...here again to ask how to swap the looks of a dlc armor this time, since I tried following your instructions in other comment but it didn't work. I want to craft the Revered Defender Armor (descent dlc) but with the appearance of the Warden Warrior armor (base game). I did all and supposedly swapped them fine... but once I loaded the mod with frosty, I don't see any changes in game; both a previously crafted Revered Armor and the preview at the crafting bench still look the same.
Firstly everything can be changed using the technique(s) in the tutorial. If things don't work they are most likely to be Descent stuff being awkward.
I've tried to point out that you don't HAVE to change the appearance file within the equip template/equip item asset. You can try lower level techniques but the lower you go, the more specialised the change becomes - uhh...
Okay, what does that mean? The appearance is a combination of part files, this is most obvious when looking at weapons, where the weapon and handle parts are separate. If you look inside an armour appearance file you will find an item_part_appearance file. Inside that is a list of entries. It looks bland and meaningless. It's certainly bland, but it's not meaningless.
The numbers are each a character. Here is the list;
Party/Sex/Class/Race Each companion has a number that's used elsewhere in the game, and doesn't matter for what you want to do here. They have no sex/race for this. Their class is 4: Companion. You can work out the other numbers - changing these does nothing that I've noticed, they seem to be for reference only.No.CharacterParty#/Sex/Class/Race 0Blackwall04 00 04 00 1Cassandra01 00 04 00 2Cole05 00 04 00 3Dorian03 00 04 00 4Vivienne06 00 04 00 5Sera02 00 04 00 6Solas07 00 04 00 7The Iron Bull09 00 04 00 8Varric08 00 04 00 9Female Rogue Human00 02 02 00 10Male Rogue Human00 01 02 00 11Female Rogue Elf00 02 02 01 12Female Rogue Dwarf00 02 02 02 13Female Rogue Qunari00 02 02 03 14Male Rogue Elf00 01 02 01 15Male Rogue Dwarf00 01 02 02 16Male Rogue Qunari00 01 02 03 17Female Warrior Dwarf00 02 01 02 18Female Warrior Elf00 02 01 01 19Female Warrior Human00 02 01 00 20Female Warrior Qunari00 02 01 03 21Male Warrior Dwarf00 01 01 02 22Male Warrior Elf00 01 01 01 23Male Warrior Human00 01 01 00 24Male Warrior Qunari00 01 01 03 25Female Mage Elf00 02 03 01 26Female Mage Human00 02 03 00 27Female Mage Qunari00 02 03 03 28Male Mage Elf00 01 03 01 29Male Mage Human00 01 03 00 30Male Mage Qunari00 01 03 03 DelayLoadBundleHash Inside each of these entries is a Delay Load Bundle Hash. That links to a file and inside that is a link to the actual Model. If you swap the DelayLoadBundleHash number, you can put different outfits on each character all on one armour.
Perhaps this technique will make your desired change work?
Usually all the same sex and race are the same on each character. One notable exception is the Divine armour which only appears on possible divines (viv and cas), but by copy/pasting the delay load bundle hash to sera's entry (which will be zero) it should appear on her, too. This only works because Sera also has a human body.
Remember that copy/pasting onto the wrong skeletons (race/sex/gender) will end up with horrible mutations (these will haunt your dreams, but I recommend you try it to see for yourself what not to do), so you ARE limited quite severely.
If this is gobbledegook, please let me know and I'll do what I can to rephrase/clarify .
Oh I thiiiink I understand. A little bit. (and no, I'm not that user; but I could add you on discord if you're there? or is there a server to join?)
Anyways, so if I wanted Blackwall to wear the appearance of the Grey Warden heavy armor, regardless of what he has actually equipped, I'd need to get the DelayLoadBundleHash for it? and swap with...? (sorry, I'm not exactly sure what you mean... I apologize for bothering you with this u.u )
You would get the DelayLoadBundleHash from the Grey Warden heavy armor in one of the heavy human male entries (some armours look medium or light on the rogue/mage characters), so those are either; [0] Blackwall, or [23] Human Male Warrior - it's extremely likely these are the same DelayLoadBundleHash (DLBH).
So let's grab that... First find in the Appearance file..
