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In response to post #73638943. #73639038, #73639228, #73639373, #73639573, #73645613 are all replies on the same post. I didn't see the banner for the survey aswell. I think I vaguely remember something about the team working "on something new" but if that's what you're speaking about how were we supposed to guess this was the title of a survey? Especially when nobody seems to care about what we think most of the time anyway? Also I have pains in the hands and joints too (chronic diffuse neuropathic pains and wounded sciatic nerve) and the first thing I thought when I saw the design was "Oh sht tell me they didn't put everything under the big titles and that we'll have to click to develop". And guess what. More clicks. Another site difficult to check. I confirm it hurts as hell when you have a physical medical condition and the site is now worse on accesibility for the purpose of unnecessary ~aesthetic changes once again. But again I guess we'll just have thrown at us the whole "deal with it/you'll get used to it" discourse except no. Pains won't "deal with it". But what do you want? Guess we'll use Nexus even less. If I may ramble a bit: kat do you have a ergonomic mouse? It's a bit odd to use at first but you get used to it after a while. Surprisingly it does relieve my pains a little. I bought one during a sale to have it cheaper (~12-15€). It's still money investment but I personnally consider it as a good one and at least it is applicable to other websites and gaming now I don't know if it would be of any use for your specific condition but it is supposed to avoid a position that is messing with your forearm/wrist. Soon disabled peoples will have to take more painkillers before even thinking about using internet because it seems there's a trend to do useless redesigns without giving a sht about accessibility on websites these days (may it be administrative/official websites or gaming/forum/distration websites). Anyway. Good luck. Have a nice day/evening.
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Adding Tattoos (HOW?!?)
vBrumenn replied to Crystallyne27's topic in Dragon Age: Origins's Mod Troubleshooting
I save the diff textures in dxt3 format, with alpha channel and without mip maps and it works for me (but I'm not sure it is the best option. I'm far from being super skilled in textures). Unfortunatly I can't figure out how to make a Voided normal map, despite being desesperate to make mine (because vanilla normals are...well...flat). Did you use a base game normal map or did you try to make your own? My buggy normal maps have similar effects sometimes. I thought about asking someone with badass texturing skills like Jenya66 but at the same time I don't want to bother. Thanks anxiety. So if anyone passing by have a tutorial I think it would be super helpful. Likewise. (Unhealthy amount of time spent modding rather than playing... For every one the 80 or so DAO mods I've released, I've made at least one that no-one but me ever saw.) I'm really awful at making toolset morphs (pointing over there, as always, at my hideous Cousland avatar who serves as the poster girl for my ineptitude), so fiddling with NPC morphs just to change tattoos would be my idea of hell... just revising all of the elves to use the DA2 style mesh was enough to put me off the game for a year. You know you're lost when you don't even have the time to test your mods in game. Modding traped us and ate our lives. I can't complain though, I'm skill-less in everything else -and I have very little knowledges in modding so...I suppose I'm in the no life/loser team lmao. At least I enjoy it- x) (and btw I love your mods. Some of them are even in my must-have list lol. You fixed things that irked me a bit too). We don't have the same definition of "ugly" then ;) ! Your Cousland is very good looking! What does cause you problems with the Toolset morph-ing? Also Bioware released a .mrh pack of their vanilla morphs so it is very possible to change tattoos without hurting the original design too much (now I personnaly think the more you hurt Bioware's morphs = the less your eyes are hurting lmao). The pack was obviously on bsn but I think it was reuploaded on Nexus as a modder resource. I can't check it now but I could link back here tomorrow, during evening (I'm utc +1. Well no. I'm utc +0 but it's time colonialism so I have to adapt to Paris +1 utc. YES TIME COLONIALISM no one will fight me on this concept xD). Hi! Short answer: You can't. Technical