Fantastic mod. I have a small problem, however: her head is a bit lighter in skin tone than her body (arms/legs/torso). Any idea what might cause that - or is it how this morph is? In that case I'll leave it as it is. :-)
EDIT: Hmmm - I've looked more closely on your screenshots now and you don't seem to have this problem - which means it is something at my end. Know of any skin/tone mod that might cause this? I use a few, but I *think* they all only (should) affect Hawke...
EDIT 2: It MIGHT be Natural Skin, but I am not sure... I think her face tone is a bit darker again when I deactivate Natural Skin, but... https://www.nexusmods.com/dragonage2/mods/2620
Anyroad, best Isabela DA2 morph there is (lorewise also, as far as I know). Amazing. If you have the time (and inclination) and it is at all possible, a port of this to DAO would be appreciated as well (unless you already did this but I have missed it...?). :-)
EDIT: Ah, I see you have already answered this (prayer) further down. :-)
is there any way to replace the iconic male and female hawke with meshes and textures from inquisition too? with amazing mods like this, hawke is going to look pretty bland when compared
Iconic male and female are just morphs in Inquisition. Unlike Isabela, Flemeth, Cullen, etc. They don't have static versions of their heads ready for extraction in Frosty or DAIModder.*
And the normal means I would use to extract a morph like that (NinjaRipper) doesn't get along with Frosty so it ends up deformed during extraction. While I'm sure someone with more patience could take that and slowly reconstruct it by eyeballing it in a 3D program, it isn't me. Trust me, I've tried.
Now I do have a project that you might be interested in. So just stay tuned. Though it maybe a while before that aspect of the project comes to fruition. There's just so many hair and beards variations in DA2...
*All heads (even Cass, Flemeth, etc etc) are technically morphs but like the DAO CC, they have a preset so they are fully that static mesh while still being a morph. So same concept if you took a morph and put the slider at 100% for Alistair in the toolset.
SHE LOOKS SO PRETTY. UGH. The DA2 style was "cartoonish"; that is the only way I could put it. This matches the overall feel of the game while still bringing the realism she got in DAI.
I've never had any issues with the mouths actually. Closest is Varric's tongue was clipping through his teeth.
My head mods use 99% of Inquisitions boneweights with some weight merging for the brow area (Inq has some extra bones here) and adjusting the neck weights to conform to the original head mesh so they properly line up with armors. The mouth bones are identical to Inquisitions so I just didn't touch them and they work. These are no big effort on my part unlike NoiraFayn's Cullen mesh for Mass Effect 3 which was a total reconstruction of the rig.
After doing some tests to fix my eye problems, I finally figured out what you mean. It looks like there's a bug in either the bone variants/export/import script for Blender. Probably never caught because headmeshes just aren't done.
I've been using Lightwave to export my meshes. So theres the trade off.
Ohh I see, would you ever consider writing up your steps to that? I have no interest in doing what you're doing and stealing your thunder ftr - I'm just curious how you're doing it so i can do dumb personal mods.
This is great work, thank you for what you're doing
I just "discovered" two easy solutions with Blender;
The first is to delete this bone: LeftUpperLipCorner before you export. This is the easiest solution but probably not the best if you're making a headmesh for characters who emote alot (Isabela, Varric, Cassandra - any PC or companion) This was suggested in the Discord though by Ellia
OR
1. Open up your mmh 2. Drop down MMH_CHILDREN and then that branch MMH_CHILDREN 3. Select your face mshh (this is also where you'd be applying textures) 4. Drop down MMH_MESH_BONES_USED. On the right, you have a bunch of values. Some of those values are 0 - however one of them probably needs to be 12. Honestly, I changed all the 0s to 12 and didn't encounter any issues (short test though). Every mesh is going to be a bit different so mileage may vary and it's also why I can't pinpoint which one needs the change on any given mesh. Any issues through testing, I would change some back.
EDIT: In case anyone goes back to read this, those other 0s maybe the bones I had forgotten to rename from the Inquisition naming scheme to DA2s (shoulder -> Collarbone for example)
You can also fix it permanently by renaming LeftLipUpperLipCorner to LeftUpperLipCorner (Or whatever it should be - you can reference it in Blender) in the export script itself. Just a typo that’s causing grief.
I always thought it was a shame that DAI Isabela never showed up in single player, her DAI morph and textures are so nice! It'll be great to play DA2 with these :)
Great work, highly recommended. If you're doing further tweaking take a look at her left eye, it seems a bit off compared to the right, on rare occasions.
27 comments
EDIT:
Hmmm - I've looked more closely on your screenshots now and you don't seem to have this problem - which means it is something at my end. Know of any skin/tone mod that might cause this? I use a few, but I *think* they all only (should) affect Hawke...
EDIT 2:
It MIGHT be Natural Skin, but I am not sure... I think her face tone is a bit darker again when I deactivate Natural Skin, but...
https://www.nexusmods.com/dragonage2/mods/2620
EDIT:
Ah, I see you have already answered this (prayer) further down. :-)
And the normal means I would use to extract a morph like that (NinjaRipper) doesn't get along with Frosty so it ends up deformed during extraction. While I'm sure someone with more patience could take that and slowly reconstruct it by eyeballing it in a 3D program, it isn't me. Trust me, I've tried.
Now I do have a project that you might be interested in. So just stay tuned. Though it maybe a while before that aspect of the project comes to fruition. There's just so many hair and beards variations in DA2...
*All heads (even Cass, Flemeth, etc etc) are technically morphs but like the DAO CC, they have a preset so they are fully that static mesh while still being a morph. So same concept if you took a morph and put the slider at 100% for Alistair in the toolset.
But that project of yours has me intrigued
how'd you fix ripping in the mouth corners? ive had that issue before and it's driving me NUTS.
My head mods use 99% of Inquisitions boneweights with some weight merging for the brow area (Inq has some extra bones here) and adjusting the neck weights to conform to the original head mesh so they properly line up with armors. The mouth bones are identical to Inquisitions so I just didn't touch them and they work. These are no big effort on my part unlike NoiraFayn's Cullen mesh for Mass Effect 3 which was a total reconstruction of the rig.
I've been using Lightwave to export my meshes. So theres the trade off.
This is great work, thank you for what you're doing
The first is to delete this bone: LeftUpperLipCorner before you export. This is the easiest solution but probably not the best if you're making a headmesh for characters who emote alot (Isabela, Varric, Cassandra - any PC or companion) This was suggested in the Discord though by Ellia
OR
1. Open up your mmh
2. Drop down MMH_CHILDREN and then that branch MMH_CHILDREN
3. Select your face mshh (this is also where you'd be applying textures)
4. Drop down MMH_MESH_BONES_USED. On the right, you have a bunch of values. Some of those values are 0 - however one of them probably needs to be 12. Honestly, I changed all the 0s to 12 and didn't encounter any issues (short test though). Every mesh is going to be a bit different so mileage may vary and it's also why I can't pinpoint which one needs the change on any given mesh. Any issues through testing, I would change some back.
EDIT: In case anyone goes back to read this, those other 0s maybe the bones I had forgotten to rename from the Inquisition naming scheme to DA2s (shoulder -> Collarbone for example)
I wonder if the mmh thing could be used in other areas to fix issues. TY again! <3
I always thought it was a shame that DAI Isabela never showed up in single player, her DAI morph and textures are so nice! It'll be great to play DA2 with these :)