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#da3 modding
ok so i slightly edited a new head mesh (originally from faces of faerun, super highly recommended mod pack with faces that are both nice to look at and still have character, weirdly tough to find in any face mod tbh) and swapped a couple textures (which i know no one is interested in this but the way texturing is done in BG3 is actually really interesting? the textures themselves are like blueprints but all the color/intensity info is actually located in separate shader files, which makes them annoying to nearly impossible to edit with but does create beautiful results as you can see in the vanilla heads.) i think i'm going to add some more vascularity/blushiness in the red channel of the main face texture bc i want bright purple fae blood ears lol but other than that i think final boss Isadore is basically done. think i'll use her og headmesh for my drow ranger when i play her, because i do really like that face it just wasn't hitting for me wrt this character in particular.
sooooort of want to mod some armor but it seems extremely complicated tbh. much more difficult than just a head mesh although at least i have a solid grasp on the workflow for editing the game meshes in general now. as much as i was annoyed by the sheer amount of programs and libraries etc you have to utilize to create mods i will admit it's actually much easier to do than for da3 once you get it all set up. will be really really nice when larian releases the proper toolset too.
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madymoo-fandom · 1 year
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My Opinions on Dragon Age Exodus
Currently I have 509.9 hours on DA:2 and even tho no one asked or cares, I'm gonna ramble on about it.
DA:2
In my opinion, DA2 is the worst for role playing purposes. If often feels like it doesn't matter when you say for do, it almost always has the same outcome. I've played a good Hawke, an evil Hawke and a great area Hawke and the variety between each playthrough is light.
However, the characters are pretty good. Not as good as Origins but still. Almost all the characters are driven by past trauma and is the main points of each of their character arcs. None of them "get over" their traumatic past but most of them do learn how to cope with it. Personally I like this very much, a lot of media shows characters eventually just get over their PTSD to never be brought up again or struggle, when PTSD has a habit of fading and bubbling up again at the best of times and is often a main contributer to the reason why people act a sertain way, differing depending on their up brings. It doesn't just disappear.
The combat is much better in DA2, I get that a lot of people who played Origins first really miss that slow pace combat, but it just wasn't for me and in da2 I actually feel like I'm kicking an enemy's a$$, when in DAO, I honestly just felt like I was knocking them out.
DA:2 DLC
Packs
These DLC's don't really add any new quest or gameplay, just new codex, weapons, armors and accessories, some only ment for certain companions. I honestly use a lot of cosmetic mods and having the packs did limit the need for me to download armor mods, since my main is a Mage in DA2 and all of the mages armors suck compared to the other classes, with the exception of Hawke's signature equipment, Mantle of the Champion, which in my option, the mage variant is the best version.
The Exhaled Prince
Honestly, I don't really like Sébastien. His quest are boring, his character is bland, and his romance just really bad and clearly just a second thought. He could have been a great character with an as3xual romance, but they just flopped it. His backstory too. With the trend of characters with traumatic backstories in this game, they could have done so much more with survivors guilt and made him so much more compelling. Its just disappointing. Honestly, if I didn't buy the DLC bundle, I wouldn't pay for him separately.
Mark of the Assassin
Honestly, this is my favorite DLC in DA2. I really liked Tallis and wish she was used as the companion DLC instead. The plot is fun, the dialog is actually really funny and its just a good time.
Legacy
I have mixed opinions about this DLC. Its good but I don't like it more than the vanilla game, the key is cool, the fact you can basically build your own weapon is nice and the final boss was a fun play but over time, the dlc felt a bit repetitive. I'm assuming they had some plans for the third game at this time and always planned for Corypheus to be the main antagonist of DA3 but it feels like he shouldn't have been scene this much in DA2. Its hard for me to explain. I kinda wish the Architect was the main antagonist for the Legacy DLC, learning about whats to come and wanting to destroy Corypheus, with him basically hoping to wipe out all darkspawn. I understand you can kill him in Awakening, but they reconned Leliana's and Anders's possible deaths before, clearly no one is safe from being brought back to life.
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shanamahtopoeia · 2 months
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Creating a New Soundset for Dragon Age Origins
Tools needed: DAO Toolset (sorry, I doubt there's a way around this) Audacity with the TrimExtend plugin FsbExtractor (optional) GDApp
If you haven't already, you might want to look at the Toolset tutorial page on importing audio; we'll be doing all of that plus a little extra. ;)
Due to the toolset automatically assigning string IDs, it's a good idea to make a new module to work in, so you can customize the number these IDs start at. Otherwise, you'll likely get conflicts with other mods that also worked in the Single Player module.
