About this mod

A comprehensive overhaul for Dragon Age: Origins, revamps armors, outfits and environments, while integrating assets from DA2, DAI and DAV to enrich the world of Ferelden.

Requirements
Permissions and credits
Changelogs
Dragon Age Evolved breathes new life into Dragon Age: Origins by enhancing and diversifying its world. This comprehensive mod expands upon the original game's assets -textures, models, and equipment- by porting content from other Dragon Age titles, especially Inquisition. DAE is made up of several key components:

- Equipment:
This section overhauls the gear used by characters and factions, introducing a wide variety of new armors. mostly tintable and ported from other Dragon Age titles. UTC files are included here for easier access if you want to modify or replace equipment for specific NPCs.

- Weapons:
Adds new weapons and replaces almost all existing ones with equivalents from Dragon Age: Inquisition. Metallic parts now reflect light more realistically, getting rid of that plastic-like look. Also included are new quivers to help further diversify the visual design.

- Unique Characters:
A selection of special, unique armors chosen specifically for certain NPCs to help them stand out in the world.

- Creatures:
I’ve ported over as many creatures from DAI as possible to freshen up Ferelden’s wilderness. This includes both ambient wildlife (Kubbikon, Yagbog, Gurn, Gruffalo etc) and enemies like Arcane Horrors and Revenants.

- Darkspawn:
All Darkspawn have been completely reworked using their DAI models. Emissaries are no longer just regular Darkspawn with staves. Shrieks now look more humanoid. Hurlock Bolters have been added as well.

- Map Layout:
Terrain textures across nearly every area have been upscaled for improved visual fidelity. Some locations have received full atmospheric makeovers; Brecilian Forest and the Korcari Wilds now feel like truly eerie. Soldier’s Peak has been reimagined to look more haunted. Lothering looks hopeless and filthier and the Party Camp has been revamped too.

- Placeables:
Certain objects and containers have new models to better fit the updated world, like Templar corpses. Some are brand-new additions, while others are visual upgrades.

- Unique Morphs:
Although many characters have already received excellent morph updates in other mods, I created my own versions for key characters. Alistair, Cullen, Flemeth, Morrigan, Leliana, and Isabela now use their DAI morphs. There’s also a unique take on Loghain, featuring a custom face and his DAI hairstyle. If you don’t like any of them, you can simply delete their files and use other mods.

- Qunari:
Male Qunaries have been completely revamped using DAI models, with 20 horns added (equipped as “beards” due to DAO’s limitations), along with 2 hairstyles, tattoos, and war paints. 
And now... Female Qunari are in the game! Featuring ported base bodies, the same number of horn and hair options, and tattoos. They look absolutely gorgeous! (If you're planning to add new content for them, note that Female Qunaries use Male Human skeleton)

Miscellaneous:
This section includes various small tweaks and fixes I felt were necessary during playtesting. These range from gameplay adjustments to cosmetic improvements. Some examples include:
  • Fixed loot drops for items like the Blackblade missing parts, Ancient Elven Boots, and two bugged greatswords at Korcari wilds.
  • Nerfed the rank of Amgarrak Golems to make them more balanced.
  • Unique visual replacements, such as DAI eye textures and all of the metal tints.



INSTALLATION
Extract the folder from the archive and place it into your [USER]\Documents\Bioware\Dragon Age\packages\core\override directory.

UNINSTALLATION
I have tried my best to make this mod as modular as possible, so if you don't like any part of the content, you can delete its corresponding folder and there "should" be no problem. For complete uninstallation simply delete the "zzz_Dragon Age Evolved" folder from your override.

