Overview
- Chargenmorph Compiler Dragon Age
- Chargenmorph Compiler Download
- Chargenmorph Compiler How To Use Online
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- Chargenmorph Compiler How To Use Pdf
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Cosmetic mods (mods that add new eye colours, hairs, skin tones, etc) to be used by your character are not compatible. This means that, if you install more than one cosmetic mod at the same time, you won't see the resources added by all of them in the Dragon Age character creator unless you make them compatible first.
This tutorial will explain how to install more than one cosmetic mod for Dragon Age making all of them compatible so you can access the resources they add from the character creator.
Required tools
- Notepad or another tool that allows edition of txt files
- Yeah I wouldn't say it was terrible. Origins is definitely better though. It does have some problems such as repeated copy/paste maps (similar to Mass Effect 1 side missions which re-used the same couple of areas over and over) and the combat has definitely been 'actionified' but it's worth a playthrough I'd say, I quite liked it as a game.
- Dec 20, 2015 edit Another thing that I find helps is to use an XML parser, such as Xcode, when you're editing the actual chargenmorph file to use in your game. These programs are designed to read and format XML files automatically, which makes it easier to see where you are in the file so you don't accidentally put a hair for dwarf males in the category.
- Install CHARGENMORPH COMPILER, use it after installation of colors/hair mods, and click 'Compile conflicting chargenmorphcfg.xml files into singular XML file / Remove bad references' AUC is actually 'Unlock all achievements' mod. Install it like a override, use the in-game console, and type 'runscript temp'.
- I use a combination of two mod managers ( one for.dazip files and one for overrides) which you just drag and drop the unzipped file on top of these for installation. Then at the end of it all I use the chargenmorph compiler to make sure all of my hair mods and such play nicely.
How the character creator works
If you install two or more of these mods you will need to delete extra copies of chargenmorphcfg.xml and edit the remaining copy to include the necessary additions for the other mods. Broadcom bcm43xx 1.0 firmware update windows 7. To avoid having to manually edit the file, TerraEx created a program called CharGenMorph Compiler. This tool will search for multiple instances of.
Dragon Age character creator looks for the resources (skintones, eye colours, hairs, hair colours, etc) in a xml called chargenmorphcfg.xml. The character creator will show you only the resources that are listed in that xml file.
Most cosmetic mods add their own chargenmorphcfg.xml file that contains the vanilla respurces plus the ones added by the mod. But, if there is more than one chargenmorphcfg.xml file in your Dragon Age override folder, the game won't know which one is the right one to be used and the character creator won't work properly. That is the reason why, when installing more than one cosmetic mod, you will have to add the resources the new mod adds to the lists in the chargenmorphcfg.xml file that is in your override folder.
- Notes
- * If you are installing cosmetic mods that add resources used by NPCs, and you don't want them for your character, you don't need to edit the chargenmorphcfg.xml as this file is only used by the character creator. But, if the mod adds a new xml file, delete it or your character creator will probably won't work as you want it to.
- * If you are installing a mod that adds tattos made for the toolset modifying the chargenmorphcfg.xml won't work. Refer to this tutorial Using custom tattoos with Dragon Age character creator instead.
You can also use the recently updated and improved: CharGenMorph Compiler, made by TerraEx, to combine the '.xml' files from multiple mods automatically. More information about this utility can be found here: Using Dragon Age Mods for Dummies. But, if this tool doesn't work for you or you would prefer to make the changes manually, don't worry. Optitex free mac. You can edit the chargenmorphcfg.xml using any txt editor (e.g. 'Wordpad' works well with this file format.)
chargenmorphcfg.xml structure
Open the chargenmorphcfg.xml and you'll see that it has several sections. Each section begins with a tag like this: <section name> and ends with a tag like this: </section name>. Some sections have also subsections for each of the races in game to indicate that some resources are available only to some of the races and genders and not to all of them.
The xml file has the following sections:
- <heads>: contains the list of preset faces that are loaded in the character creator. All presets end with a *.mop extension.
- <hairs>: contains the list of hairs that are loaded in the character creator. There is a subsection for each of the races and genders that you can use to create your character in game.
- <beards>: contains the list of beards that are loaded in the character creator. It contains subsections only for human male and dwarf male.
- <hair_colors>: contains the list of hair colours that are loaded in the character creator.