First, open up the toolset, and find the soundset templates. They're under Conversations -> _Core Soundsets.
Choose the one that best fits your project. 'Party' soundsets have the most entries, followed by 'Player', then 'NPC', 'Minor NPC', 'Combat', and 'CombatOnly'. If you're not sure, choose a fuller template - you can leave provided entries empty, but you can't easily add missing entries. You also might find it helpful to open up an existing soundset similar to the one you're building, to see which entries are actually used, and about how many lines there are for each. (bit of syntax: I'll be using 'entry' to refer to the soundset line type - e.g. "Combat Attack", "Combat Taunt" - and 'line' to refer to the actual spoken lines under an entry - "Attack!", "Cowards!", etc)
For instance, you'll see that despite the template having multiple types of "Explore Select", the PC soundsets only have "Explore Select Neutral". You'll need more lines for "Combat Attack" and "Combat Battle Cry" than anything else, but only one or two for things like "Hello", "Cheer", "Cuss", "Explore Stealth", or "Explore Trap Detected". And even though they're listed in PC and Party soundsets, some entries aren't actually used by the game at all: "Poisoned" "Gift Not Want" "Bored" "Goodbye" "Thank You" "Good Idea" "Fighting Without a Weapon" Pretty much everything from "Hello" down (with the exception of "Warcry") is only used in the Character Creator, or very rarely by NPCs. There are a couple mods that restore/utilize these entries, but if you only care about what the vanilla game will use, you can skip all these if you want. ;)
Duplicate the template you've chosen, and name it using Bioware's convention ("ss_[name]" for NPCs/followers, or "ss_pc_[unique identifier]" for PC). Alternatively, you can duplicate an existing soundset, but then you have to be careful to replace/remove all default entries.
I'm going to assume you already have a set of sound files you plan on using, because that's not something I can help you with. For my forays into soundset creation, I ported from Dragon Age: Inquisition. If you'd like to do the same, various soundset files can be found in: DA3/DesignContent/Conversations/Global/Soundsets DA3/DesignContent/Conversations/Multiplayer/Soundsets DA3/DesignContent/Sound/Assets/Exertions
Go through your sound files, and transcribe them to fill in the template.
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You may also want to change the default facial expressions. You can do this under the 'Cinematics' tab, with the 'Emotions' drop-down.
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As you go, rename each sound file to "[stringID]_m". Unfortunately, there's no easy way to just copy/paste this number. -_-
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For non-verbal lines, like grunts and screams, you can either leave it blank or write a description using [desc][/desc] tags (with carets instead of brackets).
Once you've figured out all your lines, you now need to edit them so that the toolset can process them. If you're going to do a lot of work for DAO in Audacity, you might want to change the default settings by going to Edit, Preferences. In the 'Quality' section, change the default sample rate to 24000Hz (you'll have to choose 'other' and manually type it in), and the default sample format to 16-bit. You also may want to change the default open and export directories in the 'Directories' section.
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Open a line in Audacity, and trim the silence by selecting the audio wave, and hitting the 'trim audio outside selection button' (or Ctrl+T).
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(The toolset does require a bit of silence before and after the audio for facial expression processing, but I find it better to trim it and then later add a consistent amount of silence to each.)
Now select the silent part(s) and click the scissors to remove them.
Do any other editing you want now as well, like splicing or volume adjusting.
The last steps are to add silence before and after, and then to export it as a .wav.
I usually do this as a macro:
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To do it manually, select your audio using the little Select button in the blue panel left of the wave, and then go to Effect, Trim Extend, and then add 0.5 seconds before and after. (the toolset wiki recommends 1 full second before and after, but 0.5 seconds seems to work fine for me, at least for soundsets)
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Before we export, make sure the Project Rate in the bottom left is set to 24000 Hz. If it's not, change to it 24000 (it's not one of the default options; you'll have to type it in manually).
Now export it by going to File, Export, Export as WAV. In the bottom center, change the Encoding to 'Signed 16-bit PCM', if it's not already set to that.
Repeat these steps for all your lines.
If there are any template lines you didn't use, delete the blue 'CONTINUE' line above it to remove that branch completely.
If there are entries you don't have any lines for, DON'T delete that entry (it can mess up the exporter). Delete all the blue 'CONTINUE' lines under the entry, and leave the entry there.
Once you have all your lines entered into your soundset template, and all the audio files named & converted, move the audio files to the module toolsetexport folder.
