If you make any minor facial edits and want to share them I would prefer you link back to this page for the original presets themselves. Or if you used the tutorial please think about linking it so people can easily find it.
It's just that I really took a long time making my Inquisitors as well as time making them as presets, so would prefer people linking back if they use my characters as a base and upload their new version.
Can be used for Hawke too, see below sticky posts for more information. Need help with Enhanced Inquisitor Sliders Presets? See information on sticky posts below. Thank you phoenixsoul13 for the information
You can use other races as bases for other races however they may need editing. For example in my tumblr post Here I show using my DF preset on HF
Thank you so much for this! My Adaar has nifty face and I had hard time recreating him, but now I will have him in my games for every playthrough! But I was wondering, is it possible to do same with Hawke, because I noticed Hawke's face preset among the others. Have you tried it with Hawke? I also wonder it might be impossible to extract Hawke's xtml because they are not a player character, but recreating Hawke as Inquisitor should make a trick? What do you think?
Yes it is possible to make Hawke presets too, but your save needs to be passed the part where you create Hawke. When exporting from a save that has Hawke you will also get 'xml_file02.xml' this will always be Hawke but just to be sure check the name as usually for Hawke it is just a number. So you could use Inquisitor's presets as Hawke Presets and vice versa. Just that with Hawke you may not get the tattoo without a slider mod.
And here I was just saying I would do some crazy things for an ability to make custom presets in this game. Now I never have to deal with those crazy little pinpoints again!!
Not sure if it's because I'm using Enhanced Sliders but I had 16 style counts in my xml and 6 of them are blank for example. slider type="style" usage="" index="7">
Tried the save without enhanced sliders and made a new xml, but I think it's baked into the save which makes sense but I had to be sure.
I'll keep fiddling with it and see what I can do but everything else went super smooth so by far the biggest weight has been lifted when making a new character so I couldn't be much happier! Thanks, I really can't express how much of a hassle you've saved me. Super easy!
yeah, I'm pretty sure it is baked into the save. (I also use EIS.) I took notes on the differences (since I'm gonna do this more than once), hope some of this is helpful?
These are the style sliders I copied out of my HF's xml file. (Should also note that I tested the preset with EIS installed, since I love being able to pick more hair colors. XD) <slider type="style" usage="Complexion" index="2"> <slider type="style" usage="" index="2"> [Not used in preset] <slider type="style" usage="" index="7"> [Not used in preset] <slider type="style" usage="" index="0"> [Not used in preset] <slider type="style" usage="Hair" index="2"> <slider type="style" usage="" index="2"> [Hair Color] <slider type="style" usage="" index="0"> [Not used in preset] <slider type="style" usage="Eyebrow Style" index="16"> <slider type="style" usage="Eyebrow Style" index="16"> <slider type="style" usage="Eyelash Style" index="5"> <slider type="style" usage="Eyelash Style" index="5"> <slider type="style" usage="Eye Color" index="37"> <slider type="style" usage="Scars" index="12"> <slider type="style" usage="" index="10"> [Tattoo; changing this doesn't seem to affect the in-game slider] Scar Intensity slider apparently missing from xml file. (I just set that option in FrostyEditor to 0.)
Thank you SO much for this tutorial! Finally I won't have to completely remake my Inquisitors each time I want to play them again!
For anyone having troubles with eye color, makeup, scars, skin tone and tattoo color staying consistent with the original, here's something that might be helpful. As well as editing BlendData, ShapeData and Style Data, some adjustments can be made to VectorData and TextureData. Here's a guide on what affects what.
When it comes to VectorData, the only thing that needs to be edited is the "Value" entries. Things like AffectedComponent, Min, Max, and Step should remain as they originally were in Frosty Editor. Here's an image as an example: https://imgur.com/a/z6t0BF0
And for TextureData, only "TextureHashName". Example: https://imgur.com/a/nnTISyb
And the end result! Screenshot is in the Black Emporium, but it works just as well when creating a new character. https://imgur.com/a/cXZaNPG
I hope someone finds this useful. And if you find any mistakes, please feel free to correct them!
I use ECC 8.1.1 - the previous to the current version (to avoid the monster face issue). And I was able to make a usable preset! It isn't 100% accurate, but it saves a ton of time.