In there are Parts, and there's only one part (that's why it's in the Complete folder, it's a one-piece). Open the Parts and [1] is the part... So go to the ... dots icon on the right hand side and select Open Asset Now you're looking at the Part Appearance file. It says; PartType OverridesRuntime DefaultRunTimeRef
Kinda daunting. None of these means anything to humans. That's fine. Open OverridesRuntime.
These are the numbers. Each of these is a different character. The first 9 are your companions, and the rest are combinations that might be the player, in our example Human Male Warrior is one of those (number 23 to be specific). Open [0] and then open AppearanceRuntimeRef and there is the DelayLoadBundleHash for Blackwall Grey Warden Heavy : 4265633340
If you scroll down to [23] and just have a look, to see if it's the same as Blackwall... and it is. If you want to make sure the others are not the same, try [22] Male Warrior Elf, you can see that's 3902734002.
All you have to do now is to copy that hash and paste it into Blackwall (or male human, it will work on other classes) on the same file for the armour you want to change. Then when Blackwall (or any male humans you choose - [2] Cole and [3] Dorian and [10] Male Rogue Human and [23] Male Warrior Human and [29] Male Mage Human).
I made this handy list too; 0,2,3,10,23,29HM 1,4,5,9,19,26HF 6,14,22,28EM 11,18,25EF 8,15,21DM 12,17DF 7,16,24,30QM 13,20,27QF
Some notes: Pasting a Complete (one-piece) outfit onto the chest piece of a multi-part armour will result in arms and legs clipping through. You can remove the arms and legs, that's one solution (it might be a little iffy), or you can make the arms and legs invisible by making the DelayLoadBundleHash in those pieces 0 -but you'll have to do it for all the characters. I've already done two mods for making upgrades invisible, so maybe that's an easier way to go about it.
Multiplayer armours are different, because they are specifically for a pre-determined sex/race/class ONLY. Instead of using the regular numbers [0] Blackwall [1] Cassandra etc. as shown above, the DLBH in Multiplayer armours is in the last entry (the Default Runtime Ref section). Copy if from there and put it in a correct race/sex number [0] Blackwall for Human Male, for example, in the armour you want to replace. To clarify, it would be fine to copy MP character Hall's armour to any armour in place of any or ALL of the HM numbers in the list above.
Not sure if you're still around but-- I was wondering if, by following this tutorial etc. it would be possible to change the appearance of the Elgar'nan Enaste (Schematic) so the crafted result has the appearance of the Dragon Bow? I'm new to this and before attempting the switcheroo, I'd like to know if that's possible!
If you want to do it in Frosty, you'd do it like this;
You'll need to find the elgar'nan enaste schematic, The filename of the schematic can be found on the wiki page: https://dragonage.fandom.com/wiki/Elgar%27nan_Enaste_Schematic ... dlcblue_recipe_bow_explosive Then you go to the equip template inside that, open that file up, and there's an appearance entry you want to change to the dragon bow appearance.
And the appearance you want can be found by looking on the dragon bow page, https://dragonage.fandom.com/wiki/Bow_of_the_Dragon You need to find this file: equip_bow_t1_dragon Look for where the appearance is linked, find that appearance file in the explorer (by right clicking it and selecting find in file explorer) Then go back to the equip template for the elgar'nan enaste and click the arrow next to the existing appearance to replace it with what you've got selected in the file explorer.
That's it! Save your mod.
If you want it as a daimod, there are a few additional steps - save the modified file as a .bin by right-clicking and save as - change it from xml to bin. Go to the old dai modmaker, find the equip template you changed, click debug, import EBX (because .ebx=.bin), change the file box so it says * instead of *.ebx. Then you can see all files instead of ones that end with ebx, because you need one that ends with .bin. Select the .bin file you saved. Save your mod.
Following the steps on frosty, I succesfully managed to do it!!!! Although it seems it took away the 'explosive' feature of the elgarnan bow. I assume this is expected from this change?
If you followed the steps, you know as much as I do - you didn't change the passive power on the equip template. I don't know what else I can tell you - DAI is notoriously unpredictable, so it is possible that the change you made borks things. For some reason.
It's okay! At least I learned how to swap appearances of items! I decided I'll try your configurable store+bow recipe, however I only have Frosty... would it be possible to use DAIMM for your mods only while still launching through frosty?
