Hi there, the party banter part is related to the area files, as they are the main selling point of the original mod, I decided not to upload it as a standalone feature.
There was a feature that made it so in a conversation with an NPC all your present companions would speak the lines they had instead of only the companion with the most priority for each response. The mod author shared this video as an example: https://www.youtube.com/watch?v=lN_EV1Jq7nU
Actually, it was missing the models (.msh files) themselves :P
While I felt like it (for testing and further usage purposes) repackaged the whole thing the right way and added a console command script. https://drive.google.com/file/d/1RaeonXW8HpX8GFzwfPRW7XKYVNpQmAs1/view Turn on the console and type "runscript smugla" (without quotes) to get the items in-game. If you want to make the armor untintable as it levels up, there's an optional texture with lod2 (drop into the main extracted folder and overwrite when prompted).
@Harkseth, feel free to test and update your file with this.
:3 Also noticed that your description page says Oghren's and Paragon helmets are massive, while actually (according to their GDAs) they're heavy helmets.
Thank you for this mod, but I must have done something wrong I fear, because only Branka's head, sword, and shield are visible; the rest of her body is not :/.
Edit: Same thing with Irving and his robes on a new game (had the 'Dark Chantry and Dark Mage' & 'Paragon Armor and Longsword', plus the optional 'Paragon Armor for Branka' files installed. Is it not compatible with DA Redesigned?
Hello, DA Redesgined only edits morph files, so there would be no conflicts. The issue you're describing sounds like a conflict with the .gda files (they determine the models used by the game). Exemple: The gda file assigns the number xx to a certain armor or weapon model. You'll put this number in the item variation section of the .uti file
I have moved on from dao for the present moment, but a tip from someone who was pretty hyperfocused on modding the game: Morph files are basically the only files you don't have to worry about f###ng your game
YES! It's solved :D! Credit goes to Theskymoves who found the issue:
Usually troubleshooting an invisible body/floating head issue is a matter of tracking down some kind of mod conflict, such as a ItemVariation ID issue, conflicting UTCs, missing assets, etc. In this case, though, the issue lies with the Improved Atmosphere Standalone Resources Pack files, and the nomenclature of the GDA.
I removed all mods from my install, manually checking all three folders for mod files for strays (\Documents\BioWare\Dragon Age\packages\core\override; \Documents\BioWare\Dragon Age\AddIns; and \Documents\BioWare\Dragon Age\packages\core\data), so as to test with a vanilla base. (The 4GB Patch isn't a mod, so I didn't bother to unpatch that.)
Then I installed just the Improved Atmosphere Standalone Resources Pack - Dark Chantry and Dark Mage files. And in that vanilla + one mod install, Irving had no body:
Looking more closely at the individual mod files, I could see that the GDA file names are very long... IIRC, the maximum length of a GDA file name (not including the file extension) is something like 27 characters. The GDA for the robe replacer has a 30 character file name... so I renamed the GDA to 'clothing_variation_cult.GDA' - 23 characters - and started another new game:
If you shorten the non-compliant GDA file names from 'clothing_variation_cultistmage.GDA' and 'clothing_variation_cultistchantry.GDA' to something like 'clothing_variation_cult.GDA' and 'clothing_variation_cult.GDA', then the model replacers should work as intended.
It's odd then that the files' character length had seemingly no bearing on your game (judging from your images.) But at least floating heads are no longer a thing now.
Did you ever figure out how to get the armour? Also are you playing with Dragon Age Redesigned installed? I think it's the reason behind NPCs' (in my case Branka, Irving and the dark Chantry reverend in Haven) bodies being invisible, with only their heads and weapons showing...
Hi, is it possible to make the Dwarven Paragon armor compatible wit the dwarf proportion fix? https://www.moddb.com/mods/tmp7704/downloads/dwarf-proportions
Is Oghren's personal armor really any different to the heavy dwarven armor? Is it the color? I tried comparing both but they really seem pretty much the same to me. Though Oghren's is kinda low res and doesn't benefit from shiny armors...
Now, Branka's and Irving's replacements are damn awesome. Thanks for that
Hello, I'm sorry for not answering sooner, I must say I don't know exactly, I though it was the red color, I didn't even tried to compare it. And thank you for your appreciation 🥰
Hi friend, I'm sorry, I haven't checked my own mods in a while and there were no notifications about the comments. I'm unsure what could be the problem, I just started a new playthrough and Daveth's utc was working fine.
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Improved Atmosphere\4. Companions\4.1. Dialog Changes\
While I felt like it (for testing and further usage purposes) repackaged the whole thing the right way and added a console command script.
https://drive.google.com/file/d/1RaeonXW8HpX8GFzwfPRW7XKYVNpQmAs1/view
Turn on the console and type "runscript smugla" (without quotes) to get the items in-game. If you want to make the armor untintable as it levels up, there's an optional texture with lod2 (drop into the main extracted folder and overwrite when prompted).
@Harkseth, feel free to test and update your file with this.
I think, the Dark Mage download has the same problem.Although, they probably use vanilla Chantry meshes.Also noticed that your description page says Oghren's and Paragon helmets are massive, while actually (according to their GDAs) they're heavy helmets.
Edit: Same thing with Irving and his robes on a new game (had the 'Dark Chantry and Dark Mage' & 'Paragon Armor and Longsword', plus the optional 'Paragon Armor for Branka' files installed. Is it not compatible with DA Redesigned?
Cheers!
The issue you're describing sounds like a conflict with the .gda files (they determine the models used by the game).
Exemple: The gda file assigns the number xx to a certain armor or weapon model. You'll put this number in the item variation section of the .uti file
https://www.moddb.com/mods/tmp7704/downloads/dwarf-proportions
Though Oghren's is kinda low res and doesn't benefit from shiny armors...
Now, Branka's and Irving's replacements are damn awesome. Thanks for that
And thank you for your appreciation 🥰
Btw does Daveth rogue armor work for you? I tried it with no mods on and still got a floating head Daveth in Ostagar