To the people that keep asking about the property grid error:
Property Grid exceptions mean you haven't extracted *all* the files from the zip archive into a folder on your computer - the application cannot find the PropertyGridEx.dll file in its local directory.
Running just the .exe from within the archive won't work, extracting just the .exe file won't work.
Extract everything to a folder on your machine and try again.
Release v1.2.6: v1.2.6 is a new, and hopefully final release of the program. I added extra error info which should tell you which of your XML files is causing problems when the compiler encounters a problem, you can use this to track down any problematic files in you mod override folder. If an XML error is encountered, look at the top couple of lines in the error message to find out which XML file is causing the problem.
Common errors: "There is an error in XML document (0, 0) / Root element is missing" - There's a problem with one of your chargenmorphcfg.xml files, specifically on line 0, position 0. Most likely you have a blank chargenmorphcfg.xml file somewhere in your override directory.
"There is an error in XML document (40, 20)" (these numbers vary and refer to the line number and position of the error the compiler encountered in one of your XML files) - There's a problem with one of your chargenmorphcfg.xml files, specifically on line 40, position 20. This is typically caused by an incorrect character at/close to the given line number & position. Do note that these numbers give an indication of the general vicinity the error was encountered at, the actual problematic line/character is typically found just before the given location in the file.
Hi, just learned that I need this program, it sounds great, thank you for the work you put in to create it, and make it available for use, and upkeep, etc.
So, I'm reading through the instructions, but I think I need some instruction on how to use the instructions. hah. Mainly this one line: "Don’t populate Final XML Structure panel – self explanatory " As someone who has only just downloaded this program, I don't know what a "Final XML Structure panel" is, or if I need to populate it or not, so 'self explanatory' doesn't explain much for me.
Is this something that needs to be populated? (Do I check this box or not?) Thank you..
When you click the Final XML Structure "tab" at the top of the program, it displays the Final XML Structure Panel, which is essentially just a visual preview of what the output file looks like. Having the option on or off won't change anything except whether than panel gets populated with a preview or not, the program will still do its core job, regardless.
I'd just leave that option as the default, which is unchecked iirc, it won't affect anything negatively either way though.
So, um... I'm trying to use this for the first time cause every time I tried changing Alistair's dorky face, no matter what mod for that I use, in game he always ends up literally missing his head. So yeah. But I'm so confused with this tool cause it doesn't seem to make anything different. Paths are correct, but these morph mods just won't override and work properly. A "file" that only seem to open my browser when I click on it was created, several of it actually, in different places inside the override file. It's called chargenmorphcfg, and when I open it, it goes straight to my browser and it's just a lot of text that I don't comprehend. What should I do, exactly? How can I make morph mods work?
The chargenmorphcfg.xml file doesn't affect and is not used for NPC morphs; it is ONLY used by the game in the player character creator... all it does is add mod-added assets to the sliders in chargen. It's never referenced by the game after that.
If you are setting up and running the CharGen compiler correctly, then after it compiles, there should only be one instance of chargenmorphcfg.xml in your override. If there are still multiple versions of the file, then it's not working; the compiler, when it does work, it
scans all versions of chargenmorphcfg.xml in override,
'merges' them into one file,
removes those original XMLs (by moving them up into a 'backup' folder located inside the same folder as the compiler executable), and
places a new chargenmorphcfg.xml file in the override that includes all the assets from the removed XMLs.
So, from what you've described, you have two things going on... the compiler doesn't seem to be working, and Alistair is missing his head.
If you aren't trying to use those cosmetic mods to make a new character, just delete all the chargenmorphcfg.xml files from the override. You don't need them. (The game's files include the default version with just vanilla assets).
If you are trying to compile the cosmetics for use with a new character, I suggest starting from scratch. Delete all cosmetic mods (and any chargenmorphcfg.xml files) from override. Delete the CharGenMorph Compiler folder, and reinstall the compiler, making sure that the compiler folder is not located inside any of the game's folders... in other words, it should not be nested under any of the default 'Dragon Age' folders. Confirm that all paths in the compiler's configuration are correct. Then reinstall the mods, making sure the chargen XML files for each mod are inside the same discrete folder as the mod's files. If everything is installed and set up correctly, the compiler should work. (NOTE: If your system is utilizing OneDrive or the like for the default Documents folder, then that will likely gun up the process. I don't have any experience with working around that issue; sorry. You might have more success with the CharGenMorphCfg Generator in that case.)