It worked similar to how editing an ECC 8.1.1 character in the Black Emporium works - it keeps the main settings, but I always have to fix certain things: her complexion, freckles, scalp/hair color & texture/hair shine, tattoo/blood swipe/scars, and eyebrows, and this was about the same.
I followed Padme's tutorial for the BlendData section and the ShapeData section.
For ShapeData I found the lines that said "Face Shape," "Eye Shape,""Nose Shape,"and "Mouth Shape" in my XML and changed the "UniqueShapeID" lines (in that order) in Frosty Editor to match the XML (my BlendValues all matched the XML already) and ignore any other "shape" lines in the XML.
I followed Behemous' pinned comment for TextureData and VectorData (I had a lot of other "vec" lines in my XML but I just found the ones whose labels matched Behemous' list and edited those values (in that order) and ignored the rest).
For StyleData, I was guessing a lot based on Padme's screenshots. I only had 0-8 instead of 0-9 like she did, the lines I did have that matched hers were in a different order, and I had way more "style" things in my XML. Based on her screenshots in the tutorial, I assumed the following:
I guessed my EF character wouldn't have the Beard option, which would explain me having one less field, so I moved all the following numbers up by one. I ignored the "style" lines that didn't fit those fields and filled in the values in that order (regardless of the order in my XML file).
It seemed at first that the only thing from this section being imported was the hairstyle, but then I realized it *is* in fact importing the rest correctly, they just don't show up at first for some reason (which is exactly what happens in the BE with ECC 8.1.1).
f you look at the actual sliders for eyebrow texture, hair color, eye color, tattoo design, etc, they are in the right positions! If you select those sliders and then close them again (press Accept or Back), the feature will appear with the correct setting.
Like ECC characters in the BE, the preset looked awful in the CC preset menu (see preset pic vs finished character) but it DOES work. The complexion, hair color, tattoo, eyebrows,
The only things I had to fix entirely from scratch were freckles, scalp shape, scalp texture, hair texture, hair shine, and tattoo opacity. If you use a hair color not on the preset list, you'd need to reset that and any other ECC-specific stuff.
The hair color, eyebrows, tattoo, and complexion only required selecting the sliders to get them to show up.
I have no idea how much of this would apply to the current version of ECC, but figured I'd share in case it helps anyone with an older version.
Hey! So I need a bit of help: I'm using the Enhanced Character Creation Mod and while the first part of the tuto (the Blend Data values) went perfectly fine I now am stuck at the Shape Data part. Instead of 16 results as shown in the tuto screens I have 515 results and more importantly my Face/Eyes/Nose/Mouth Shape reads as follows (with the example of Face Shape here): <slider type="style" usage="Face Shape" index="7"> ; followed by ten lines with different "uniqueShapeId" and "blendValue" each. I have read earlier comments saying it's possible to use this method with ECC, but I think those comments refers to an earlier version of ECC that was probably less annoying to work around, because with less functionality from what I understood. Anyway, sincerely hope someone out here can help!
Yes I hope someone figured it out/will firgure it out and will come forward :/ thank you for responding tho! Also, for information, the pinned comment by Behemous and what it explains actually works! After my comment I still exported what I had done as .fbmod and into Frosty Mod Manager, and while the Blend Data values did not even carry over, everything in the aforementioned comment did. In other words I (at least?) have a colour accurate preset lol
Thank you LoramirOfGondor, I saw your coment and I'll try it out whenever I'm free!! Truly a miracle you figured it out, I suck at those stuff and had fully abandonned all hope to make it work. Hopefully this will work and make new playthroughs wayyy easier!
Thank you for this very easy-to-use guide! Never done ANYTHING with Frosty Editor before and this made it very approachable.
I have an Inquisitor with a trans identical twin, and just tested transposing her XML values onto an HM preset to make him... worked GREAT. You've saved me a lot of time agonizing over the CC!
THANK YOU FOR THIS!!! This saves so much time for future playthroughs.