HOW TO OBTAIN
Spoiler:  
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Blood Mage Armor: Denerim > Deserted Building > in the chest inside the room just before you encounter the final boss
Clam Shell Armor set: Vigil's Keep > Herren
Crow Assassin: Recruit Zevran
Cultist heavy armor: Ruined Temple > Caverns (Wyrmling lair) > in a chest inside the last room before you encounter Kolgrim
Dalish light: Dalish camp > Varathorn 
Dalish medium: Dalish camp > Varathorn 
Dwarven Deshyr: Jarvia's Hideout > in a chest inside the room with tamed animals
Dwarven Legionnaire: Dead Trenches > on the first bridge, can be looted from a Legionnaire corpse
Dwarven Surfacer: Orzammar Commons > Janar Armorers
Elven Sentinel: Cadash Thaig (both Origins and Witch hunt)
Golem Shell set: Vigil's keep > Master Wade (the same quest you used to obtain only the armor before)
Grey Warden set: Soldier's Peak > Sophia's room and Denerim > Warehouse > Warden vault
Sten Heavy set: The Same chest you get his sword from inside the Dwyn's house
Qunari, Arishok: Lothering > chest at the Bandits camp
Qunari, Champion: Illegal Proving final prize
Qunari, the rest of them: Frostback Mountains > Faryn
Rogue Mage robe: Denerim > Wonders of Thedas
Shabrytol sets: Dead Trenches > near the Broodmother 
Bhelen armor: Side with Harrowmont, kill and loot his body
Branka: Side with Caridin, kill and loot her body
Harrowmont: Side with Bhelen and execute him, after the cutscene they will be added to your inventory
Kolgrim: Kill and loot him
Leliana's armor: Gauntlet > in a chest in the room where you meet your doppelganger
Urn guardian's armor: Kill and loot him


ITEM SETS BONUSES
Spoiler:  
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Blood Mage set: (Armor + Gloves + Boots + Helmet)
+80 Health & +12 Spellpower

River Dane set(Armor + Gloves + Boots + Helmet)
-20 Fatigue & +25 Physical Resistance

Sten's Heavy set: (Armor + Gloves + Boots + Helmet)
+6 Armor Penetration & +25 Physical Resistance

Qunari Champion set: (Armor + Gloves + Boots + Helmet + BattleAxe)
-12 Fatigue & +6 Strength

Elven Rogue Sentinel set: (Armor + Gloves + Boots)
+0.4 Attack Speed & +6 Dexterity

Elven Mage Sentinel set: (Armor + Gloves + Boots)
+35 Mind Resistance & +6 Magic

Elven Warrior Sentinel set: (Armor + Gloves + Boots)
+35 Physical Resistance & +6 Strength

Bhelen and Harrowmont sets: (Armor + Gloves + Boots)
+10 Defense & +15 Spell Resistance

Urn Guardian set(Armor + Gloves + Boots + Helmet)
-12 Fatigue & +4 Armor

Clam Shell set(Armor + Gloves + Boots + Helmet)
+40 Spell Resistance & +25 Mind Resistance

Golem Shell set: (Armor + Gloves + Boots + Helmet)
+20 Physical Resistance & +75% Fire Resistance

Gray Warden Light set: (Armor + Gloves + Boots + Helmet)
+3 Dextrity & +3 Cunning

Gray Warden Medium set: (Armor + Gloves + Boots + Helmet)
+3 Dextrity & +3 Strength

Gray Warden Heavy set: (Armor + Gloves + Boots + Helmet)
+4 Strength & +5 Constitution

Gray Warden Mage set: (Robe + Cowl)
+5 Spellpower & +6 Willpower

Slaver Massive set: (Armor + Gloves + Boots + Helmet)
-10 Fatigue & +1 Armor

Shabrytol Massive set: (Armor + Gloves + Boots + Helmet)
-10 Fatigue & +1 Armor

Shabrytol Heavy set: (Armor + Gloves + Boots + Helmet)
+25% Electricity Resistance & +1 Armor

Shabrytol Medium set: (Armor + Gloves + Boots + Helmet)
+20% Fire Resistance & +20% Cold Resistance