explanation: The in-game, saved, headmorph format is (as I understand it) a .mor file hidden in a .das file. The CC preset/editable faces are .mop files and the Toolset's are .mrh. Basically you can change a .mop file into a .mor file, you can change a .mrh in a .mop/.mor file and you can use a .mor file to replace the head of any npc but you CAN'T convert a .mor file into something else and make it editable again. Luckily, if you have created your character with the game's CC, there aren't much parameters so the head will be very easy to recreate, especially if you use screenshots as references that doesn't help me, I already tried to do that but the eyes and hair i was using for my character weren't appearing for me in the toolset options 1) For the eyes => do your warden's eyes got a special texture or did they use vanilla CC colors? It is not the same. Textures are unique and can't change of color and original "textureless" CC eyes can. In the Toolset, there is a slot for textures (02. Part selection => 3. Eye Texture) and a slot for color (02. Part selection => 1. Eye Color). If your character use textures, then maybe you could open your override folder and search the keyword "eye". Most of the textures should appear and you could select any of those ending by _0d. If your character use color, then what you're searching is a .tnt file, try them until you find the right one. 2) Hm...did you tried to extract the .mor from the save file and to open it in the Toolset? If you scroll down you can see the name of the haircut under MORPH_PARTS. It should be the string number 2. It is named with something like xx_har_nameofthehair_0 ("xx" is specie+gender first letters. Like elven male would be "em_har_nameofthehair_0" and dwarf female "df") . This is what you should copy/past in the "haircut" slot when you're editing a morph in the Toolset. Because the Toolset fail to let you see all of the hair you have into your override folder. And...I've just seen that IAmDarkPhoenix also gave you a good alternative solution I didn't think about. It pretty much complete what I have write. So you have solutions here ;) Have a nice day/evening/coffee everyone! -
Adding Tattoos (HOW?!?)
vBrumenn replied to Crystallyne27's topic in Dragon Age: Origins's Mod Troubleshooting
Wait, so is this the reason those new tattoos I add into the override folder don't appear as selectable when I'm trying to create a new character? I just realized I have a ton of tattoo mods installed, and they are listed in the chargenmorphcfg.xml file, however there's still only the same old 10 or so tattoos to choose from if I try to make a new HoF Correct. You can't add additional tattoo 'slots' to the CC. You can however, as was mentioned above, replace vanilla tats. (I always found that to be unsatisfactory, to be honest, as random NPCs would inevitably show up with totally inappropriate tattoos.... YMMV.) (Awkward. I realize I made an insane amount of mistakes. Sorry if I've hurt your eyes) ↑↑↑ Yup. But you CAN change all the said NPCs morphs in the Toolset and replace their tattoos by anything you may find more satisfaying INCLUDING the good ol' vanilla pixellated tattoos or those from DAI :cool:. And make new, custom ones for all of your wardens. And companions. And for all dlc characters. And for the whole Thedas. As I understand it, if you want NPCs/Wardens to have diverse tattoos the only way is to make their morph in the Toolset (because you can chose between an unlimited -?- amount of tattoos. Like...you can have 500 tattoos into your override folder and make 500 characters, each one with a unique tattoo.). My first "mod" was a tattoo I made by making a red, a blue and a green designs, that I saved as .bmp, then converted to .dds, then renamed. I realized that some NPCs were wearing it, which was unfitting, so I used the pre-release Dragon Age CC, manually remade all of the morphs that were using the same tattoo, switch to another, blank one and then I made a warden with each of these faces to obtain .das files I could convert to .mor and rename to replace all the said character's morphs. So it is even possible without the Toolset and without Photoshop/Gimp. It only requieres...well...enthusiasm :D (Don't mind me. I spent an unhealthy amount of time making mods. If anything THIS is the problem with the Toolset :facepalm:. Teh who needs real life anyway, with all those bland NPCs and poorly written fetch quests xD) Have a nice week-end! The time has come for me to disappear like a pop-up ^_^! -
Adding Tattoos (HOW?!?)