- <skin_colors>: contains the list of skintones that are loaded in the character creator. * <eyes_colors>: contains the list of eye colours that are loaded in the character creator.
- <eyes_makeup_colors>: contains the list of eye makeup colours that are loaded in the character creator.
- <blush_makeup_colors>: contains the list of blush makeup colours that are loaded in the character creator.
- <lip_makeup_colors>: contains the list of lip colours that are loaded in the character creator.
- <brow_stubble_colors>: contains the list of eyebrow and stubble colours that are loaded in the character creator.
- <crew_cut_colors>: contains the list of the scalp colours that are automatically assigned to your character when you select a hair colour.
- <tattoo_colors>: contains the list of tattoo colours that are loaded in the character creator.
- <tattoos>: contains the list of tatoo files that contains the individual tattoos that you will be able to select in the character creator.
- <skins>: contains the list of complexions that are loaded in the character creator.
The actual resources (hairs, eye colours, skintones, etc) are listed in each section or subsection like this: <resource name='resource file name'/>
Adding new resources to the chargenmorphcfg.xml file
If the mod you are installing already has a chargenmorphcfg.xml file:
- change its name to another name (like NewChargenmorphcfg.xml) and open it using Notepad in one window.
- Open your chargenmorphcfg.xml in another Notepad instance.
- Compare your xml file (chargenmorphcfg.xml) and the one from the mod (NewChargenmorphcfg.xml in the example) and copy all the <resource name='name of the resource'/> lines that are in the NewChargenmorphcfg.xml and not on your xml file, each one in its right section and subsection.
- Save your chargenmorphcfg.xml file
If the mod you are installing doesn't have a chargenmorphcfg.xml file:
- Open your xml file using Notepad or any other txt editor.
- Locate the section you want to modify: if you are adding new hairs, go to the <hairs> section, if you are adding new eye colours go to the <eyes_colors> section, and so on.
- If the section you are going to modify contains subsections, like in the case of the <hairs> section, locate the subsection of the race you are adding the hairs to: if you are adding hairs for human female characters, locate the <human_female> subsection that is between the <hairs> and </hairs> tags.
- Look at the mod files and add as many <resource name='name of the resource'/> entries as files added by the mod, replacing 'name of the resource' by each file name.
- Save your chargenmorphcfg.xml file
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Overview
This document describes how to get modifications (mods) for BioWare's Dragon Age (DA) to work in your game. While they are considered 'unofficial', BioWare produced and released the 'Dragon Age Toolset' specifically to allow and promote the creation of these mods. This Guide does NOT provide instructions for any particular mod, or contain any discussion of how to use the 'Toolset' or the in-game 'Command Console'. Others may have different tips, but with these you can get enough of the basics to figure out what you're doing. At the end are some links to places for finding, evaluating, rating, and discussing the thousands (yes, thousands!) of DA mods. Happy Modded Gaming!
Why use a mod? To customize your game to be more of what YOU want it to be, and to add hours of exciting new adventures beyond the amazing experience BioWare provided!
Assumptions
While mods for DA are fairly easy to use, one thing that may not be clear to new players is that they come in a variety of forms, each of which requires certain steps to get working in your game. These tips are designed to get you started, but they presume you already understand basic PC file and folder terms and activities (downloading, saving, copying, etc.)
NOTICES AND DISCLAIMERS
Copyrights. Electronic Arts (EA) is the copyright holder for the DA game and the materials it contains. Please respect the intellectual property rights of EA, BioWare, (the game's developer) and the authors of any mods.
Safety. Legitimate mods for DA aren’t executable files and can’t introduce malware or alter your computer system's basic operation. They are quite safe, (subject to the usual precautions regarding files obtained from any internet source.) Mods do not make any changes to the game's basic files. Mods are placed in completely different folders, and can easily be deleted entirely to return your DA game to its original state. Please be sure to make back-ups of your saved games before installing any mod. This Guide does not endorse any specific mod, nor are the authors responsible for a given mod's behavior. Any files mentioned in this Guide are examples for illustrative purposes only.
What Are Mods?
The term 'mod', in gaming, can used to mean either 'modification' or 'module'. The more commonly used sense is when referring to a FREELY DISTRIBUTED, player-created, file (or files) modifying something about a game. Very large and complex mods that create whole new sections, adventures, characters, or areas within the game are often called 'modules'. (And technically, the Developer also creates modules. In fact, BioWare often refers to their official Downloadable Content (DLC) for DA as 'expansion modules'. So all Community- or Player-Created modules are 'mods', but not all mods are 'modules'!)