CREATING FEMALE QUNARI MORPHS
Go to your [game installation path]> tools > and find the "DefaultSettings.xml" file, open it in any text editor. Within the MorphEditorPreset section, place this new code (i've put it on the line 15732, right after Qunari male):
Spoiler:  
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<Base.qf_uhm_basa_0>
                <CameraPosition type="vector">0,0.5,1.7</CameraPosition>
                <CameraOrientation type="vector">180,0,0</CameraOrientation>
                <LightModel>el_lr_new_day</LightModel>
                <LightProbe>el_lp_outside_day</LightProbe>
                <Model.Eyes>
                    <PartIndex>1</PartIndex>
                    <UserName>2. Eyes</UserName>
                    <GroupName>2. Parts</GroupName>
                    <CategoryName>02. Part Selection</CategoryName>
                    <EditorName>QFEyesResourceSelect</EditorName>
                    <Default>qf_uem_basa_0</Default>
                </Model.Eyes>
                <Model.Hair>
                    <PartIndex>2</PartIndex>
                    <UserName>5. Hair</UserName>
                    <GroupName>2. Parts</GroupName>
                    <CategoryName>02. Part Selection</CategoryName>
                    <EditorName>QFHairResourceSelect</EditorName>
                    <Default></Default>
                </Model.Hair>
                <Model.Beard>
                    <PartIndex>3</PartIndex>
                    <UserName>6. Beard</UserName>
                    <GroupName>2. Parts</GroupName>
                    <CategoryName>02. Part Selection</CategoryName>
                    <EditorName>QFBeardResourceSelect</EditorName>
                </Model.Beard>
                <Model.Eyelashes>
                    <PartIndex>5</PartIndex>
                    <UserName>7. Eyelashes</UserName>
                    <GroupName>2. Parts</GroupName>
                    <CategoryName>02. Part Selection</CategoryName>
                    <EditorName>QFEyelashesResourceSelect</EditorName>
                    <Default>qf_ulm_basa_0</Default>
                </Model.Eyelashes>
                <Reference.Mapper.Base />
                <Reference.Mapper.EyeBase />
                <Reference.Mapper.EyelashesBase />
                <Reference.Reset.3 />
                <Reference.Reset.4 />
                <Reference.Reset.5 />
                <Reference.Reset.6 />
                <Reference.Reset.7 />
                <Reference.Reset.8 />
                <Reference.Reset.9 />
                <Reference.Reset.10 />
                <Reference.Reset.11 />
                <Reference.Reset.12 />
                <Reference.Reset.13 />
                <Reference.Reset.14 />
                <Reference.Reset.15 />
                <Reference.Reset.16 />
                <Reference.Slider.UH_CHM_HEAD_SHAPE01 />
                <Reference.Slider.UH_CHM_HEAD_SHAPE02 />
                <Reference.Slider.UH_CHM_HEAD_SHAPE03 />
                <Reference.Slider.UH_CHM_THICK_HEAD />
                <Reference.Slider.UH_CHM_FAT_HEAD />
                <Reference.Slider.UHM_CHM_THIN_HEAD />
                <Reference.Slider.UH_CHM_LONG_NOSE />
                <Reference.Slider.UH_CHM_FLAT_NOSE />
                <Reference.Slider.UH_CHM_PIG_NOSE />
                <Reference.Slider.UH_CHM_EASTERN_NOSE />
                <Reference.Slider.UH_CHM_STRAIGHT_NOSE />
                <Reference.Slider.UH_CHM_THICK_NOSE />
                <Reference.Slider.UHM_CHM_EYE1 />
                <Reference.Slider.UHM_CHM_EYE2 />
                <Reference.Slider.UHM_CHM_EYE3 />
                <Reference.Slider.UHM_CHM_EYE4 />
                <Reference.Slider.UHM_EARS_LARGE_SMALL />
                <Reference.Slider.UHM_EARS_IN_OUT />
                <Reference.Slider.UHM_EARS_DOWN_UP />
                <Reference.Slider.UHM_EARS_NARROW_WIDE />
                <Reference.Slider.UHM_EARS_OUTWARD />
                <Reference.Slider.UHM_EARS_LOBES_LOWER />
                <Reference.Slider.UHM_EARS_ELF />
                <Reference.Slider.UHM_EARS_ELF_DA2 />