As for poor headless Alistair... can't do anything to help with that, absent a complete list of all installed mods. Missing/invisible body parts aren't usually cause by just a cosmetic mod or head morph issue, it's usually a combination of mods not playing nice.
My apologies if this somehow posts twice: I tried to post it already and my comment never appeared.
I have been trying to get this working with DA2 and am having issues. It was working fine throughout my DAO playthrough, so I'm not sure if there's something missing for the second game, but here goes:
I have used the following pathways, per the Compiler's automatically selected paths: https://files.catbox.moe/1vqzc3.png I attempt to run the compiler and I receive the following error message: https://files.catbox.moe/500d7d.png
I have attempted a few fixes/troubleshooting methods. For instance, some mods I downloaded included multiple chargenref files in one big folder; I removed each and gave them their own subfolders (ex: the "Dark/Tan/Freckly Anders" mod included chargen morphs for all of those adjectives, I created subfolders in my override folder for "dark skin" and "freckles")
I have also ensured that there are no loose files in my overrides folder; everything is held in its' own labeled subfolder. Is there supposed to be something loose, such as a chargenmorph file for the compiler?
Not sure what I'm doing wrong (but it's almost certainly a "me" issue 😅). Any help would be appreciated! Love this mod btw, you're doing insert-god-here's work!
The chargenmorphcfg.xml file for the 'curly hairs for Hawke' mod has an error in it (@ line 320, position 17, from your error-message image).
Opening the chargen file in Notepad++ shows the error is that the asset at that position uses formatted 'slanted' quotes, rather than plain text 'straight' quotes, as are required for the XML to compile.
Screenshot with call-outs for the incorrect quote format (compare to the other quote marks in the entry):
The chargenmorphcfg.xml file can be repaired by opening it in a plain text editor, like Notepad or Notepad++, and replacing the offending slanted quote marks with the correct straight quote marks. Chargen XML files should never be edited with a Rich text editor, such as Wordpad or Word.
Edited to add that a read of the comments on the curly hairs mod shows that the XML error is a known, reported issue with the download.
Oookkeeeey, it seems after 4 months still noone could help me. I wish to come back to playing all of the dragon age games.
A thing that confused me last time is, somehow, this tool seemed to merge DAO mods and DA2 mods together. But I have them both installed on different paths and connected correctly. So the problem is,
1) I play DAO and everything worked just fine 2) i played DA2 and it worked just fine 3) i wanted to go back to DAO and….. the game didn’t recognize any of my mods anymore.
As in, i had the same character creation mods as I left DAO last time. But when i wanted to create a character, hair, eyes, presets and textures were just vanilla. So i had do a clean re install and re install all my mods, too.
Ive downloaded this with no issue, but I can't even open the program. Clearly its operator error, but I mean... I can install and open most programs easlily ;)
Okay, hoping that someone is still out there and able to help a girl out. I am, for some reason, no longer able to get this to function properly. Have used it on DAO and DA2 respectively before, no problem. Now, however, I can't find my files.
I can't locate or add my root path anymore (only see override path for both DAO and DA2) - could this have anything to do with it? If so, how would I fix it? I literally can't add a root path unless I code it in somehow, in the config. I don't know how to do that. Any ideas?
Before anyone suggests it: I've already made sure I don't have the chargenmorph in the DragonAge folder when I run it (nor any other time, really), nor do I have any lingering chargenmorph-files in said folder. It should work, except it doesn't. I'm pretty confident the error is in the missing root file (the file I can't add, for God knows what reason) so any tips on how to add it would be MASSIVELY appreciated.
As I said, I'm hoping someone can help me. I've been crying my eyes out in frustration that the F*CKING sh*t won't work (it's obviously not sh*t; the tool is perfect. I'm just frustrated that it's acting up and I don't know why). I don't keep my game in the default spot, but it doesn't make sense that that would create such an issue.
What is this 'root path' you are trying to configure? If you are referring to the 'example configuration' image... that's for an old build of the compiler (v1.0.1, according the the screengrab). The recent/current versions only have configuration for the override folder.
The CharGenMorph Compiler doesn't scan any folder other than the \Documents\.....\override folder for either DAO or DA2, and thus only one path can be configured for each of the games. (That \Documents\.....\override folder is, after all, the only place that override mods like cosmetics need or should be installed.)