It's complicated but possible. The first thing I'd try would be to test whether Frosty can handle them. Although Frosty originally wasn't compatible with configurable DAImods, at some point it got a compatibility boost - but some still don't work, many of which will be mine. :(
The second thing you can try is so complicated that some have made videos about it, this is the first one I came across when I searched ... https://www.youtube.com/watch?v=TiXuixE8vr0
Trying your configurable bow mod with Frosty. Loaded it, set the settings for the bow, and applied the mod. Then, launched the game; it did not work. Game crashed right as it tried to enter the menu screen. But, where there's a will there's a way, they say! Gonna try stuff until it works.
[Edit] Following the video instructions, I got your configurable bow working with DAIMM and the rest of my mods with Frosty. Confirmed working as intended in-game! The configured bow has both the looks I wanted and the stats+passive!
Your armour swicher managed to do two things that I haven't managed to replicate using frosty. One is change the pjs, and the other is a bit hard to explain, but in some armours(probably only heavy armors), the character puts his arms more to the side instead of keeping it down in a relaxed position(this only happens in game, in the menu it's relaxed).
For example, I want the dalish warrior armor to leave the arms closer to the body instead spaced out for it to appear bulkier. I should mention I'm trying to change the schematic. I tried witching the ItemPattern and the EquipItemAppearance from the heavy armor into a medium armor.
Arms position is (and I'm not completely certain so please forgive me if I'm wrong) done via the ItemPartAppearance file (chest pieces).
If you look at the more complex tutorial I talk about DelayLoadBundleHash. It's in the same file and can be copied along with the hash to the entry in another file - the things you are looking for are in OnDisplayTimelines, and say things like "set_left_arm_to_lift_height_15". I never really played with them very much because I couldn't see any difference, but people have told me that works. You can see what different varieties are available if you right click the three dots next to that and then find in data explorer - there you should see a list of different heights that you can lift the left arm to, in this example.
Having said all that, when you copy the EquipItemAppearance from one thing to another, it copies across all those details, too - so I don't know why you're having to change it. Perhaps the original is wrong?
I hope this is helpful. Let me know how you get on, or if you need more info/help.
Hmm... I'm not sure what you understand and what you don't understand. Are you managing to do some things and not others? Or has everything you've tried failed?
Your request seems rather ... nuanced and specific. It's something I don't have much experience with myself, but I know about some of the things around the topic.
Hi! I've been trying to do this with something from the Trespasser schematics mod, since some outfits don't have the right appearances, but very good stats. Is it possible to do somehow?
Thank you! It's this mod https://www.nexusmods.com/dragonageinquisition/mods/834?tab=files, and specifically the file Trespasser_schematics_1.2_Revised. The item I want to edit is the Elite Assassin's Mantle I think its name is, added by the mod, and the appearance I want it to have it the Dread Reaver armour, which is also added by the same mod. Thanks again for taking the time!
Ah you're Memeharnessa on Discord. I was going to reply to you there but then I saw there was a notification on one of my mods @)
Here is what I'm doing. I open the DAIMOD of the file you mention: "Trespasser_schematics 1.2 Revised.daimod"
At the top of every DAIMOD is a list of the files it wants to change (resources).
I'm looking for one called "Elite Assassin". The only one with assassin in the name is recipe_mp_assassin_02c. Let's check it. I go in Frosty Editor and paste the file name into the search box, open the file and look at the CraftingName.
Elite Assassin's Mantle. Great, now I've identified the file.
I can't edit that file because you've got a mod that's already doing it, but I CAN edit the Appearance that it refers to inside the file it refers to. Remember that chain of files in the tutorial?
The file I'm currently looking at is the Recipe, so we can edit the EquipTemplate to change which Appearance file it points to. I have to open the EquipTemplate. Here it is:
The Appearance file is shown in the orange box. Now I clicked the dots next to the Appearance (yellow box). and I selected Find in File Explorer. This opened the folder which has the various appearances in it. The Reaver one is in here, too. So... I scrolled down to the first Reaver Appearance file (red box), and clicked it. then I clicked the arrow (blue box) to replace the assassin Appearance with it.
NOTE: there are several Reaver appearances here, IIRC these are 4 different colours of one with a hat and 4 different colours of one without a hat. I don't know which one you want so I chose the top one.