While a mod(ule) can affect anything and everything within the game, most mods only do one, or a very few things. And most of those things fall into a few obvious categories:
- a) Appearances. Changes to the way existing elements of the game look. Within DA, 'facemorphs' (called so because they change a character's face) are probably the single most common appearance mod. When used directly in the game, this type of mod usually consists of just a '.mor' file.
- b) Items & Equipment. These mods add one or more items to the game. These may simply be items in the game the author thought needed some 'small tweaks', or they may be things that have characteristics, attributes, or abilities ('stats') very different from anything in the original.
- c) Bug Fixes. As the name would imply, these correct things the author believes to have been mistakes or problems with the original game.
- d) Improvements & Enhancements to Play. This kind of mod makes changes in the way the game actually functions. These go beyond 'Bug Fixes' to introduce new actions or effects.
- e) Full Modules. As mentioned above, modules can add new sections, adventures, characters, companions, and whole areas. These are some of the largest mods.
How Are Mods 'Packaged'?
Most DA mods are distributed in one of the common compressed forms ('.zip', '.rar', '.7z', etc.) You'll need the appropriate utility, ('WinZip', 'WinRAR', '7-Zip', etc.) to unpack them in order to have the mod itself. Many players download and unpackage their mods in a separate location (to a folder named 'My DA Mods', for example) in order to determine what type they are and what to do with them.
- NOTE: See here for a table of various compression formats and their associated utilities; List of file archivers.
Within those compressed files, mods are usually found in one of three formats; '.dazip', '.override', 'everything else'.
See the next section for a discussion of each of these.
See the next section for a discussion of each of these.
Installing Mods
Once you have the mod unpackaged, (if it needed to be) then each type needs to be treated slightly differently.
- a) '.dazip' files. A '.dazip' is a collection of files specially structured to be handled by the built-in program 'DAUpdater.exe'. DAUpdater is a standalone executable found in the following location: 'C:/[program files)]/Dragon Age/bin_ship'. Once you have started it, point DAUpdater to the location of the '.dazip' file you want, and chose 'Install dazip'.
- NOTE 1: The progress bar will reach 100%, but the status message never changes to 'Completed'. It's OK, the mod is installed.
- NOTE 2: This is the same procedure used to install the 'official' BioWare DLC if you download it directly from the EA servers rather than using the in-game process.
- NOTE 3: You can also use either of the two 'manager' utilities:
- DAO ModManager (DAMM), or DA Modder (DAM).
- These two manager utilities help with the housekeeping chores associated with some specific mod file-types.
- b) '.override' files. These are mods specially created to work with DAMM. They are often ones that interact with OTHER mods and are highly configurable. See the DAMM user's guide for information on how to install the program and use these mods. Only a very few mods are '.overrides'.
The vast majority of DA mods fall into the next category.
- c) 'Everything Else'. A mod might be a '.mor' for a new face, or a '.cut' for a new animation scene. It might be a '.dlg' with new dialogue, or a '.ss' with new voices.
- If the mod's instructions say, 'Place in your override folder.' it does not need to be 'installed'. As the instruction indicates, simply place it in the folder named 'override' located under: 'C:/[user's documents]/Bioware/Dragon Age/packages/core'.
- NOTE 1: If this folder does not exist, (which may be the case if this is your very first mod) just create it.
- NOTE 2: Players often place each mod in their '/override' folder into its own sub-folder (named whatever they choose) so that it can be easily identified, (since some mod's file names aren’t much help) and so the entire mod can be deleted without hunting through lots (potentially hundreds!) of other files to find all the pieces.
- NOTE 3: Steam and D2D installs use slightly different folder structures than the retail disc version. Adjust accordingly.
Changing a Character's Appearance
Changing the appearance of the Player-Character (the 'PC', aka 'Your Warden') works differently than changing the appearance of any Non-Player Character (NPC).