If you're working in a new module, put them in '\Documents\BioWare\Dragon Age\AddIns\[moduleUID]\module\override\toolsetexport' If you're working in the Single Player module, put them in '\Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport'
Go back to the toolset and select the Root node of your soundset. Then do Tools, Generate VO, Generate VO Local. The toolset will take a minute to process, and you may see a command window for the FMOD processor pop up. If all went well, the log window at the bottom of the toolset should read something like this:
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(unfortunately, it'll also show this if all your lines are missing and were replaced with RoboBrad)
If you were missing some lines, but not all (for me, that usually means I mistyped the string ID), the error will show like this: (the lines "renamed" were missing and replaced with RoboBrad)
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If any of your lines are the incorrect format, it'll show something like this:
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If it processed successfully (with or without RoboBrad), you'll get an .fev and .fsb file in your module's core/override folder.
Windows Media Player used to be able to play .fsb files, but newer versions don't seem to be able to. So, if you want to check the .fsb for errors, you'll have to find a media player that will play .fsb files, or use FsbExtractor to open it up and check the lines one-by-one.
Back in the toolset, make sure the Root node is still selected, and do Tools, Generate FaceFX, Generate FaceFX Local. You'll be able to watch the log as it processes each line.
You should end up with an .fxe and .fxm for each line, in your module's core/override folder (same place as the .fev & .fsb).
Finally, export the soundset either by right-clicking on the tab in the toolset or clicking Tools, Export, Export without dependent resources. This will generate two GDAs in your module's toolsetexport folder (next to your .wav files).
These GDAs are what the game actually reads when looking for a line to say. sse_ss_*****.gda lists all the lines for each entry type by stringID, and sst_ss_****.gda lists how many lines you have per entry type. These GDAs can only be opened by the toolset, not GDApp, since they for some reason use the older GDA format.
You're almost done! You can keep the files where they are now if you want, or move them all to the main override folder. ('\Documents\BioWare\Dragon Age\packages\core\override')
If you're making a soundset for a companion or NPC, you're pretty much done. You can either find that character's character file (.chr), change the soundset to your new one, and export the .utc; or open up an already-exported .utc with the toolset or TlkEdit, and change the soundset there.
The soundset for a character isn't actually specified in their toolset creature file. When you export the creature file as a .utc, it pulls the soundset from the associated character file (.chr).
If you're making a player soundset, you probably want to make it appear in the CharGen. To do that, you'll need to open up playersoundsets.gda with GDApp. If you don't already have it extracted, it's located in 'C:\Program Files (x86)\Dragon Age\packages\core\data\2da.erf'. You can extract it with either the toolset or pyGFF.
Find a line of the same race/gender you want, and delete the rest. If you want your soundset available for multiple race/gender combos, keep a line for each.
Change the ID to a unique number for each, rename the label to whatever you want to show in the CharGen, and remove the number in StrIDName. Also change the soundset to yours. ;)
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Save the gda, but append something unique, like 'playersoundsets_myvoice.gda'. This tells DAO that this is an extension of the original GDA, not a replacement. The length of the GDA name shouldn't be more than 27 characters (not including ".gda").
Put your new GDA in your main override folder.
Fire up DAO, and make a new character to test your soundset!
If you don't want to add your soundset to the CharGen, you can instead change an existing PC's voice by editing the save game. Follow whuffie's tutorial. Alternatively, if you know a bit of scripting, you can make a console command using the SetSoundSet function.
If you plan on releasing your soundset to others, you only need to include the soundset GDAs, the .fev, .fsb, & .fxe files, and playersoundsets_****.gda. The .fxm files are metadata and not needed, and the .wav files have been compressed into the .fsb.
Common problems: --No sound at all: make sure all the info in your GDA is correct. Alternatively, the game may not be finding your .fsb or soundset .gdas. Try moving them to the main override. --Robot voice: the toolset couldn't find your .wav files when you did the VO processing. Make sure they were in the right toolsetexport folder, or try a different one. --Missing from the CharGen: your GDA is probably missing, or the GDA name may be too long. There's also a limit on how many voice options appear, so if you have other mods that add new voices, there might not be room for yours.
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persephinae · 1 year
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When I get to DA3 I want to try and mod not only for hair and stuff, but also I want to make my Lavellan the elfiest elf, so absolutely no inquisition clothes or decorations.
