Can you fix the invisible shoulder gaps she gets when you give her Armor Arm Upgrades? Any armor with the center white eye, like Vanguard Armor, when given arm upgrades, causes her arm mesh to just... not connect to her torso
Its so atrocious that I figured thats what this mod was in fact; never even noticed the neck before
Hey, I don't have anything set up for that right now, but I think that doing so risks to f*#@ up the animations. Now that you mentioned it, I'll absolutely notice it the next time I play, and if it bugs me enough, I'll try to fix, but don't count on it for now :) It might be possible that it can't be done because closing the gap botches the animations or makes the game crash due to rigging constraints. I'm not sure in that regard.
The with-texture version of the mod seems to be causing some unexpected issues for me. I did a lot of testing with no other mods to narrow it down to this one.
Specifically, the first battle with Cassandra in the prologue, the mod seems to cause a delay that makes the shade Cassandra fights have a considerable delay before it despawns (so it takes about a minute before the appropriate post battle banter plays, "So where are all your soldiers?").
Interestingly, the old version of No Dirt Buildup on Pants does the same thing. (As a Frosty import-- I'm gonna see what it does as just a daimod.)
I am wondering if this is a Frosty texture import issue, and and am a little concerned it'll affect other timing events in the game.
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EDIT: Well, No Dirt Buildup on Pants stops causing the bug when it's applied as a daimod. Out of curiosity, would you be willing to upload your fbproject or the armor diffuse texture alone (even as a png would be great!). I'm curious about getting this work.
Hey there, glad you could make it work. Unfortunately, I have no idea where I placed those texture files, sorry… but here's the fbproj: https://file.io/ExjMMjG2VAm4
Thank you!! But ultimately I think my issue had nothing to do with your work, but rather the way Frosty imports textures on some assets. Frosty is so weird... But the texture glitch fix totally fixed my issue.
Great mod, that little patch always bothered me! Wondered if you might consider uploading a version without the base texture edit too? Since I use a retexure of her armour in DAI.mod format (I used both DAIMM and Frosty together with the workaround) and both mods cannot be used together due to the conflicting diffuse map edit.
The mesh edit will break the cutscene after Dawn Will Come, sadly. There's no way I can make this work, since the faces aren't on the outside of the mesh and I can't bend them around. :(
As for Skyhold and Companions: I have no idea o_o. As far as I understand the process, the mods are unpacked in order, then Frosty injects the objects into the game. Maybe get in touch with the developer of the other mod, since they might have an idea?
Ah no worries, aware that scene has some issues with various mods :) And I think the author of the Cassandra armour retexture is long since inactive so there won't be any help there unfortunately. I actually did try unpacking it and repacking it as a frosty mod to load after yours specifically but it still broke things as before so, ehh Iunno, seems it just doesn't want to overwrite your diffuse edit for unknown reasons no matter what I do.
I didn't even know the white thing on her neck was a bug XD I just thought it looked weird lol I can't find any frosty armor mod for her so i'm pretty happy to have yours!
Love it, Cassandra is my favorite too. Could I make a request? This is something that has bothered me since the launch of the game but I could never get someone to help me. The spaulders on the male heavy warden armor float off the arm slightly. The problem isn't specifically that they float but that they are see through, they lack a texture on the underside. I dont know the technical terms, and believe me ive tried to fix it myself. I hope this is something that can be fixed, its my favorite armor in the game by far, or at least it would be if not for this visual bug. Thank you for this mod though! i hope asking isnt too presumptuous or forward, but man, I'm actually pretty desperate, the specific method of fixing them doesn't bother me, whether by editing the mesh to bring the plates to the arm and closing the gap, or by adding a texture to the underside so its no longer see through, whatever works. here is a picture, its one of those things that once you notice you cant stop noticing: https://i.imgur.com/0wkNsEg.png
Hey - no, it's absolutely not presumptuous at all, I've been where you are and it's terrible :D However, I can't promise you when I will get around to it!
I can think of two ways to solve the problem. Both of them would require a mesh edit and Frosty (I don't know how to do successful mesh edits in DAIModManager, I don't think it can be done). You'd export the mesh in question, then fix it up, and afterwards re-import it again to make a mod. Check the wiki, there's an illustrated tutorial around how to go about that - I hope it's more or less clear, when I started writing it I just wanted the highest resolution game models to play around with them, I just added the re-import part afterwards.