                <Reference.Slider.UHM_EARS_DEBUG_HAIR_CRASHING />
                <Reference.Slider.UHM_TEETH_DEBUG />
                <Reference.Slider.UHM_TEETH_DOWN_UP />
                <Reference.Slider.UHM_TEETH_SEPARATE />
                <Reference.Slider.UHM_TEETH_BACK_FORWARD />
                <Reference.Slider.UHM_NOSE_TIP_NARROW_WIDE />
                <Reference.Slider.UHM_NOSE_TIP_DOWN_UP />
                <Reference.Slider.UHM_NOSE_DOWN_UP />
                <Reference.Slider.UHM_NOSE_BRIDGE_THIN_WIDE />
                <Reference.Slider.UHM_NOSE_BRIDGE_IN_OUT />
                <Reference.Slider.UHM_NOSE_BEND_LEFT_RIGHT />
                <Reference.Slider.UHM_NOSTRILS_WIDE_THIN />
                <Reference.Slider.UHM_NOSTRILS_DOWN_UP />
                <Reference.Slider.UHM_NOSTRILS_BACK />
                <Reference.Slider.UHM_JAW_NARROW_WIDE />
                <Reference.Slider.UHM_JAW_CHIN_THIN_WIDE />
                <Reference.Slider.UHM_JAW_CHIN_IN_OUT />
                <Reference.Slider.UHM_JAW_CHIN_DOWN_UP />
                <Reference.Slider.UHM_JAW_TRIANGLE />
                <Reference.Slider.UHM_JAW_TRIANGLE_B />
                <Reference.Slider.UHM_JAW_SQUARE />
                <Reference.Slider.UHM_JAW_UNDER_LOWER />
                <Reference.Slider.UHM_CHEEKS_BONES_IN_OUT />
                <Reference.Slider.UHM_CHEEKS_BACK_FORWARD />
                <Reference.Slider.UHM_CHEEKS_LOWER />
                <Reference.Slider.UHM_CHEEKS_WIDE />
                <Reference.Slider.UHM_NOS_SHP_01 />
                <Reference.Slider.UHM_NOS_SHP_02 />
                <Reference.Slider.UHM_NOS_SHP_03 />
                <Reference.Slider.UHM_NOS_SHP_04 />
                <Reference.Slider.UHM_NOS_SHP_05 />
                <Reference.Slider.UHM_NOS_SHP_06 />
                <Reference.Slider.UHM_NOS_SHP_07 />
                <Reference.Slider.UHM_NOS_SHP_08 />
                <Reference.Slider.UHM_NOS_SmallLarge />
                <Reference.Slider.UHM_NOS_InOut />
                <Reference.Slider.UHM_NOS_TipInOut />
                <Reference.Slider.UHM_EYE_SMALL />
                <Reference.Slider.UHM_EYE_LARGER />
                <Reference.Slider.UHM_EYE_CORNEA_LARGER_SMALLER />
                <Reference.Slider.UHM_EYE_POSITION_DOWN_UP />
                <Reference.Slider.UHM_EYE_NARROW_WIDE />
                <Reference.Slider.UHM_EYE_BROW_DOWN_UP />
                <Reference.Slider.UHM_EYE_BROW_BACK_FORWARD />
                <Reference.Slider.UHM_EYE_BAG_IN_OUT />
                <Reference.Slider.UHM_EYE_BACK_FORWARD />
                <Reference.Slider.UHM_EYELASH_LENGTH />
                <Reference.Slider.UHM_EYELASH_FAN />
                <Reference.Slider.UHM_EYE_SQUINT />
                <Reference.Slider.UHM_EYE_TILT_DOWN_UP />
                <Reference.Slider.UHM_EYE_LID_DOWN />
                <Reference.Slider.UHM_MTH_OVER_UNDER />
                <Reference.Slider.UHM_MTH_NARROW_WIDE />
                <Reference.Slider.UHM_MTH_LIPS_FAT_THIN />
                <Reference.Slider.UHM_MTH_BACK_FORWARD />
                <Reference.Slider.UHM_MTH_DOWN_UP />
                <Reference.Slider.UHM_MTH_CORNER_DOWN_UP />
                <Reference.Slider.UHM_MTH_LOW_LIP_FAT />
                <Reference.Slider.UHM_MTH_LOW_LIP_UP />
                <Reference.Slider.UHM_MTH_UP_LIP_FAT />
                <Reference.Slider.UHM_MTH_UP_LIP_DOWN />
                <Reference.Slider.UHM_CHK_GAUNT />
                <Reference.Slider.UHM_CHK_UP />
                <Reference.Slider.UHM_SHP_CHUBBY />
                <Reference.Slider.UHM_SHP_SKINNY />
                <Reference.Slider.UHM_SHP_CHUBBY_B />
                <Reference.Slider.UHM_SHP_SKINNY_B />
                <Reference.Slider.UHM_SHP_FAT_MAN />
                <Reference.Slider.UHM_SHP_FAT_WOMAN />
                <Reference.Slider.UHM_SHP_OLD_MALE />
                <Reference.Slider.UHM_SHP_OLD_FEMALE />
                <Reference.Slider.UHM_SHP_ALISTAIR />
                <Reference.Slider.UHM_SHP_CAILIN />
                <Reference.Slider.UHM_SHP_DAVETH />