- a) Your Warden. When a DA mod is designed to work with the Character Creator (CC) element of the game to add new looks (e.g. hairstyles, eye colours, tattoos) for a new, player-made protagonist, it must interact with the CC using an '.xml' file named the 'Character Generator Morph Configuration' ('chargenmorphcfg.xml'.) If you want to use more than one of these mods at the same time, you must merge the contents of the multiple 'chargenmorphcfg.xml' files into a single one. This can be done manually, and the article 'Installing cosmetic mods for Dragon Age' describes the process. Also TerraEx, (a fellow player and modder) has made an excellent utility program, 'CharGenMorph Compiler', to do this for you automatically.
- b) Changing your Warden's appearance after you've started a game also requires a new '.mor'. One that has the look you want. Several mods make the process of substituting one face for another fairly easy. All of them, (e.g. NewByPower's 'DA Face Replacer') work by having you create the 'right' face on a new character, then replacing your current PC's face with that one.
- NOTE: More sophisticated 'plastic surgery' on an existing face is possible using the Toolset, but that is beyond the scope of this mini-tutorial.
- c) All NPCs. One of the most common types of mod is the 'facemorph'. (The ones for Morrigan and Leliana seem to be particularly popular… wonder why?) If you want to change an NPC's appearance then you need a '.mor' file with the new face. If you unpack a facemorph mod and get a '.mor', just put it in your 'override' folder. Once there it will be used to replace the named character's face in-game (presuming the author gave it the correct filename.)
- NOTE: A new '.mor' will not change the NPC's look in any of the '.bnk' movies (the ones in Denerim with Loghain are this type.) Unlike any cutscenes in which your PC appears, those are static files which a mod doesn't affect.
Uninstalling Mods
- a) Any mod installed with the DAUpdater program can be disabled within the game simply by 'unticking' the box next to that mod in the 'Installed Content' screen found under 'Downloadable Content' from the main menu. These mods can’t really be uninstalled except by manually finding all the pieces and deleting them.
- b) Any mod installed with either DAMM or DAM (see above) can be disabled by unticking the box next to the mod's name, (just like for DAUpdater) and removed by right-clicking on the mod within that program's menu and selecting 'Uninstall'. (DAMM has a further 'Delete' step, but use the 'Uninstall' first.)
- c) Any mod placed in your '/override' folder is uninstalled simply by removing it from that folder.
- Either delete it, or cut-n-paste it elsewhere. Both ways work.
Compatibility and Conflicts
Not all mods work and play well with others. Be sure to make a 'Named Save' before installing a new mod. (And if you’re especially paranoid, make a backup of your saved games and characters folder: 'C:/[user's documents]/Bioware/Dragon Age/Saves')
- a) The rule is 'Only one mod can change the same part of the game's content at a time.' So if you install two mods that both change conversations with Zevran, unless they are made to be compatible with each other you'll only get the new lines of dialogue from one of them (or in extreme cases, if used together they might cause the game to crash.) This is especially important to understand with any 'romance' mods. Read the Readme for your mods!
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- Fix: Delete one or both of the conflicting mods. Always presume that a new problem is due to the mod you just added, conflicting with the mod you most like!
- b) Missing Items. Ever since game patch 1.03, (which changed the way a brand new game loads for the first time) many (most?) mods that ADD ITEMS to your inventory will fail with a BRAND NEW game until after you've made your first save.
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- Fix: Disable/Remove the mod until you’ve played your new game to the point where you can make a save. Save, Exit, Re-Enable the mods, Re-Start the game and Load the Save you had just created. The items will now be added to your inventory as expected.
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- c) Some mods don't react well to some of the official BioWare DLC. The best known conflicts are with 'Leliana's Song' and 'Witch Hunt', (and that one stupid hot spot on the Alienage gate in 'The DLC Which Must Not Be Named'.)
- Fix: Disable (untick) these on the 'Installed Content' menu unless actually playing them. Disable/Remove the mods if you have conflicts when playing any of these DLC.
Links to More Information
Now that you have an idea of how to use mods in Dragon Age, here some links to mods and other resources you might like:
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BioWare Continuity Network (BCN). This is listing of, and a repository of some (most?) of, the mods that used to be hosted on the BioWare Social Network (BSN) before that site was shutdown. If you see a reference to a mod as being found on the BSN, it might now be preserved here.
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Dragon Age Nexus. Coldfusion 11 keygen. Independent site for DA mods and discussions. Requires requires a (FREE) registration to download files. Players new to modding might begin by using the 'Categories' search function, as well as the links for 'Top 100', and the 'Most Endorsed - All Time'. This will give a good overview of the kinds of mods available.
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