I could save it as a mod or export it as a binary (ebx) and import it into the old modmaker to make a DAIMOD. I know the file you're currently using is DAIMOD, so I'll export it etc.
I've finished. You can download it from this mod's Files->Miscellaneous section. Please let me know if you're happy with it.
Thank you! The first part helped especially much, since I had tried to do the other things on my own, but I didn't know that I had to, or how to, check for that special recipe from the mod. Unfortunately, after adding you edit, it still doesn't work, and just gives me no outfit at all(a.k.a. PJs). I'm playing as a QF if that helps. Also, I've noticed that for some reason, when I craft the armour, I don't get the Assassin's Mantle, but rather, the item that gets crafted is "The Divine", for some reason. Maybe that's why it doesn't show up properly?
I think what's happening is that it's working, but you're tthe wrong race/gender/class for the appearance.
Each multiplayer armour only works on one combination of race/class/gender - that's why the multiplayer characters are unique, they have names and backstories etc. While it's possible to copy the DelayLoadBundleHashes onto other classes of the same race/gender, if I were to put an armour on the wrong race or gender I'd get sometthing like this, because the game can't put the armour on that skeleton:
So to test this, try putting that armour on a character that's the same as the mutliplayer Reaver character, female human - one of the female companions should work (Sera has a human body, so human gear works on her and I think the Elite Assassin's Mantle is medium so the armour should work on her). I am 50% sure it'll work on Sera. If it doesn't it's because multiplayer only works on the player, not companions, but you CAN copy the DLBH into an appropriate character...er.. slot. See the "More complex" tutorial for more about this.
To clarify: There is no Reaver multiplayer armour appearance that will work on your Qunari.
There is an armour in Trespasser that looks like Reaver gear, without the helmet, and can be worn by anybody, iirc. It's called Disciple's Armor. I'm not sure what it's called in the game files :/
That might be it, yeah. Since I was already using another Reaver armour(just with worse stats) from the mod, I thought it was already made to work with the Qunari model. Using the armour changer mod was the first thing I did actually, but I could only see like 16 armours or something, and not the one I wanted to use specifically.
There are "only" 16 or so recipes, but the armour you create can have whatever stats and appearance you want, so whatever the original was doesn't matter at all.
is it possible to change the appearance of the defender, vanguard, battlemaster shematics on the inquisitor only, not changing it on companions because they look just fine as they are. have alsway been fustrated about the fact that the scale mail is removed to be replaced with a freaking scarf in the sturdy, superior, refined version of each shematics.
Yes, it's possible. Because you're changing things inside the appearance, you need to change the DelayLoadBundleHashes (aka numbers) inside the ItemPartAppearance of the item. - This is covered in the advanced tutorial.
wow you replied fast! thank you! i'm new to these things so i don't know if it's possiple to get it done so i ask first before i start spending hours in it. i hope i din't bother you so much.
thank you! I managed to change the appearance of a schematic for another schematic.
How to change the appearance of a schematic for a non-schematic, like the qunari battleaxe? is it by swichting the EquipItemAppearance on the Equip_template? I use frosty.
When you're doing non-schematic stuff, go down one tier of files, so go into the appearance file and swap the thing in there with an equivalent level in the non-schematic item (if that makes sense).
So for example, if you're looking at an itempartappearance, make sure you swap it with another itempartappearance, if you're looking at an appearance file, swap it with an appearance file.
Let me know how you get on - especially if this isn't detailed enough.
I did it! thank you very much! You got me started and I am having so much fun. It feels like when I was playing Skyim and morrowind and spent most of my time on xedit and creation club.
It's unbelievable how simple it is, especially with Frosty. Every time I change something according to my own taste, I have a big smile on my face. Thank you!
I can't believe how easy this was. I can't believe I've been going "wahhhhh I love that item but it looks like poop!" when this is so unbelievably easy. I'ma go edit all the things. Thanks!
Just wanted to convey my appreaciation to you; these guides, and various others you've authored on tapatalk, were invaluable in introducing me to modding. I've finally been able to produce a few of my own, albiet for personal use, including various armour replacers tailored to my own preferences! So kudos to you
44 comments
I want to craft the Revered Defender Armor (descent dlc) but with the appearance of the Warden Warrior armor (base game). I did all and supposedly swapped them fine... but once I loaded the mod with frosty, I don't see any changes in game; both a previously crafted Revered Armor and the preview at the crafting bench still look the same.
