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!
Not sure why that would happen but it could possibly be releated to the version number of your save. In which case I have this video on how to make them the vanilla version number
So I followed the instructions, but I don't know what to do once I'm finished with the changes in Frosty Editor. It saves as a .fbproject file. Should I save it as something else, copy it in my game or something else? Because when I go to the Emporium, I don't see it as one of the presets.
Did everything in the tutorial and then opened the game and nothing happened. After the shapedata the tutorial doesn't say what to do next just goes straight to in game comparison.
thank you for taking the time to create this tutorial! i've probably spent more time in the character creator than i have in game these past couple days, trying to recreate an Inquisitor, and this is going to be a huge help. :) does anyone know if this works with Enhanced Character Creator?
My apologies as I'm attempting to find an answer but I'm not sure if anyone will be able to respond... I followed the PDF instructions as well as Behemous' post about the additional values, and I can see that Frosty has saved all of it, but when I create a mod and apply it, none of the presets seem to be overriden in game.
Unless I picked the wrong one...? The preset I edited for an Elf Female was this: PreCG_EF03fix
Since it didn't seem to do anything as a Frosty mod, I then tried the process of converting to EBX/BIN into DAIMOD using the indicated versions of the apps (Mod Maker .19 and Manager .59) , which actually seemed to work, but only seems to change the first Preset slot's face in a New Game and not in an existing save. Do you or anyone possibly know what might be causing it to not override the Preset 1 in an existing save? When it works in a New Game, it weirdly shows the original face in the opening cutscene where she's face down on the ground, but as soon as it changes to the Character Creation screen, it pops into my Preset face, so that also seems a little weird as well...?
im really late with this question but. can this be used to change the character preset in an existing save game? i can only use it when starting a brand new save
I have never ran into issues using my presets on existing saves and just tested again in both the latest stable of frosty and the alpha and still was able to load my presets onto existing saves at Haven or just about to do Trespasser. I'm sorry but I can't replicate your issue
Modded Hair in DLCs - the file called `Frosty Mod Manager The Black Emporium Fix` on this mod page should help with any crashes as usually crashes in Black Emporium are caused by mods that retexture certain complexions. Also sorry for not seeing this sooner
62 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!
Unless I picked the wrong one...? The preset I edited for an Elf Female was this:
PreCG_EF03fix
Since it didn't seem to do anything as a Frosty mod, I then tried the process of converting to EBX/BIN into DAIMOD using the indicated versions of the apps (Mod Maker .19 and Manager .59) , which actually seemed to work, but only seems to change the first Preset slot's face in a New Game and not in an existing save. Do you or anyone possibly know what might be causing it to not override the Preset 1 in an existing save?
When it works in a New Game, it weirdly shows the original face in the opening cutscene where she's face down on the ground, but as soon as it changes to the Character Creation screen, it pops into my Preset face, so that also seems a little weird as well...?