Dragon Age 2
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IceBuckets

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  1. craftybubbles89
    craftybubbles89
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    Quick question if I use DAO Toolset Headmorphs Unlocked can I use human noses on DA2 elves?
    1. IceBuckets
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      Make sure to use Ashhawk's compatibility file. 
  2. ccearthy
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    hi, anyone have any idea what im doing wrong? 
    ive been retreading the steps multiple times for a couple hours now but i just cant seem to get it working, i finally managed to get the preset to show up but now it looks like this: 



    id happily send any file info thats necessary, i just cant seem to work this out on my own ToT
    1. IceBuckets
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      Yeah - send that MOP over. It looks like some paths weren't setup correctly and it's bugging out. Although...are you using Elf Hawke family? I wonder if there's a conflict there since the game isn't happy that an elf is in the CC. 
  3. Cullenite
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    wait, wait, wait... DAI meshes?! :O what is going on?!
  4. buzzin99
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    thank you for such an amazing mod!! you wouldn't happen to know where i could find extracted mrh files for npcs, would you? I'm hoping to make a custom hawke family using the toolset.
    1. IceBuckets
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      They don't exist. 
  5. NoxStellans
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    Great mod! Small question, how do you get the .mor file to actually show up in the DA2 CC?
    1. IceBuckets
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      You have two options. I obviously don’t recommend the latter.

      Make it a .MOP and pop that file name into your chargen file in your override. 

      or just pop the MOR into that file. I don’t recommend this method because you lose slider data and it reverts back to default. 
    2. NoxStellans
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      Thank you!
    3. AuroraJanet
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      Can you please explain how exactly to make a .MOP file out of a .MOR one? I've googled about this and all that I've found is that it's impossible. Someone suggested using the Dragon Age Face Replacer but it seems it no longer exists on nexusmods.
    4. IceBuckets
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      When you make your morph, go over to 14. Export Settings on the Object Inspector ribbon and change that False to True. It will export a MOP for you. 
  6. AuroraJanet
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    This looks just like what I've been searching for to create a character in DA2 exactly as I would like to. The thing is, I have Dragon Age Origins Ultimate Edition bought on Steam so on its installation directory I find no file called DefaultSettings.xml. Is there a way to still install this toolset? If there is, I'd greatly appreciate the instructions how to do it. Thanks in advance!
    1. IceBuckets
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      Do you have the toolset installed? 

      Have you launched it yet? 
    2. AuroraJanet
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      Never mind. I misunderstood, sorry! I followed your guide and now it's working. Thanks!!
  7. AmaNaka
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    hi great mod by the way, i was trying to create a preset but it just comes out looking like default hawke, sorry to bother you
    1. AmaNaka
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      actually i got it working after going through the steps in the instructions a second time :D
  8. Qessanea
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    Hi IceBuckets, I have a question about scalp textures (the crew cut textures beneath the hairstyle), but I'm not sure if this is a result of my not understanding something correctly or doing something wrong, so I apologise in advance if that's the case.

    I have a feeling that when I export a mor file with a vanilla hairstyle, it isn't exporting with an underlying scalp 'hair' texture, in that I think I can see bits of scalp skin through gaps in the hairstyle. I think I'm correctly changing the name 'HairM1' to 'ScalpM1', so I hope it's not that. Now, if I use the Sheppard crew cut option available in the Toolset, in addition to the hairstyle, this seems to partially solve the problem, but I think(?) there is a 'thicker' cut available (the cut="1" that the chargenmorph entries for hairstyles make reference to?) and I want to be able to use that. With mop files, I'm pretty sure I know what parameter to edit to change this, but I'm not sure where the corresponding value is in a mor file.

    I notice in the article it says:
     
    Drop down FaceM1/EyesM1/HairM1 (this is why I suggest using pyGFF so you aren’t dropping down every single node blindly)

    • Drop down MORPH_TEXTUREPARAM and then each node from there where you will MORPH_TEXTURE_NAME

      • Do the same as above and add the filepath to the front of each texture. If you aren’t sure what it should be, I have organized everything in the core that is in your DAO override to how it is in DA2. Most of the time, it should be art\characters\playercharacter\shared\heads\textures\
      • You probably will not have to do this if you haven’t selected a different eye texture or scalp texture for EyesM1 and HairM1

    But in my file, when it comes to ScalpM1(changed from HairM1), there appears to be no MORPH_TEXTURE_NAME under MORPH_TEXTUREPARAM either to add the 'art\characters\playercharacter\shared\heads\textures\' prefix to or to manually change the scalp texture used:


    Is this (i.e. 'no items') how it's meant to be?