I've tried to point out that you don't HAVE to change the appearance file within the equip template/equip item asset. You can try lower level techniques but the lower you go, the more specialised the change becomes - uhh...
Okay, what does that mean?
The appearance is a combination of part files, this is most obvious when looking at weapons, where the weapon and handle parts are separate.
If you look inside an armour appearance file you will find an item_part_appearance file. Inside that is a list of entries. It looks bland and meaningless.
It's certainly bland, but it's not meaningless.
The numbers are each a character. Here is the list;
Party/Sex/Class/Race
Each companion has a number that's used elsewhere in the game, and doesn't matter for what you want to do here. They have no sex/race for this. Their class is 4: Companion. You can work out the other numbers - changing these does nothing that I've noticed, they seem to be for reference only.
No.CharacterParty#/Sex/Class/Race
DelayLoadBundleHash0Blackwall04 00 04 00
1Cassandra01 00 04 00
2Cole05 00 04 00
3Dorian03 00 04 00
4Vivienne06 00 04 00
5Sera02 00 04 00
6Solas07 00 04 00
7The Iron Bull09 00 04 00
8Varric08 00 04 00
9Female Rogue Human00 02 02 00
10Male Rogue Human00 01 02 00
11Female Rogue Elf00 02 02 01
12Female Rogue Dwarf00 02 02 02
13Female Rogue Qunari00 02 02 03
14Male Rogue Elf00 01 02 01
15Male Rogue Dwarf00 01 02 02
16Male Rogue Qunari00 01 02 03
17Female Warrior Dwarf00 02 01 02
18Female Warrior Elf00 02 01 01
19Female Warrior Human00 02 01 00
20Female Warrior Qunari00 02 01 03
21Male Warrior Dwarf00 01 01 02
22Male Warrior Elf00 01 01 01
23Male Warrior Human00 01 01 00
24Male Warrior Qunari00 01 01 03
25Female Mage Elf00 02 03 01
26Female Mage Human00 02 03 00
27Female Mage Qunari00 02 03 03
28Male Mage Elf00 01 03 01
29Male Mage Human00 01 03 00
30Male Mage Qunari00 01 03 03
Inside each of these entries is a Delay Load Bundle Hash. That links to a file and inside that is a link to the actual Model.
If you swap the DelayLoadBundleHash number, you can put different outfits on each character all on one armour.
Perhaps this technique will make your desired change work?
Usually all the same sex and race are the same on each character. One notable exception is the Divine armour which only appears on possible divines (viv and cas), but by copy/pasting the delay load bundle hash to sera's entry (which will be zero) it should appear on her, too. This only works because Sera also has a human body.
Remember that copy/pasting onto the wrong skeletons (race/sex/gender) will end up with horrible mutations (these will haunt your dreams, but I recommend you try it to see for yourself what not to do), so you ARE limited quite severely.
If this is gobbledegook, please let me know and I'll do what I can to rephrase/clarify
Anyways, so if I wanted Blackwall to wear the appearance of the Grey Warden heavy armor, regardless of what he has actually equipped, I'd need to get the DelayLoadBundleHash for it? and swap with...? (sorry, I'm not exactly sure what you mean... I apologize for bothering you with this u.u )
[0] Blackwall, or [23] Human Male Warrior - it's extremely likely these are the same DelayLoadBundleHash (DLBH).
So let's grab that...
First find in the Appearance file..
In there are Parts, and there's only one part (that's why it's in the Complete folder, it's a one-piece).
Open the Parts and [1] is the part...
So go to the ... dots icon on the right hand side and select Open Asset
Now you're looking at the Part Appearance file. It says;
PartType
OverridesRuntime
DefaultRunTimeRef
Kinda daunting. None of these means anything to humans. That's fine. Open OverridesRuntime.
These are the numbers. Each of these is a different character. The first 9 are your companions, and the rest are combinations that might be the player, in our example Human Male Warrior is one of those (number 23 to be specific).
Open [0] and then open AppearanceRuntimeRef and there is the DelayLoadBundleHash for Blackwall Grey Warden Heavy : 4265633340
If you scroll down to [23] and just have a look, to see if it's the same as Blackwall... and it is. If you want to make sure the others are not the same, try [22] Male Warrior Elf, you can see that's 3902734002.
