luckily, I'm only few hours into the game, I can simply replay it again.
      I saw you are using the No Starting Ability, I was tempted to use it too, but seems those mods which modifies gda, might bake itself into the save file (system), even after removal. Unlike texture or 3d files (mor, dds, mmh...) which are very flexible.

      Btw, I noticed you using the DA Redesigned, it is a good mod, I used it back then, also now, but have replaced 40% of it with new mor files.
      You might want to try the 'Realistic DAO Project Full Beta', it contains a complete documentations of the mor files, with individual face-to-face comparison images. But the component part is a big mess, if you have problem with it or need anything just let me know. 
      
    10. gioveb
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      Hi. Good news you were able to track back the mod responsible for the bug. Well done!
      Regarding the mods:
      1) You use by far more mods than me. Personally, I try to avoid the mods that changes behavior too much from Vanilla. For instance, from Dain's fixes I have only the true fixes, and nothing else. I do not use 'Improved Atmosphere' for the same reason: moderate/serious risk that some quests will be broken by some weird script.
      2) No starting Abilities: I do not remember well, but I think I installed it to give 'Stealing' skill instead of the default skill at level 1 (maybe 'Create-traps'?) to my rogue character. But it does not count much. When you will have companions (as Leliana) you can pick-pocket easily (there are some side quests/contracts that need stealing things from NPCs). I use the mod with 'Character Respecialization' (with also the Console Addon mod) to reset my character or companions (e.g. I wanted Morrigan to have basic heal spell for when I use her as my only mage in the group). However, I do not remeber if you need both to reset completely (including skills) or if is it sufficient to have the respect mod, sorry. So far, I had no troubles with the two mods installed.
      3) DA redesigned: I only use the base overhaul for NPC only (dracomies + Lore versions) to be close as possible to Vanilla. However, the mod you suggested looks nice and I will have a look at it.
    11. stadavan
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      1) I think about 70-80% of my mod accounted to graphic (dds, mor,...). me too, I do not use 'Improved Atmosphere'. as for dain's I included a small amount from the other folders, not complete all.
      2) because I saw some bugs in the comments, so I have no clue. might try the 'No starting abilities' later. (the older mods tend to accumulate bad comments, its difficult to justify). as for 'Character Respec', I tried it on level one and works fine, but when I tried it on level 3, something strange is happening, not accurate. Probably conflict.
      3) as for 'Realistic DAO Project Full Beta', so far most works fine. but I encountered one, the kennel master (hm_pre100_vet) has a glowing hair and the face tattoo not showing, so I reverted it back to DA Redesigned. 
    12. gioveb
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      For point 3) 'Realistic DAO Project Full Beta', you have to keep the hair textures in .tga or they will not shown in game.
    13. stadavan
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      2) as for 'Char respect', actually seems to be working properly. the first time I tried it, the game was on the bug I mentioned earlier.
          awarded back 10 points on level 1. I thought it's the correct one. Its wrong, 5 is the correct one. 
      3) you are right. I've just tried it and it's showing correctly now. thanks for letting me know.
    14. gioveb
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      Good thing they work! For "Character Respect", I remember counting all the attribute points even after the (boring long) Fade part (you get lot of points in the stats), and it was OK! It also correctly counts all the tomes you have used. I think it's one of the mods that has been most refined over the years.
    15. stadavan
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      Hi! I just finished passed Ostagar, in the korcari wilds is the first encounter with monsters, they look ok.
      (I put this here because YAHD has become quite popular, small message like this can be very sensitive)
    16. gioveb
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      Thank you for the feedback on YAHD. So far the comments are rather neutral there... I hope they stay so.
      I am worried with YAHD that the upscale may give stuttering when there are many monsters in battle etc., because I also upscaled by a factor 2 the LOD textures, and the LOD0 normal and specular maps (and not just the diffuse map), to give the best details at that resolution. Let me know if you will encounter stuttering or issues. So far, I was also ok with it, but I am not playing much (I am more on modding). If you note stuttering with YAHD, you can try removing LOD2 and LOD3 textures folders of all YAHD creatures (and rely on vanilla for them).