    I have a feeling that the answer must be under g_vFacialHairWeights under MORPH_VECTOR4FPARAM, since when I select the Sheppard crew cut, the value circled in yellow reads 1.0 instead of zero. I've tried changing the value circled in pink to 1.0 in the hope that the second value corresponds to cut=1 (since in mops, I believe the Sheppard cut is number 5), but I don't think it works.


    Anyway, I'm sorry for the long post and I hope I haven't made any obvious mistakes or incorrect assumptions here.

    Thank you for sharing your mod with us; I've been having a lot of fun with it so far

    P.S. Sorry, should probably mention that I'm using Ashhawk's compatibility patch for their DAO Toolset Headmorphs Unlocked mod, which allows the use of both their and your mod at the same time. I understand if you can't answer questions about the interaction of your mod with another modder's work.
    1. IceBuckets
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      How does your Hawke look in-game in comparison to the CC version? Usually I can imagine what went wrong if I see the final products. 

      EDIT: OH there it is. The facialhair scalp texture isn't appearing. Okay. I'll have to do some more testing.

      Normally there shouldn't be a texture set for Scalps (all DA2s use the same exact scalp texture as determined by the base model). 
    2. Qessanea
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      I'm sorry, I'm not sure I understand the question. The problem seems to be with mor files, not mops, so I'm not using them in the Character Creator. (Well, to be exact, I suspect the mops don't export with a scalp texture either; that's simply easily fixed by changing the hairstyle in the CC.)
    3. IceBuckets
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      So I just ran tests with the scalp I couldn't duplicate this issue? Would you mind sharing what your head in the toolset looks like and what it looks like in-game?
  9. Lethez
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    Followed the instructions to do a mop, yet didn't find any texture file to add file path to in MORPH_MAT_PARAM and MORPH_MAT_VEC_PARAM. Still managed to make one work but in game the head did not seem to function properly, the position of the imported head seemed a little lower than normal heads and did not attach to hair. May have any idea what went wrong?
    1. IceBuckets
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      Can you send me the mop? I'd like to see the morph targets. I wonder if one of the targets lowered the head a bit (it shouldn't as I didn't make any modifications directly but never know). 
    2. Lethez
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      I tested it out and found out that the target Nose Bridge Width 2 Wide/Narrow lowered the head, and after setting the target to defalt the head were back to right position.
    3. IceBuckets
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      Ah thank you. I'll try and get a hotfix soon. 
  10. stellium
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    Hi, I added CC skin textures to the Origins override folder (file path: override\ZZ. Dragon Age 2 CC\art\characters\playercharacter\shared\heads\textures with some additional CC subfolders I personally added) and I was able to add some of them successfully with no issues, but some of them immediately cause the toolset to crash if I try to apply them to the morph. The ones that worked just fine are completely unique textures from some Hawke complexion mods with unique names, while the ones that crashed were modded versions of the companion textures with the same filenames as vanilla. However, after renaming the texture files to be unique from the vanilla names, the toolset would still crash. Do you know why this might be happening?

    Also worth noting is that trying to apply Tallis's unique morph to the EF preset does nothing. I don't know if this is normal considering she seems to have a completely unique situation with her morph or something went wrong. Thanks in advance for any help!
    1. Aquaswan
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      i also noticed that the tallis unique morph doesn't do anything, despite having the DLC.
    2. stellium
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      What's even stranger is that I'm able to access her eye texture just fine from within the toolset, but her morph and face texture are both missing. No idea what could be going on there.
    3. IceBuckets
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      This was an experiement I was trying that didn't work out. I remembered to remove Duke Propsers and Flemeths but must have forgotten Tallis'. 
    4. IceBuckets
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      What CC textures aren't working? I imagine the ones that aren't working are custom ones? 
    5. stellium
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      Hi, they're all custom content if that's what you meant. Unless you meant if they were custom by me, which in that case, I was having trouble with both CC made by other creators and myself. I successfully managed to port vaelsmod's complexions into the toolset but Ellise's complexions (and my mods of them based on her original files) did not work.