Does anyone know how I can save hair stubble/texture, tattoo opacity and eyebrow opacity into the preset too? The tattoo and eyebrow textures are saved but they always show up on 0 opacity on the preset.
this is a long shot, but does this work with ECC? as far as i know there aren't any presets to choose from if you're running that instead of the vanilla CC, and without ECC i don't know if the facial data will carry over properly.
either way, this is really cool. you are wonderful, as always, for sharing your knowledge! <3
One of the pinned posts above was for ECC but a much earlier version of the mod. So not sure if a lot has changed or not. Sorry I can't give a more straightforward answer.
hey! if you do find a way to make it work i'd be most grateful if you shared it here, i've been stuck on it for some time now but i don't really have both the knowledge and time to delve into it :/
question: when i get to the shapedata editing section of this, my uniqueshapeID for face shape and eye shape is -1. your pdf says if i get a value that's -1 to input 0 into frosty instead. does "value" in this scenario apply to the id as well or just the blend value? the default values for face and eyes in frosty are 128 and 128 respectively and those are the only two values in the xml file that arent 3 digits. am i missing something? also, thank you so much for making this guide lol. i cant be bothered to use the 500 screenshots i have of my sliders
So I have no idea what I am doing wrong, but when I extract the XML, and then set out to copy over the values from that, they are exactly the same...even if I open a different race preset Is it possible that when I am extracting the XML, it's not pulling the right information?
83 comments
If you make any minor facial edits and want to share them I would prefer you link back to this page for the original presets themselves. Or if you used the tutorial please think about linking it so people can easily find it.
It's just that I really took a long time making my Inquisitors as well as time making them as presets, so would prefer people linking back if they use my characters as a base and upload their new version.
Can be used for Hawke too, see below sticky posts for more information.
Need help with Enhanced Inquisitor Sliders Presets? See information on sticky posts below. Thank you phoenixsoul13 for the information
You can use other races as bases for other races however they may need editing. For example in my tumblr post Here I show using my DF preset on HF
Not sure if it's because I'm using Enhanced Sliders but I had 16 style counts in my xml and 6 of them are blank for example.
slider type="style" usage="" index="7">
Tried the save without enhanced sliders and made a new xml, but I think it's baked into the save which makes sense but I had to be sure.
I'll keep fiddling with it and see what I can do but everything else went super smooth so by far the biggest weight has been lifted when making a new character so I couldn't be much happier!
Thanks, I really can't express how much of a hassle you've saved me. Super easy!
These are the style sliders I copied out of my HF's xml file. (Should also note that I tested the preset with EIS installed, since I love being able to pick more hair colors. XD)
<slider type="style" usage="Complexion" index="2">
<slider type="style" usage="" index="2"> [Not used in preset]
<slider type="style" usage="" index="7"> [Not used in preset]
<slider type="style" usage="" index="0"> [Not used in preset]
<slider type="style" usage="Hair" index="2">
<slider type="style" usage="" index="2"> [Hair Color]
<slider type="style" usage="" index="0"> [Not used in preset]
<slider type="style" usage="Eyebrow Style" index="16">
<slider type="style" usage="Eyebrow Style" index="16">
<slider type="style" usage="Eyelash Style" index="5">
<slider type="style" usage="Eyelash Style" index="5">
<slider type="style" usage="Eye Color" index="37">
<slider type="style" usage="Scars" index="12">
<slider type="style" usage="" index="10"> [Tattoo; changing this doesn't seem to affect the in-game slider]
Scar Intensity slider apparently missing from xml file. (I just set that option in FrostyEditor to 0.)
For anyone having troubles with eye color, makeup, scars, skin tone and tattoo color staying consistent with the original, here's something that might be helpful. As well as editing BlendData, ShapeData and Style Data, some adjustments can be made to VectorData and TextureData.
Here's a guide on what affects what.
TextureData
-[0] "Skin Tone"
VectorData
-[0] "Eyebrow Position"
-[1] "Outer Iris Color"
-[2] "Inner Iris Color"
-[3] "Horizontal Position"
-[4] "Vertical Position"
-[5] "Tattoo Color"
-[6] "Eye Shadow Color"
-[7] "Eye Shadow Intensity"
-[8] "Under-Eye Color"
-[9] "Under-Brow Color"
-[10] "Under-Brow Intensity"
-[11] "Eyelash Color"
-[12] "Eyeliner Color"
-[13] "Eyeliner Intensity"
-[14] "Blush Color"
-[15] "Blush Intensity"
-[16] "Lip Color"
-[17] "Lip Color Intensity"
-[18] "Lip Liner Color"
-[19] "Lip Shine"
When it comes to VectorData, the only thing that needs to be edited is the "Value" entries.