One will physically alter the mesh and move the floating bits closer to the surface. That might lead to clipping, but perhaps you'll find a way to make it work? The other is an edit of the UV map. In Blender, check "UV editing", select the highest-resolution mesh (I assume you're playing on that) and switch into edit mode. In the left-hand panel, open the texture file from your hard disk (you need to export that as well, take the one ending in _d). Then, select the faces (planes) on the inside of the armour, where you're missing the textures, and then move them around to some bit that'll work on the left. Most likely, it's mapped to transparent. Then, export as FBX, open it in Frosty Editor, see if it imports correctly, and "export as mod" :)
I hope you get it working, if not, I might eventually get around to that myself. It's not really rocket science ;)
21 comments
Its so atrocious that I figured thats what this mod was in fact; never even noticed the neck before
I don't have anything set up for that right now, but I think that doing so risks to f*#@ up the animations. Now that you mentioned it, I'll absolutely notice it the next time I play, and if it bugs me enough, I'll try to fix, but don't count on it for now :)
It might be possible that it can't be done because closing the gap botches the animations or makes the game crash due to rigging constraints. I'm not sure in that regard.
Specifically, the first battle with Cassandra in the prologue, the mod seems to cause a delay that makes the shade Cassandra fights have a considerable delay before it despawns (so it takes about a minute before the appropriate post battle banter plays, "So where are all your soldiers?").
Interestingly, the old version of No Dirt Buildup on Pants does the same thing. (As a Frosty import-- I'm gonna see what it does as just a daimod.)
I am wondering if this is a Frosty texture import issue, and and am a little concerned it'll affect other timing events in the game.
---
EDIT: Well, No Dirt Buildup on Pants stops causing the bug when it's applied as a daimod. Out of curiosity, would you be willing to upload your fbproject or the armor diffuse texture alone (even as a png would be great!). I'm curious about getting this work.
---
EDIT2: Fixed with DAI Frosty Texture Glitch Fixes!
glad you could make it work. Unfortunately, I have no idea where I placed those texture files, sorry… but here's the fbproj: https://file.io/ExjMMjG2VAm4
So long o/
Wondered if you might consider uploading a version without the base texture edit too?
Since I use a retexure of her armour in DAI.mod format (I used both
DAIMM and Frosty together with the workaround) and both mods cannot be
used together due to the conflicting diffuse map edit.
just load mine first - the diffuse file should be overwritten by the texture edit then :)
As for Skyhold and Companions: I have no idea o_o. As far as I understand the process, the mods are unpacked in order, then Frosty injects the objects into the game. Maybe get in touch with the developer of the other mod, since they might have an idea?
And I think the author of the Cassandra armour retexture is long since inactive so there won't be any help there unfortunately.
I actually did try unpacking it and repacking it as a frosty mod to load after yours specifically but it still broke things as before so, ehh Iunno, seems it just doesn't want to overwrite your diffuse edit for unknown reasons no matter what I do.
WATING FOR DAI MOD...
I can think of two ways to solve the problem. Both of them would require a mesh edit and Frosty (I don't know how to do successful mesh edits in DAIModManager, I don't think it can be done). You'd export the mesh in question, then fix it up, and afterwards re-import it again to make a mod. Check the wiki, there's an illustrated tutorial around how to go about that - I hope it's more or less clear, when I started writing it I just wanted the highest resolution game models to play around with them, I just added the re-import part afterwards.
One will physically alter the mesh and move the floating bits closer to the surface. That might lead to clipping, but perhaps you'll find a way to make it work?
The other is an edit of the UV map. In Blender, check "UV editing", select the highest-resolution mesh (I assume you're playing on that) and switch into edit mode. In the left-hand panel, open the texture file from your hard disk (you need to export that as well, take the one ending in _d). Then, select the faces (planes) on the inside of the armour, where you're missing the textures, and then move them around to some bit that'll work on the left. Most likely, it's mapped to transparent. Then, export as FBX, open it in Frosty Editor, see if it imports correctly, and "export as mod" :)
I hope you get it working, if not, I might eventually get around to that myself. It's not really rocket science ;)