                <Reference.Slider.UHM_SHP_DUNCAN />
                <Reference.Slider.UHM_SHP_JORY />
                <Reference.Slider.UHM_SHP_LOGHAIN />
                <Reference.Slider.UHM_SHP_ANORA />
                <Reference.Slider.UHM_SHP_FLEMETH />
                <Reference.Slider.UHM_SHP_LELIANA />
                <Reference.Slider.UHM_SHP_MORRIGAN />
                <Reference.Slider.UHM_SHP_WYNNE />
                <Reference.Slider.UHM_SHP_ZATHRAIN />
                <Reference.Slider.UHM_SHP_ZEVRAN />
                <Reference.Slider.UHM_SHP_OGHREN />
                <Reference.Slider.UHM_SHP_STEN />
                <Reference.Slider.UHM_JAW_LOW />
                <Reference.Slider.UHM_JAW_LOW_B />
                <Reference.Slider.UHM_TEE_CHIP_LEFT />
                <Reference.Slider.UHM_TEE_CHIP_RIGHT />
                <!--<Reference.Slider.UHM_TEE_FRONT/>-->
                <Reference.Slider.UHM_TEE_MISS_LEFT />
                <Reference.Slider.UHM_TEE_NO_FRONT />
                <Reference.Slider.UH_TEE_13_14 />
                <Reference.Slider.UHM_NEC_APPLE />
                <Reference.Slider.UHM_NEC_THIN />
                <Reference.Slider.UHM_NEC_WIDE />
                <Reference.Slider.UHM_NEC_BACK />
                <Reference.Slider.UHM_BRW_FOREHEAD_OUT_IN />
                <Reference.Slider.UHM_BRW_UP_DOWN />
                <Reference.TintChooser.Skin />
                <Reference.TextureChooser.FaceTintMask />
                <Reference.TextureChooser.ScalpTintMask />
                <Reference.TintChooser.Eyes />
                <Reference.TintChooser.Hair />
                <Reference.TintChooser.MakeupR />
                <Reference.Slider.MakeupOpacity />
                <Reference.Slider.MakeupBlushOpacity />
                <Reference.Slider.MakeupLipsOpacity />
                <Reference.TintChooser.MakeupG />
                <Reference.TintChooser.MakeupB />
                <Reference.TintChooser.TattooR />
                <Reference.TintChooser.TattooG />
                <Reference.TintChooser.TattooB />
                <Reference.TintChooser.TattooA />
                <Reference.TintChooser.ScalpTattooR />
                <Reference.TintChooser.ScalpTattooG />
                <Reference.TintChooser.ScalpTattooB />
                <Reference.TintChooser.ScalpTattooA />
                <Reference.TintChooser.BrowStubble />
                <Reference.TintChooser.Scalp />
                <Reference.Slider.BrowStubbleWeight0 />
                <Reference.Slider.BrowStubbleWeight1 />
                <Reference.Slider.BrowStubbleWeight2 />
                <Reference.Slider.BrowStubbleWeight3 />
                <Reference.Slider.BrowStubbleWeight4 />
                <Reference.Slider.BrowStubbleWeight5 />
                <Reference.Slider.BrowStubbleWeight6 />
                <Reference.Slider.BrowStubbleWeight7 />
                <Reference.Slider.ScalpWeight0 />
                <Reference.Slider.ScalpWeight1 />
                <Reference.Slider.ScalpWeight2 />
                <Reference.Slider.ScalpWeight3 />
                <Reference.Slider.ScalpWeight4 />
                <Reference.Slider.ScalpWeight5 />
                <Reference.Slider.ScalpWeight6 />
                <Reference.Slider.ScalpWeight7 />
                <Reference.Slider.TattooWeight0 />
                <Reference.Slider.TattooWeight1 />
                <Reference.Slider.TattooWeight2 />
                <Reference.Slider.TattooWeight3 />
                <Reference.Slider.ScalpTattooWeight0 />
                <Reference.Slider.ScalpTattooWeight1 />
                <Reference.Slider.ScalpTattooWeight2 />
                <Reference.Slider.ScalpTattooWeight3 />
                <Reference.TextureChooser.Eye />
                <Reference.TextureChooser.Lashes />
                <Reference.TextureChooser.Diffuse />
                <Reference.TextureChooser.AgeDiffuse />
                <Reference.Slider.AgeDiffuseWeight0 />
                <Reference.Slider.AgeDiffuseWeight1 />
                <Reference.Slider.AgeDiffuseWeight2 />