vBrumenn replied to Crystallyne27's topic in Dragon Age: Origins's Mod Troubleshooting
Hi! Short answer: You can't. Technical explanation: The in-game, saved, headmorph format is (as I understand it) a .mor file hidden in a .das file. The CC preset/editable faces are .mop files and the Toolset's are .mrh. Basically you can change a .mop file into a .mor file, you can change a .mrh in a .mop/.mor file and you can use a .mor file to replace the head of any npc but you CAN'T convert a .mor file into something else and make it editable again. Luckily, if you have created your character with the game's CC, there aren't much parameters so the head will be very easy to recreate, especially if you use screenshots as references! Probably unsatisfaying answers: 1) It is possible to replace a vanilla tattoo by a modded one. Though the result may not be what you expected depending on which channel/design you want to use (basically there's usually 4 designs/channels in one tattoo texture. With the Toolset you can use all of them on a character, but in the game's CC you can only use one). a) If the same design is "printed" on all the channels, then we're all good and it won't be harder than renaming the tattoo you want to use as one of these depending on your Warden race/background: uh_pct_dc1_0t.dds (Dwarf Commoner) uh_pmt_001_0t.dds (Dwarf Commoner) uh_pct_dn1_0t.dds (Dwarf Noble) uh_pct_h01_0t.dds (Human, Elf City/Mage) uh_pct_h02_0t.dds (Human, Elf City/Mage) uh_tat_ed1_0t.dds (Elf Dalish) uh_tat_ed2_0t.dds (Elf Dalish) uh_tat_ed3_0t.dds (Elf Dalish) uh_tat_ed4_0t.dds (Elf Dalish) It will replace vanilla tattoos of the said race/background by the modded one and may affect npcs who use it. Be sure to have only one of each (or none) in your override folder. Doubles (or more) may lead to incompatibilities. b) If the tattoo you fancy is made of multiple designs, then the "best" would be to edit the tattoo (by directly editing the texture file) to have all the designs in one channel and thus being able to use it in the in game CC. 2) THEN, after recrating the head in the game CC and apply the tattoo, you will need to use this mod/software to override your character's morph by the CC's one -read the instructions first. You'll have to start a new game with you new CC character, and make a save asap. Alternative -sort of-) Technically, if your existing character have a tattoo, you can screened it back here so I can tell which one it is. Then it would be possible to replace the said vanilla tattoo by the modded. You won't be able to change the intensity of the tattoo or its color though and the result may be VERY random depending of the channel/design already in use. Sort of compromise: If you can't install the Toolset for some reasons, then you can send me (I will reply faster if you pm me) references of your character (like screenshots from different angles -the closer the better), tell me which tattoo you want to use (name of the mod + name/number of the tattoo + which colour/intensity) and I can recreate the head in the Toolset and then send it to you as a .mor file and you will only have to use this mod/software to replace your current character's head with the new, tattooed one. And as we're here, if you want that, be also specific about any other modifications you may also want on your character (eye texture -like ViLiSSa's-, lashes texture, if you want me to blend your current face texture with another one, any change of face shape/haircut/beard/makeup/skin-eyes-hair color...etc). "Disappointing" but honest conclusion •••► The best option would still be to try to install the Toolset with the help of some tutorials, and to customize your morph yourself. Really. Like 1000% the best solution. Aaaand if you can't fix it yourself with all of that, you will have to tell me which tattoo you want to use on your Warden. This way I could tell you if yus or nah the tattoo got multiples designs in one texture or if it use only one design for all the channels. You'll have to speak more my friend, I lack of mindreading skills :happy: [And again, please pm if you want a fast answer. I may forgot about you as I don't check my notifications everydays but always take a look at my mailbox] -
Hi :happy: ! *Sherlock mode on* If you still have the issue after you "cleanse" your mods, then you forgot some files somewhere. Please, check both repertory: [...]Documents\BioWare\Dragon Age\AddIns & [...]Documents\BioWare\Dragon Age\packages\core\data They should be empty. Vacuum-ing mods from the override directory isn't always sufficient, especially if you installed anything (namely: .dazip) with DAModder/DAUpdater (and maybe DAO ModManager??). Any .dazip should be uninstalled by the same installer you used in the first place. It's safer and it's supposed to clean the AddIN/Data directories. Also, don't you have XBP Body Replacer from Sappho's Daughter installed by any chance? This module do exactly what you described. It is named BP-something in AddIn (folder) / data (.erf). If you have it you have to either deal with the vanilla armors/clothes or the same body for everyone. On a note: if you have it installed and delete it (manually or via a .dazip installer), you probably won't be able to load a save which was previously using this mod (like the one yo use to take the screens). If not, then I'll also be inclined toward the "no model for x specie" hypothesis (like if you have Kirkwall Emporium in your AddIn/data and try to use elven armor on human or such. You showed us the bug on female companions -so they're supposed to have human female model except if you have other mod changing that you may have forgotten to mention-, what specie/gender is/are your Warden-s- may I ask?.). *Sherlock mode off* Good luck to figure it out!