Configured paths for a perfectly functioning compiler:
I keep getting this error when I'm trying to compile all the files:
Log Entry:8:42:37 AM Thursday, June 27, 2024 :Object reference not set to an instance of an object.
morph_config DeserializeXmlFromStream(System.IO.Stream) DA_CharGenMorphCompiler System.NullReferenceException: Object reference not set to an instance of an object. at DA_CharGenMorphCompiler.FrmMain.DeserializeXmlFromStream(Stream stream) at DA_CharGenMorphCompiler.FrmMain.GetFileListing(Boolean WriteToList, Boolean InitialStartup) at DA_CharGenMorphCompiler.FrmMain.button_CompileConflicting_Click(Object sender, EventArgs e)
That error is usually caused by a flawed chargenmorphcfg.xml file amongst the XMLs being compiled. It was supposed to have been fixed as of version 1.1.1, though. :-/
Assuming that it is a flawed XML throwing the error, I would remove all cosmetic mods that require a merged chargenmorphcfg.xml, and add them back one at a time, until I hit the one with the faulty XML.
656 comments
Property Grid exceptions mean you haven't extracted *all* the files from the zip archive into a folder on your computer - the application cannot find the PropertyGridEx.dll file in its local directory.
Running just the .exe from within the archive won't work, extracting just the .exe file won't work.
Extract everything to a folder on your machine and try again.
Release v1.2.6:
v1.2.6 is a new, and hopefully final release of the program. I added extra error info which should tell you which of your XML files is causing problems when the compiler encounters a problem, you can use this to track down any problematic files in you mod override folder. If an XML error is encountered, look at the top couple of lines in the error message to find out which XML file is causing the problem.
Common errors:
"There is an error in XML document (0, 0) / Root element is missing" - There's a problem with one of your chargenmorphcfg.xml files, specifically on line 0, position 0. Most likely you have a blank chargenmorphcfg.xml file somewhere in your override directory.
"There is an error in XML document (40, 20)" (these numbers vary and refer to the line number and position of the error the compiler encountered in one of your XML files) - There's a problem with one of your chargenmorphcfg.xml files, specifically on line 40, position 20. This is typically caused by an incorrect character at/close to the given line number & position. Do note that these numbers give an indication of the general vicinity the error was encountered at, the actual problematic line/character is typically found just before the given location in the file.
So, I'm reading through the instructions, but I think I need some instruction on how to use the instructions. hah.
Mainly this one line: "Don’t populate Final XML Structure panel – self explanatory "
As someone who has only just downloaded this program, I don't know what a "Final XML Structure panel" is, or if I need to populate it or not, so 'self explanatory' doesn't explain much for me.
Is this something that needs to be populated? (Do I check this box or not?)
Thank you..
I'd just leave that option as the default, which is unchecked iirc, it won't affect anything negatively either way though.
The chargenmorphcfg.xml file doesn't affect and is not used for NPC morphs; it is ONLY used by the game in the player character creator...
all it does is add mod-added assets to the sliders in chargen. It's never referenced by the game after that.
If you are setting up and running the CharGen compiler correctly, then after it compiles, there should only be one instance of chargenmorphcfg.xml in your override. If there are still multiple versions of the file, then it's not working; the compiler, when it does work, it
So, from what you've described, you have two things going on... the compiler doesn't seem to be working, and Alistair is missing his head.
If you aren't trying to use those cosmetic mods to make a new character, just delete all the chargenmorphcfg.xml files from the override. You don't need them. (The game's files include the default version with just vanilla assets).
If you are trying to compile the cosmetics for use with a new character, I suggest starting from scratch. Delete all cosmetic mods (and any chargenmorphcfg.xml files) from override. Delete the CharGenMorph Compiler folder, and reinstall the compiler, making sure that the compiler folder is not located inside any of the game's folders... in other words, it should not be nested under any of the default 'Dragon Age' folders. Confirm that all paths in the compiler's configuration are correct. Then reinstall the mods, making sure the chargen XML files for each mod are inside the same discrete folder as the mod's files. If everything is installed and set up correctly, the compiler should work. (NOTE: If your system is utilizing OneDrive or the like for the default Documents folder, then that will likely gun up the process. I don't have any experience with working around that issue; sorry. You might have more success with the CharGenMorphCfg Generator in that case.)
As for poor headless Alistair... can't do anything to help with that, absent a complete list of all installed mods. Missing/invisible body parts aren't usually cause by just a cosmetic mod or head morph issue, it's usually a combination of mods not playing nice.