All you have to do now is to copy that hash and paste it into Blackwall (or male human, it will work on other classes) on the same file for the armour you want to change. Then when Blackwall (or any male humans you choose - [2] Cole and [3] Dorian and [10] Male Rogue Human and [23] Male Warrior Human and [29] Male Mage Human).
I made this handy list too;
0,2,3,10,23,29HM
1,4,5,9,19,26HF
6,14,22,28EM
11,18,25EF
8,15,21DM
12,17DF
7,16,24,30QM
13,20,27QF
Some notes: Pasting a Complete (one-piece) outfit onto the chest piece of a multi-part armour will result in arms and legs clipping through. You can remove the arms and legs, that's one solution (it might be a little iffy), or you can make the arms and legs invisible by making the DelayLoadBundleHash in those pieces 0 -but you'll have to do it for all the characters.
I've already done two mods for making upgrades invisible, so maybe that's an easier way to go about it.
Multiplayer armours are different, because they are specifically for a pre-determined sex/race/class ONLY. Instead of using the regular numbers [0] Blackwall [1] Cassandra etc. as shown above, the DLBH in Multiplayer armours is in the last entry (the Default Runtime Ref section). Copy if from there and put it in a correct race/sex number [0] Blackwall for Human Male, for example, in the armour you want to replace. To clarify, it would be fine to copy MP character Hall's armour to any armour in place of any or ALL of the HM numbers in the list above.
You can add me on Discord if you like. There is a DAI Modding Discord, but I can't do invitations ... does this work?
https://discord.com/channels/237396421920292864/237396421920292864
(I also joined the dai modding server!)
THANK YOU, you're the best.
You'll need to find the elgar'nan enaste schematic,
The filename of the schematic can be found on the wiki page: https://dragonage.fandom.com/wiki/Elgar%27nan_Enaste_Schematic ...
dlcblue_recipe_bow_explosive
Then you go to the equip template inside that, open that file up, and there's an appearance entry you want to change to the dragon bow appearance.
And the appearance you want can be found by looking on the dragon bow page, https://dragonage.fandom.com/wiki/Bow_of_the_Dragon
You need to find this file: equip_bow_t1_dragon
Look for where the appearance is linked, find that appearance file in the explorer (by right clicking it and selecting find in file explorer)
Then go back to the equip template for the elgar'nan enaste and click the arrow next to the existing appearance to replace it with what you've got selected in the file explorer.
That's it! Save your mod.
If you want it as a daimod, there are a few additional steps -
save the modified file as a .bin by right-clicking and save as - change it from xml to bin.
Go to the old dai modmaker, find the equip template you changed,
click debug, import EBX (because .ebx=.bin), change the file box so it says * instead of *.ebx. Then you can see all files instead of ones that end with ebx, because you need one that ends with .bin. Select the .bin file you saved.
Save your mod.
Although it seems it took away the 'explosive' feature of the elgarnan bow. I assume this is expected from this change?
I decided I'll try your configurable store+bow recipe, however I only have Frosty... would it be possible to use DAIMM for your mods only while still launching through frosty?
The second thing you can try is so complicated that some have made videos about it, this is the first one I came across when I searched ...
https://www.youtube.com/watch?v=TiXuixE8vr0
But, where there's a will there's a way, they say! Gonna try stuff until it works.
[Edit] Following the video instructions, I got your configurable bow working with DAIMM and the rest of my mods with Frosty. Confirmed working as intended in-game! The configured bow has both the looks I wanted and the stats+passive!
For example, I want the dalish warrior armor to leave the arms closer to the body instead spaced out for it to appear bulkier. I should mention I'm trying to change the schematic. I tried witching the ItemPattern and the EquipItemAppearance from the heavy armor into a medium armor.
If you look at the more complex tutorial I talk about DelayLoadBundleHash. It's in the same file and can be copied along with the hash to the entry in another file - the things you are looking for are in OnDisplayTimelines, and say things like "set_left_arm_to_lift_height_15". I never really played with them very much because I couldn't see any difference, but people have told me that works. You can see what different varieties are available if you right click the three dots next to that and then find in data explorer - there you should see a list of different heights that you can lift the left arm to, in this example.