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Dragon age hair mod request
vBrumenn replied to auroranin's topic in Dragon Age: Origins's Mod Ideas
@Thandal Ok! Thank you for the clarification and for your time! I came to have a doubt on the moment hehe! Happy to know I'm not a wrongdoer! I wouldn't like the idea of asking hair creators if I can port their stuff if I can't for some technical reasons, that's why I prefere to give a try before asking. For what it worth I completly understand your position and why you have to be strict about it. It would be a shame to lose this community and platform because of a general blacklising from games devs and other games modders. @Auroranin Don't be. Lots of peoples don't bother with the permission thing so the "everyone do this" may be quite confusing when you're unsure about what you are allowed/forbidden to do (that's why basing behaviour on other people's is often a bad idea generally speaking). Also nobody did wrong here. You asked, you got your answere and you didn't insist. No bad ending here ;) ! [and I think everyone knows how frustrating is it when you want a mod very badly and can't have it for some reasons nor you can do it yourself ^_^. Tbh that was my #1 motivator to learn how to make mods myself lol] Have a nice day/evening/coffee/football final if you're into this (and I don't even support my countrymen, shame on me xD)!- 17 replies
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Dragon age hair mod request
vBrumenn replied to auroranin's topic in Dragon Age: Origins's Mod Ideas
@Auroranin Thank you for you understanding. I really hope permissions will be granted so you can have your hairstyle. Or at least a no-no reply so the ashes of the dream could rest in peace lol. Also thank you for the nice pm! @AugustiusV It's good to read, really! I thought you had issues as you mentionned previously that you couldn't contact the creator of the Blender import script (NBP I thought). I won't have to invoke the Holy Nug in this thread again lmao. (Also for ShepShy, I saw in their profile that they login few days ago so I tried to reach them by pm. We'll see if we're lucky or not). @Thandal That's what I thought. I even read again the policies of Nexus and even if the specific case of "Releasing the mesh in Mefiafire and send the link via pm to someone so they can use it in their own game" obviously wasn't mentionned, it would have seems strange to me to share other peoples materials without permissions without digging into any trouble about legality. I will try to contact NewSea (original meshes author, ShepShy was the one porting it) and get the permission of converting/editing their hairstyles if I find a way to do so or trying to teach the magic of hair modding. This way we won't harm anyone's rights (I suppose? We have the right to convert hair for our own game without permission if we keep it for ourselves, right ._.? ) and you won't have to jail us all in Aeonar lol. If I have any reply I will update Auroranin about it so this thread will eventually meets a end. Have a nice day/evening/coffee again everyone!- 17 replies
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Dragon age hair mod request
vBrumenn replied to auroranin's topic in Dragon Age: Origins's Mod Ideas
Hi! I had a try and converted the mesh successfully but I will try to ask ShepShy myself as their permissions states that they want to be contacted about any modifications. Even if it is for your private use, I'd be more comfortable if I had their agreement. Anyway. If you want to learn how to mod hair yourself, check this if you didn't already have: http://mrs-risibisi.tumblr.com/tagged/hair%20modding (scroll down the page to access older posts). There was also a tutorial written by Vorna on the bsn before the shut down. I learned by switching between this written tutorial and the videos by boodrls. I have a copy if I find the original author and get their permission I'll share it. Otherwise I may write something with my socky english if you're interested but it will takes time as I'm a professional procrastinator. @AugustiusV => I hope I didn't backstabbed you with my intervention but Holy Nug, you seem in pain with the clunky DA mesh editing system. Are you sure you have installed the right version of Blender and Python (matching the import/export script)? I'm not sure it is the same script for both DAO and DA2. Script version for DAO is NewByPower's (https://www.nexusmods.com/dragonage/mods/268). I remember it was a pain to make it works the first time tho ^_^. I may help you to check your Blender files to be sure they're the right size and number if you want? Now if you only/mostly use Maxy I won't be very helping :'). Have a nice day/evening/coffee you two!- 17 replies
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