My Lavellan, "oh?? You think you have trapped me here with you??? No. You are now trapped with me. Now what was that delightful phrase someone said in my presence? Deal. With. It. I'm YOUR problem now." 😎👍
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lavenderhyrdrangea · 5 years
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Sooo...are there any modders out there?
I’m in a bit of a dilemma here. I just wiped my computer and now I’m re-intalling my games and such. I downloaded DA:I and tried to play it to see what it would look like but whenever I try to click an old save it says, “This save data was created with a newer version of the game. Please download the latest patch and try again.” After some searching it turns out my past modding might the cause of all this and I would have to open my save files in game with a merged file in the patch directory folder to work.
There are two things with that though.
1) The person who made the DAI manger suite doesn’t make them anymore. They left a discord link and it said something about the invite being invalid meaning it either expired or I have to wait for an invite.
2)I did save a version of DAI Mod Manger suite save to a thumb drive buuut it’s most likely outdated. I click download and it doesn’t do anything. The Mod manager also offers a discord link but it doesn’t work when I try to copy and paste or when I try to just click on it.
I don’t even care about the mods at this point I just want my save files back. I put some time into though saves and I’d hate to lose them.
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vagabond-pinky · 4 years
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I finally got modded hair for my elf! He looks so perfect now!  😍😍😍
man, that was a lot of work.
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tsfairy12 · 5 years
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DAI Modmaker Troubles
So I decided to get back into DAI hair modding  again. First try looked wrong, so I scrapped it and started again. 2nd attempt looks better, but now I can’t import it. The first one imported fine, but the 2nd says “Input string not incorrect format”. I’m in american time, and I’m sure I didn’t remove/add any vertices..Is there any way I can check? or any other solutions?  Or should I scrap and start over from scratch? (Which I don’t wanna so *cries*)
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richiouslynerdy · 4 years
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** I have succumbed ** yet again ***
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ragesharkbritain · 4 years
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da3 is really engaging until it isnt like. ive got all the gay mods in & i'm lesbianing cassandra rn but i forgot how flustered cullen gets when u flirt with him... contemplating making a mage to gaymance him with....
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schmooplesiii · 5 years
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“Save a dance for me?”
“All of them.”
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cypaw · 5 years
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Hi, my dash is dead.
^
It’s hella dead. I need new people to follow! Please like this if you post any of the following.
•Dragon Age
•Skyrim
•Sims 4 cc
•Gaia Online avatars
•Original art
•Fashion
•League of Legends
•Comedy
•Aesthetic
•Tera Online
•Vindictus
•Final Fantasy
•Mood boards
Or anything similar! 
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i do not foresee myself getting into modding for bg3 - honestly i don't have the time for it the way i did when da3 was still relatively fresh and new, let alone me3 - but it's fine bc i think i am discovering a new obsession w/ creating reshade LUTs so that will help fill the void i'm sure
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maadstarr · 7 years
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Started making hair for Revan. Curly mess. I have no idea what I am doing. Send help.
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dalishious · 2 years
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Hi Lydia, is there any way to look into DAI dialogues like it is possible in DAO Toolset? Or maybe there's some fandom project that presents all dialogues? I'm working on my fanfiction and because of forced EA client installation (the one that is going to replace Origin) I've lost all my saves. They are corrupted, can't load them even after fixing the game and re-modding it with the same mods as before. I've saved game before every conversation, so I could just replay every talk over and over again, exploring different branches, but now my saves are lost and I'm just hopeless and disheartened, especially because I don't have time to replay DAI... :( Also shoutout to Origin users, please be careful, because your saves might be broken after switching from Origin to new EA client!
Using Frosty Editor:
DA3 > DesignContent > Conversations (base game)
DA3_DLC_Blue > DesignContent > Conversations (Trespasser)
DA3_DLC_Red > DesignContent > Conversations (Descent)
DA3_DLC1 > DesignContent > Conversations (Jaws of Hakkon)
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maleficarum-regrets · 3 years
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A Tutorial For Making Custom Vallaslin For DA:I
Since i had to learn how to do this from several different posts that were all several years old when I made my Inquisitor's vallaslin, i’m going to put everything that you need to know here. With pictures! But limited pictures bc tumblr. You don’t need to have any previous experience with photo-editing software, I will go over it all here. Thank you to all of the old posts that i learned all of this from. Couldn’t do this without you. If you use this tutorial, i would LOVE to see what you make with it! Below the cut bc it is long. Enjoyyyyy
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What you’ll need: DAI Mod Maker (i use v1.1.0.17 because other versions can be finicky. Scroll down a bit on that link to find it.) GIMP (you can also use Photoshop, but i only know how to do this in GIMP. It should still be similar steps if you want to use Photoshop.)
