Hello, I used this tool back in DAO, but I can't get it to work in DA2. I created a face model from Da2 and saved it as ,,mop,, then entered the name of the head into chargenmorphcfg, instead of the created head the default model is displayed.
This might be a dumb question for me to ask but when you enter the CC - are you scrolling to the end of the preset slider? Have you made all the adjustments in the .mop file (make sure it's pointing to the right extension)?
Hi, first of all what a fantastic mod! Having a lot of fun playing around with it.
So, something I'm wondering. When exporting a mor file with this mod, the values of the morph nodes in the file have proper names like HairM1, LeftJawLine, and such, while mor files from DA2 do not have proper names but instead their value is a bunch of numbers like 2236988546. Do you possibly have a list of which numbered values match which properly named value?
The only real relevant fields are the ones with the TextureParams in them if you're trying to create a preset from an existing morph (these have the vertice position and the textures used).
I exported a mop and everything is fine, the right shape, editable, except the slider values and ability to set opacity for makeup. It's only max. I didn't originally have makeup in the toolset so I put on some and set each value to 50, but nothing changed. I don't see where in the mop to even set the makeup path
I originally had no makeup (I figured I could just apply it in game more easily), but when I saw it was stuck maxxed out in game I thought it might be because the values were empty, so I applied it and just set it to 50 to try to brute force the mop to contain a non-maxxed value
Ah. I understand. This is something I haven't played with. Evidently, slider positions for makeup are a bit different then DAO (not 1:1 with the toolset - which I guess is to be expected). I'll have to see existing values for the existing MOPs and do testing.
Hey there! I'm having a hard time trying to understand the instructions on how to make the mop show up in game. Mine is also showing up as default hawke, anyway to fix this?
It would help if I knew your process. Did you check off export as MOP before exporting from the toolset? Is there another mop in there that might be overriding the new one? Are you *just* exporting as a MOP and not a MOR (prologue sequence I believes uses the MOR file)?
hi, anyone have any idea what im doing wrong? ive been retreading the steps multiple times for a couple hours now but i just cant seem to get it working, i finally managed to get the preset to show up but now it looks like this:
id happily send any file info thats necessary, i just cant seem to work this out on my own ToT
Yeah - send that MOP over. It looks like some paths weren't setup correctly and it's bugging out. Although...are you using Elf Hawke family? I wonder if there's a conflict there since the game isn't happy that an elf is in the CC.
thank you for such an amazing mod!! you wouldn't happen to know where i could find extracted mrh files for npcs, would you? I'm hoping to make a custom hawke family using the toolset.
Can you please explain how exactly to make a .MOP file out of a .MOR one? I've googled about this and all that I've found is that it's impossible. Someone suggested using the Dragon Age Face Replacer but it seems it no longer exists on nexusmods.
This looks just like what I've been searching for to create a character in DA2 exactly as I would like to. The thing is, I have Dragon Age Origins Ultimate Edition bought on Steam so on its installation directory I find no file called DefaultSettings.xml. Is there a way to still install this toolset? If there is, I'd greatly appreciate the instructions how to do it. Thanks in advance!
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So, something I'm wondering. When exporting a mor file with this mod, the values of the morph nodes in the file have proper names like HairM1, LeftJawLine, and such, while mor files from DA2 do not have proper names but instead their value is a bunch of numbers like 2236988546. Do you possibly have a list of which numbered values match which properly named value?
The only real relevant fields are the ones with the TextureParams in them if you're trying to create a preset from an existing morph (these have the vertice position and the textures used).
ive been retreading the steps multiple times for a couple hours now but i just cant seem to get it working, i finally managed to get the preset to show up but now it looks like this:
id happily send any file info thats necessary, i just cant seem to work this out on my own ToT
Make it a .MOP and pop that file name into your chargen file in your override.
or just pop the MOR into that file. I don’t recommend this method because you lose slider data and it reverts back to default.
Have you launched it yet?