I have been trying to get this working with DA2 and am having issues. It was working fine throughout my DAO playthrough, so I'm not sure if there's something missing for the second game, but here goes:
I have used the following pathways, per the Compiler's automatically selected paths: https://files.catbox.moe/1vqzc3.png
I attempt to run the compiler and I receive the following error message: https://files.catbox.moe/500d7d.png
I have attempted a few fixes/troubleshooting methods. For instance, some mods I downloaded included multiple chargenref files in one big folder; I removed each and gave them their own subfolders (ex: the "Dark/Tan/Freckly Anders" mod included chargen morphs for all of those adjectives, I created subfolders in my override folder for "dark skin" and "freckles")
I have also ensured that there are no loose files in my overrides folder; everything is held in its' own labeled subfolder. Is there supposed to be something loose, such as a chargenmorph file for the compiler?
Not sure what I'm doing wrong (but it's almost certainly a "me" issue 😅). Any help would be appreciated! Love this mod btw, you're doing insert-god-here's work!
The mod "curly hairs for Hawke by tepkunset was conflicting with everything else being morphed into one file!
Opening the chargen file in Notepad++ shows the error is that the asset at that position uses formatted 'slanted' quotes, rather than plain text 'straight' quotes, as are required for the XML to compile.
Screenshot with call-outs for the incorrect quote format (compare to the other quote marks in the entry):
The chargenmorphcfg.xml file can be repaired by opening it in a plain text editor, like Notepad or Notepad++, and replacing the offending slanted quote marks with the correct straight quote marks. Chargen XML files should never be edited with a Rich text editor, such as Wordpad or Word.
Edited to add that a read of the comments on the curly hairs mod shows that the XML error is a known, reported issue with the download.
A thing that confused me last time is, somehow, this tool seemed to merge DAO mods and DA2 mods together. But I have them both installed on different paths and connected correctly. So the problem is,
1) I play DAO and everything worked just fine
2) i played DA2 and it worked just fine
3) i wanted to go back to DAO and….. the game didn’t recognize any of my mods anymore.
As in, i had the same character creation mods as I left DAO last time. But when i wanted to create a character, hair, eyes, presets and textures were just vanilla. So i had do a clean re install and re install all my mods, too.
How can i prevent that from happening again?
I can't locate or add my root path anymore (only see override path for both DAO and DA2) - could this have anything to do with it? If so, how would I fix it? I literally can't add a root path unless I code it in somehow, in the config. I don't know how to do that. Any ideas?
Before anyone suggests it: I've already made sure I don't have the chargenmorph in the DragonAge folder when I run it (nor any other time, really), nor do I have any lingering chargenmorph-files in said folder. It should work, except it doesn't. I'm pretty confident the error is in the missing root file (the file I can't add, for God knows what reason) so any tips on how to add it would be MASSIVELY appreciated.
As I said, I'm hoping someone can help me. I've been crying my eyes out in frustration that the F*CKING sh*t won't work (it's obviously not sh*t; the tool is perfect. I'm just frustrated that it's acting up and I don't know why). I don't keep my game in the default spot, but it doesn't make sense that that would create such an issue.
Regards, and many thanks,
Crying my eyes out ;_;
The CharGenMorph Compiler doesn't scan any folder other than the \Documents\.....\override folder for either DAO or DA2, and thus only one path can be configured for each of the games. (That \Documents\.....\override folder is, after all, the only place that override mods like cosmetics need or should be installed.)
Configured paths for a perfectly functioning compiler:
I keep getting this error when I'm trying to compile all the files:
Log Entry:8:42:37 AM Thursday, June 27, 2024
:Object reference not set to an instance of an object.
morph_config DeserializeXmlFromStream(System.IO.Stream)
DA_CharGenMorphCompiler
System.NullReferenceException: Object reference not set to an instance of an object.
at DA_CharGenMorphCompiler.FrmMain.DeserializeXmlFromStream(Stream stream)
at DA_CharGenMorphCompiler.FrmMain.GetFileListing(Boolean WriteToList, Boolean InitialStartup)
at DA_CharGenMorphCompiler.FrmMain.button_CompileConflicting_Click(Object sender, EventArgs e)
Thanks in advance :)
Assuming that it is a flawed XML throwing the error, I would remove all cosmetic mods that require a merged chargenmorphcfg.xml, and add them back one at a time, until I hit the one with the faulty XML.