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First, we need to export the tattoo texture for the vallaslin. Open up DAI Mod Maker and go to Data > da3 > actors > baseheads > textures > tattoos.
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The ones listed as “[TextureAsset]” starting with “tattoo_elf” are the ones we are looking for.
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In Inquisition, you can only override what is already in the game; no standalones. Meaning you’ll have to change out one of the vallaslins already in-game for your own. You can pick any of these three to override. To see which vallaslins are in the texture, double click the texture asset and click Preview. In the texture preview, you’ll see red, green, blue, and white boxes in the top left corresponding to the RBG and Alpha channels. Each of these channels has a different vallaslin on it. Toggling them all off and selecting them one at a time will show you which ones.
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Edit: It is possible to edit any of the channels, however I only know how to override the Alpha channel, so that's what I'll be showing. So in the preview, look in the Alpha channels to find the one you want to override.
Once you decide on the texture you want to override, you can close the texture preview. In the asset preview, click Import/Export > Export Asset. Save it as a .dds file.
After it’s exported, you can close DAI Mod Maker for now. Next, we move on to GIMP. When opening the .dds in GIMP, make sure to uncheck the box for “Load mipmaps”. The other setting, "Automatically decode..." should stay checked. (The newest versions of GIMP support .dds files without needing a plugin.)
Once you have it open in GIMP, the first thing i suggest you do is get a placement reference to draw your vallaslin on. To do this, we’re going to take one of the vanilla vallaslins and save it on it’s own image. That way you can design your vallaslin easily and not have to worry about stretching and scaling to fit later on.
On the right side of the window, open the channels tab.
For the placement reference, i’m going to use the full-face Sylaise vallaslin because you can clearly see where the eyes, forehead, cheeks, and chin are. You might want to use a vallaslin that you also see the neck on if you plan on designing vallaslin onto the neck. In the Channels tab, click on the eye symbols to the left to toggle visibility to find which channel the vallaslin you want to use as a reference is on. In this case, it is on the red channel.
Next we're going to go to the top left and select Colors > Components > Decompose.
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In the pop up, the Color model should be RGB, "Decompose to layers" should be checked, and "Foreground as registration color" should be unchecked.
This will separate all of the color channels into layers. So, we need to go into the Layers tab and delete the other color layers we don’t need. In this case, that’s blue and green. When you only have the layer that you need, we’re going to go to Colors > Invert to make it easier to draw on. Then you can export it.
You should now have something that looks like this:
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So, now you get to design your vallaslin! You can use whichever program you prefer (i originally used GIMP, but also used Krita for one). One tip i have that sounds obvious but i didn't do the first time is use mirroring while you’re designing it. You can find out how to do that in whatever program you want with a quick google. Just put the placement reference we made in a layer behind your drawing layer and go crazy.
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This is what my final version looked like for my Inquisitor. Keep in mind that the way that it actually looks on your character will be determined by the shape of their face, so you may have to do a few tries to get it exactly how you want.
Now to put it in the game!
Open the original exported texture .dds back into GIMP and go into the Channels tab. We're changing the Alpha channel, so make sure that only the Alpha channel is selected. Then, go back over the Layers and erase the vallaslin you see there.
Next, open your vallaslin image in GIMP. Go to the Channel tab again and make sure only Alpha is selected. Hit Ctrl + A, then Ctrl + C to copy. Then, go back to the original texture. Alpha should still be the only selection in the Channels tab. Hit Ctrl + V to paste your vallaslin.
Go back into the Layers tab, right click the floating layer, and select Anchor Layer. You should see the other channels through your design like this:
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Next, go to File > Export as, and export with these settings:
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Time to make it into a mod! Open DAI Mod Maker and go to Data > da3 > actors > baseheads > textures > tattoos again. Open the texture that you picked before. In the pop up, go to Import/Export and select Import Asset. Find the .dds you made in GIMP and import it. It should give you a pop up saying it was successful!
Then, in the Mod Maker window, go to File > Save as and save your mod however you want.
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Click Create and save it where you want, and there you have it! Then, all you have to do is merge it with your DAI Mod Manager and you should have it waiting for you in-game!
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Now go crazy and draw on your ocs' faces all you want.
And if you have ANY questions or issues, my dms and my askbox are always open! <3
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bigqueermess · 7 years
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i’m not trying to brag or anything but 
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can we please take a moment to appreciate how pretty my baby Mihra is
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