Dragon Age 2
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Norstaera

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Norstaera

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5 comments

  1. randommurderer
    randommurderer
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    The Chargenmorph Compiler from DA:O has an option for DA2 too, so that you don't have to manually update chargenmorphs.
    1. Norstaera
      Norstaera
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      Oh yeah, I find it very useful. TerraEx made a great tool for us Dragon Agers to use. I've been using Vortex mod manager and set up the compiler as a tool on my dashboard. Unfortunately, I found that not all of the mods I use are packaged in the best way to work with these tools. To make this chargen I had to rearrange a lot of the folders to make sure the compiler could find all the different files. I thought if it was convenient for me, it could be convenient for others as well.
  2. Bersark93
    Bersark93
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    This isn't a comment on this mod though this mod I imagine is super helpful for many but more a desperate request so I can do mods for DA2

    How exactly can I get the texture files from this game? (specifically all the armor, clothing, body/face and mage pack armors) I tried following this tutorial but it's so very confusing and I have no idea where to ask this that still exists, i'd love to do new textures for this game in similar fashion to the ones I have done for other games but the way to get files here is extremely complicated for me (so many numbers and technical things throw me off) If someone wants to help me out on this I can do textures for DA2
    1. randommurderer
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      So you use pyGFF to open the item_variations.gda located in the 2da.rim file. Then you open the ROW_LIST to find which item you want to edit. If you want to edit for example Long Sword 03, you'll expand that item and see in COLUMN_6 that its information is located in art\characters\weapons\longswords. You'll also see in COLUMN_7 that all files related to Long Sword 03 are named w_lsw_003a.
      Once you've found all that information, you now want to look into the artfp.erf file and export the files in the folder art\characters\weapons\longswords with names starting w_lsw_003a. In this case that would be w_lsw_003a_0d.ddsw_lsw_003a_0n.ddsw_lsw_003a_0s.dds, and w_lsw_003a_0t.dds.
      The _0d file is the diffuse map, _0n is the normal map, _0s is the specular map, and _0t is the tint map. From there you would just follow the rest of the tutorial and use GIMP or whatever to edit those textures, then package them up as an erf and dump that into your override folder.
    2. Bersark93
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      Thankyou I got it working :D