Tip: When modifying a head, you can have both the game and the toolset open. Note: To get rid of the modified Alistair, go to your packages/core/override/toolsetexport directory and delete the hm_genfl_alistair.mor file The Log Window will report back to us about this to let us know where it put it, and that the export was successful.Īnd then the last thing left to do is to load the game and admire modified Alistair in all his glory! The editor will automatically put the head in our packages/core/override/toolsetexport directory, with the right filename to replace the default Alistair head (hm_genfl_alistair.mor). To do so, right-click within the preview window and select “Post to Local”. We’re now ready to export our modified Alistair to the game. The higher the value, the more opaque (darker) the stubble will be.Ĭlick on File -> Save. We can either drag the slider bar back and forth to set values, or click where the numbers are and type in values manually.
He already has values in the first two, let’s also give him some of the others. Drag down the slider at the right side of the Object Inspector until the goatee/soul patch/moustache/pork chops options appear. I’ve now selected a different hair for Alistair: The file names are pretty arcane we can either try randomly to find one we like, or look at the Morph page of the toolset wiki to see previews of each ( link). Click on the three dots the game will pop open a file dialog that lists all available hairs. This indicates that we can bring up a menu of choices. You’ll see that a square with three dots on it appears at the end of the line:
This is where we can change things like eye colour, hair colour, facial hair colour, hair style, etc.Ĭlick on the like marked “Hair”. Let’s go to the “Part Selection” tab in the Object Inspector, where we can make a couple of very minor changes. We’re now ready to begin editing his appearance. The editor will now have a green bar and the Object Inspector entries will be active. Right-click on the tab, close it, then File -> Open and open the file from its new location. Once you’ve saved it, the bar will turn green but the Object Inspector entries will still be greyed out we still can’t edit him. For example, any time I work on a head morph I save it in a named subdirectory of my D:\Dragon Age\Faces directory. Put it somewhere you can easily relocate it, and don’t change the filename. What we need to do is do a File -> Save As and save this head elsewhere. All of the head morph files have been set to Read Only by default so that we don’t accidentally overwrite them so we’ll always have the unmodified head MRH files available.
See how all the entries in the Object Inspector are also greyed out and uneditable. When we first open his file, you’ll note that there’s a red bar underneath his tab in the preview window, letting us know we can’t currently edit him. All of our followers are in the Global subdirectory. Usually this is fairly intuitive, but there are a handful of characters who were originally created for one area and then ended up elsewhere, or who show up in multiple parts of the game and may require a little hunting to find. Most heads are organized into folders based on what section of the game we first encounter that character in, and/or which major quest line that they’re a part of. You’ll see a bunch of subdirectories, as follows: Click on File -> Open and then navigate to where you unzipped the head morphs earlier. We will begin by loading one of the existing head morph files downloaded and installed earlier. One of the easiest modifications to make to the game is to edit an existing head morph.
Pre-Reqs: Install the head morphs from the Core and Single Player Game Resource Files ( link)Į mbiggen: To view larger versions of the images below, see here. Tutorial - Editing An Existing Head Morph