Things like AffectedComponent, Min, Max, and Step should remain as they originally were in Frosty Editor.
Here's an image as an example:
https://imgur.com/a/z6t0BF0
And for TextureData, only "TextureHashName".
Example: https://imgur.com/a/nnTISyb
And the end result! Screenshot is in the Black Emporium, but it works just as well when creating a new character.
https://imgur.com/a/cXZaNPG
I hope someone finds this useful. And if you find any mistakes, please feel free to correct them!
I use ECC 8.1.1 - the previous to the current version (to avoid the monster face issue). And I was able to make a usable preset! It isn't 100% accurate, but it saves a ton of time.
It worked similar to how editing an ECC 8.1.1 character in the Black Emporium works - it keeps the main settings, but I always have to fix certain things: her complexion, freckles, scalp/hair color & texture/hair shine, tattoo/blood swipe/scars, and eyebrows, and this was about the same.
I followed Padme's tutorial for the BlendData section and the ShapeData section.
For ShapeData I found the lines that said "Face Shape," "Eye Shape,""Nose Shape,"and "Mouth Shape" in my XML and changed the "UniqueShapeID" lines (in that order) in Frosty Editor to match the XML (my BlendValues all matched the XML already) and ignore any other "shape" lines in the XML.
I followed Behemous' pinned comment for TextureData and VectorData (I had a lot of other "vec" lines in my XML but I just found the ones whose labels matched Behemous' list and edited those values (in that order) and ignored the rest).
For StyleData, I was guessing a lot based on Padme's screenshots. I only had 0-8 instead of 0-9 like she did, the lines I did have that matched hers were in a different order, and I had way more "style" things in my XML. Based on her screenshots in the tutorial, I assumed the following:
[0] Complexion
[1] Eye Color
[2] Hair
[3] Hair Color
[4] Beard
[5] Eyebrow Style
[6] Eyelash Style
[7] Scars
[8] Scar Intensity
[9] Tattoo Design
I guessed my EF character wouldn't have the Beard option, which would explain me having one less field, so I moved all the following numbers up by one. I ignored the "style" lines that didn't fit those fields and filled in the values in that order (regardless of the order in my XML file).
It seemed at first that the only thing from this section being imported was the hairstyle, but then I realized it *is* in fact importing the rest correctly, they just don't show up at first for some reason (which is exactly what happens in the BE with ECC 8.1.1).
f you look at the actual sliders for eyebrow texture, hair color, eye color, tattoo design, etc, they are in the right positions! If you select those sliders and then close them again (press Accept or Back), the feature will appear with the correct setting.
Like ECC characters in the BE, the preset looked awful in the CC preset menu (see preset pic vs finished character) but it DOES work. The complexion, hair color, tattoo, eyebrows,
The only things I had to fix entirely from scratch were freckles, scalp shape, scalp texture, hair texture, hair shine, and tattoo opacity. If you use a hair color not on the preset list, you'd need to reset that and any other ECC-specific stuff.
The hair color, eyebrows, tattoo, and complexion only required selecting the sliders to get them to show up.
I have no idea how much of this would apply to the current version of ECC, but figured I'd share in case it helps anyone with an older version.
I have read earlier comments saying it's possible to use this method with ECC, but I think those comments refers to an earlier version of ECC that was probably less annoying to work around, because with less functionality from what I understood. Anyway, sincerely hope someone out here can help!
Also, for information, the pinned comment by Behemous and what it explains actually works! After my comment I still exported what I had done as .fbmod and into Frosty Mod Manager, and while the Blend Data values did not even carry over, everything in the aforementioned comment did. In other words I (at least?) have a colour accurate preset lol
I have an Inquisitor with a trans identical twin, and just tested transposing her XML values onto an HM preset to make him... worked GREAT. You've saved me a lot of time agonizing over the CC!
pay attention and you're good.
Does anyone know how I can save hair stubble/texture, tattoo opacity and eyebrow opacity into the preset too? The tattoo and eyebrow textures are saved but they always show up on 0 opacity on the preset.
either way, this is really cool. you are wonderful, as always, for sharing your knowledge! <3
Is it possible that when I am extracting the XML, it's not pulling the right information?