Having said all that, when you copy the EquipItemAppearance from one thing to another, it copies across all those details, too - so I don't know why you're having to change it. Perhaps the original is wrong?
I hope this is helpful. Let me know how you get on, or if you need more info/help.
Your request seems rather ... nuanced and specific. It's something I don't have much experience with myself, but I know about some of the things around the topic.
I need you to provide this information;
- Which mod you're talking about (please provide a link to it or the URL's mod number.
- Which file in the mod you're talking about. I will download it and examine which file it modifies.
- Which new appearance you want it to have.
I'll try to explain here what I do.Here is what I'm doing.
I open the DAIMOD of the file you mention: "Trespasser_schematics 1.2 Revised.daimod"
At the top of every DAIMOD is a list of the files it wants to change (resources).
I'm looking for one called "Elite Assassin". The only one with assassin in the name is recipe_mp_assassin_02c. Let's check it.
I go in Frosty Editor and paste the file name into the search box, open the file and look at the CraftingName.
Elite Assassin's Mantle. Great, now I've identified the file.
I can't edit that file because you've got a mod that's already doing it, but I CAN edit the Appearance that it refers to inside the file it refers to. Remember that chain of files in the tutorial?
Recipe->EquipTemplate->Appearance->PartAppearance->DelayLoadBundleHash?
The file I'm currently looking at is the Recipe, so we can edit the EquipTemplate to change which Appearance file it points to.
I have to open the EquipTemplate. Here it is:
The Appearance file is shown in the orange box.
Now I clicked the dots next to the Appearance (yellow box).
and I selected Find in File Explorer.
This opened the folder which has the various appearances in it. The Reaver one is in here, too. So...
I scrolled down to the first Reaver Appearance file (red box), and clicked it.
then I clicked the arrow (blue box) to replace the assassin Appearance with it.
NOTE: there are several Reaver appearances here, IIRC these are 4 different colours of one with a hat and 4 different colours of one without a hat.
I don't know which one you want so I chose the top one.
I could save it as a mod or export it as a binary (ebx) and import it into the old modmaker to make a DAIMOD.
I know the file you're currently using is DAIMOD, so I'll export it etc.
I've finished.
You can download it from this mod's Files->Miscellaneous section.
Each multiplayer armour only works on one combination of race/class/gender - that's why the multiplayer characters are unique, they have names and backstories etc. While it's possible to copy the DelayLoadBundleHashes onto other classes of the same race/gender, if I were to put an armour on the wrong race or gender I'd get sometthing like this, because the game can't put the armour on that skeleton:
So to test this, try putting that armour on a character that's the same as the mutliplayer Reaver character, female human - one of the female companions should work (Sera has a human body, so human gear works on her and I think the Elite Assassin's Mantle is medium so the armour should work on her). I am 50% sure it'll work on Sera. If it doesn't it's because multiplayer only works on the player, not companions, but you CAN copy the DLBH into an appropriate character...er.. slot. See the "More complex" tutorial for more about this.
To clarify: There is no Reaver multiplayer armour appearance that will work on your Qunari.
There is an armour in Trespasser that looks like Reaver gear, without the helmet, and can be worn by anybody, iirc. It's called Disciple's Armor.
I'm not sure what it's called in the game files :/
If you are desperate, you might want to try Svarty's Configurable Armour II (57_Reaver is the appearance on the menu) or Svarty's Armour Switcher (151 heavy reaver is the appearance on that menu).
have alsway been fustrated about the fact that the scale mail is removed to be replaced with a freaking scarf in the sturdy, superior, refined version of each shematics.
i'm new to these things so i don't know if it's possiple to get it done so i ask first before i start spending hours in it.
i hope i din't bother you so much.
How to change the appearance of a schematic for a non-schematic, like the qunari battleaxe? is it by swichting the EquipItemAppearance on the Equip_template? I use frosty.
When you're doing non-schematic stuff, go down one tier of files, so go into the appearance file and swap the thing in there with an equivalent level in the non-schematic item (if that makes sense).
So for example, if you're looking at an itempartappearance, make sure you swap it with another itempartappearance, if you're looking at an appearance file, swap it with an appearance file.
Let me know how you get on - especially if this isn't detailed enough.
You may be able to swap other items in the game, I didn't explore it much beyond items.