                <Reference.Slider.AgeDiffuseWeight3 />
                <Reference.Slider.AgeDiffuseWeight4 />
                <Reference.Slider.AgeDiffuseWeight5 />
                <Reference.Slider.AgeDiffuseWeight6 />
                <Reference.Slider.AgeDiffuseWeight7 />
                <Reference.Slider.AgeDiffuseWeight8 />
                <Reference.TextureChooser.Normal />
                <Reference.TextureChooser.AgeNormal />
                <Reference.Slider.AgeNormalWeight0 />
                <Reference.Slider.AgeNormalWeight1 />
                <Reference.Slider.AgeNormalWeight2 />
                <Reference.Slider.AgeNormalWeight3 />
                <Reference.Slider.AgeNormalWeight4 />
                <Reference.Slider.AgeNormalWeight5 />
                <Reference.Slider.AgeNormalWeight6 />
                <Reference.Slider.AgeNormalWeight7 />
                <Reference.Slider.AgeNormalWeight8 />
                <Reference.TextureChooser.ScalpDiffuse />
                <Reference.TextureChooser.ScalpAgeDiffuse />
                <Reference.TextureChooser.ScalpNormal />
                <Reference.TextureChooser.ScalpAgeNormal />
                <Reference.Slider.ScalpAgeDiffuseWeight0 />
                <Reference.Slider.ScalpAgeNormalWeight0 />
                <Reference.TextureChooser.BrowStubbleMask />
                <Reference.TextureChooser.BrowStubbleNormal />
                <Reference.TextureChooser.CrewCutMask />
                <Reference.TextureChooser.CrewCutNormal />
                <Reference.TextureChooser.TattooMask />
                <Reference.TextureChooser.ScalpTattooMask />
                <Reference.TextureChooser.BeardAccessoryAccM1Diffuse />
                <Reference.TextureChooser.BeardAccessoryAccM1Specular />
                <Reference.TextureChooser.BeardAccessoryAccM1Normal />
                <Reference.TextureChooser.BeardAccessoryAccM2Diffuse />
                <Reference.TextureChooser.BeardAccessoryAccM2Specular />
                <Reference.TextureChooser.BeardAccessoryAccM2Normal />
                <Reference.TextureChooser.BeardAccessoryAccM3Diffuse />
                <Reference.TextureChooser.BeardAccessoryAccM3Specular />
                <Reference.TextureChooser.BeardAccessoryAccM3Normal />
                <Reference.TextureChooser.HairAccessoryAccHM1Diffuse />
                <Reference.TextureChooser.HairAccessoryAccHM1Specular />
                <Reference.TextureChooser.HairAccessoryAccHM1Normal />
                <Reference.TextureChooser.HairAccessoryAccHM2Diffuse />
                <Reference.TextureChooser.HairAccessoryAccHM2Specular />
                <Reference.TextureChooser.HairAccessoryAccHM2Normal />
                <Reference.TextureChooser.HairAccessoryAccHM3Diffuse />
                <Reference.TextureChooser.HairAccessoryAccHM3Specular />
                <Reference.TextureChooser.HairAccessoryAccHM3Normal />
                <Reference.TextureChooser.HairAccessoryHairM3Diffuse />
                <Reference.TextureChooser.HairAccessoryHairM3Specular />
                <Reference.TextureChooser.HairAccessoryHairM3Normal />
                <Reference.TextureChooser.HairAccessoryHairM4Diffuse />
                <Reference.TextureChooser.HairAccessoryHairM4Specular />
                <Reference.TextureChooser.HairAccessoryHairM4Normal />
                <Reference.Slider.UH_CHM_HEAD_SHAPE01_B />
                <Reference.Slider.UH_CHM_HEAD_SHAPE02_B />
                <Reference.Slider.UH_CHM_HEAD_SHAPE03_B />
                <Reference.Slider.UH_CHM_THICK_HEAD_B />
                <Reference.Slider.UH_CHM_FAT_HEAD_B />
                <Reference.Slider.UHM_CHM_THIN_HEAD_B />
                <Reference.Slider.UH_CHM_LONG_NOSE_B />
                <Reference.Slider.UH_CHM_FLAT_NOSE_B />
                <Reference.Slider.UH_CHM_PIG_NOSE_B />
                <Reference.Slider.UH_CHM_EASTERN_NOSE_B />
                <Reference.Slider.UH_CHM_STRAIGHT_NOSE_B />
                <Reference.Slider.UH_CHM_THICK_NOSE_B />
                <Reference.Slider.UHM_CHM_EYE1_B />
                <Reference.Slider.UHM_CHM_EYE2_B />
                <Reference.Slider.UHM_CHM_EYE3_B />
                <Reference.Slider.UHM_CHM_EYE4_B />
                <Reference.Slider.UH_CHF_THIN_B />
                <Reference.Slider.UH_CHF_WIDE_B />
                <Reference.Slider.UHM_CHF_Shape1_B />
                <Reference.Slider.UHM_CHF_Shape2_B />
                <Reference.Slider.UHM_CHF_Shape3_B />
                <Reference.Slider.UH_CHF_THIN_NOSE_B />
                <Reference.Slider.UH_CHF_ASIAN_NOSE_B />
                <Reference.Slider.UH_CHF_WIDE_NOSE_B />
                <Reference.Slider.UH_CHF_DOWN_NOSE_B />
                <Reference.Slider.UHM_CHF_EYE1_B />
                <Reference.Slider.UHM_CHF_EYE2_B />
                <Reference.Slider.UHM_CHF_EYE3_B />
                <Reference.Slider.UHM_CHF_EYE4_B />
                <Reference.Slider.UH_CDM_SKINNY_B />
                <Reference.Slider.UH_CDM_WIDE_B />
                <Reference.Slider.UH_CDM_SQUARE_B />
                <Reference.Slider.UH_CDM_THIN_NOSE_B />
                <Reference.Slider.UH_CDM_UPWARD_NOSE_B />
                <Reference.Slider.UH_CDM_DOWNWARD_NOSE_B />
                <Reference.Slider.UH_CDM_BIG_NOSE_B />
                <Reference.Slider.UH_CDM_FULL_NOSTRILLS_NOSE_B />
                <Reference.Slider.UH_CDM_PATATO_NOSE_B />
                <Reference.Slider.UHM_CDM_EYE1_B />
                <Reference.Slider.UHM_CDM_EYE2_B />
                <Reference.Slider.UHM_CDM_EYE3_B />
                <Reference.Slider.UHM_CDM_EYE4_B />
                <Reference.Slider.UH_CDF_WIDE_B />
                <Reference.Slider.UH_CDF_THIN_B />
                <Reference.Slider.UH_CDF_SQUARE_B />
                <Reference.Slider.UHM_CDF_Shape1_B />
                <Reference.Slider.UHM_CDF_Shape2_B />
                <Reference.Slider.UHM_CDF_Shape3_B />
                <Reference.Slider.UH_CDF_THIN_NOSE_B />
                <Reference.Slider.UH_CDF_WIDE_NOSE_B />
                <Reference.Slider.UH_CDF_DOWN_NOSE_B />
                <Reference.Slider.UH_CDF_UP_NOSE_B />
                <Reference.Slider.UH_CDF_SHORT_NOSE_B />
                <Reference.Slider.UH_CDF_DEFINED_NOSE_B />
                <Reference.Slider.UHM_CDF_EYE1_B />
                <Reference.Slider.UHM_CDF_EYE2_B />
                <Reference.Slider.UHM_CDF_EYE3_B />
                <Reference.Slider.UHM_CDF_EYE4_B />
                <Reference.Slider.UH_CEM_WIDE_B />
                <Reference.Slider.UH_CEM_THIN_B />
                <Reference.Slider.UH_CEM_ROUND_B />
                <Reference.Slider.UH_CEM_BENT_B />
                <Reference.Slider.UH_CEM_STRAIGHT_B />
                <Reference.Slider.UH_CEM_HEAD01_B />
                <Reference.Slider.UH_CEM_LONG_B />
                <Reference.Slider.UH_CEM_SQUARE_B />
                <Reference.Slider.UH_CEM_FAT_B />
                <Reference.Slider.UH_CEM_THICK_B />
                <Reference.Slider.UHM_CEM_EYE1_B />
                <Reference.Slider.UHM_CEM_EYE2_B />
                <Reference.Slider.UHM_CEM_EYE3_B />
                <Reference.Slider.UHM_CEM_EYE4_B />
                <Reference.Slider.UH_CEF_WIDE_B />
                <Reference.Slider.UHM_CEF_SKINNY_B />
                <Reference.Slider.UHM_CEF_Shape1_B />
                <Reference.Slider.UHM_CEF_Shape2_B />
                <Reference.Slider.UHM_CEF_Shape3_B />
                <Reference.Slider.UH_CEF_THIN_LONG_NOSE_B />
                <Reference.Slider.UH_CEF_LARGE_WIDE_NOSE_B />
                <Reference.Slider.UH_CEF_BIG_LARGE_NOSE_B />
                <Reference.Slider.UH_CEF_THIN_SMALL_NOSE_B />
                <Reference.Slider.UH_CEF_WITCH_NOSE_B />
                <Reference.Slider.UH_CEF_STRONG_NOSE_B />
                <Reference.Slider.UH_CEF_EYE1_B />
                <Reference.Slider.UH_CEF_EYE2_B />
                <Reference.Slider.UH_CEF_EYE3_B />
                <Reference.Slider.UH_CEF_EYE4_B />
                <Reference.Slider.UHM_CKN_EG_B />
                <Reference.Slider.UHM_CKN_HG_B />
                <Reference.Slider.UHM_CKN_EB_B />
            </Base.qf_uhm_basa_0>

Also there are 2 unique textures for each of the Qunari genders in the toolset:
"uh_hed_qmage_0d" and "uh_hed_qfage_0d" which are age maps
"uh_hed_qunma_0d" and "uh_hed_qunfa_0d" which are simpler face textures; they don't have that unique texture around the horn and scalp and give the Qunaries a more-humanoid look.

NOTE: The eyebrows are actually in the Goatee/Soul Patch/Mustache/Pork Chops sliders and idk why.


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Thank you so much for your support!



CREDIT
Kolibri - Helping, testing, reporting bugs and guiding me with the lore.
Omnomnom - Helping with scripting and technical aspects.
Hermän2000 - Helping with scripting and technical aspects.
IceBuckets - Tools, guides and helping on 3ds Max.
VagranDreamer - Kaddis textures for DAI Fennec.
Utopia101138 - Parts of his scripts.
ChoaticNeuThrall - Female Qunari head rigging.
Aiharaconquest - Redhart Animation, Testing and reporting bugs.


- Assets:
IceBuckets - DF Legionnaire armor, DAI eye textures.
HallownessDevoured - Gender restriction properties for items.
Nathanayel - DAI Alistair/Cullen hair.
KnifeEaredJan - DAI Mabari Kaddis textures.

- Previous versions:
Sayber1 - Retexture of Kolgrim's, Fereldan light and massive armors.
MoonAerin - Retexture of Fereldan light armor.
Shanamah - Rigging of guards armor.
Nathanayel - Retexture of Amaranthine guards armor.