Fixes issues with Thedosian Grey Wardens' normal maps. 4k and 2k available.
This mod fixes the normal map issues inĀ Thedosian Grey WardensĀ , where the mage normal map lacked detail and the other two normal maps were pointing the wrong way.
Fixes the dialogue files and tlk strings for Kester, Bodahn, and two bartenders in the toolset database. Toolset only.
This mod fixes an issue in the DAO toolset's database where two conversation files (and thus their string entries) were empty. It will have no effect on the game itself, and is purely a modding resource.
The database provided with the DAO toolset has broken (empty) dialogue files for Kester, Bodahn, Danal (owner of Dane's Refuge in Lothering), and the Gnawed Noble Tavern's bartender (cir100_kester and main_rumour_man, which covers the latter three). TheĀ Single Player and core resource source filesĀ will also throw an error for these specific files if you try to import them from it using Builder-to-Builder Load.
This means that, other than not being able to view/edit those files (including all the rumours in the game), the String Editor in the toolset is also missing the strings from these conversations, meaning that exporting the singleplayer talktable from the toolset without these fixes will introduce problems in these conversations such as invisible subtitles (and possibly non-controllable conversations).
This mod is a Builder-to-Builder file containing fixed versions of these conversations that can be imported into the toolset to fix your own database files.
A new head for Sten with new hair and tints, along with other edits to tmp7704's Qunari update
A collaboration with commanderstrawberry: Cookies for Sten
We come bearing a new head for Sten, complete with teeth, multiple hair options, a beard that is a beard, a beard that is in fact a dragon tooth necklace for our beloved kadan, earrings, eyeball options, assorted fixes, and new high-res textures (including optional vitaar)!
Sten had an update in early February by commanderstrawberry that made his eye weighting better, so his blinking looks more natural now. He also got optional compatibility files for Natural Bodies users (it basically re-overwrites the qunari body, since Qunari Update is a dazip and is initially overridden by NB).
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Update: v2.0
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
New major features:
The ability to change some textures that were previously restricted to the head's MAO, meaning you can have a default on most heads but change to a different one on whichever you like (makeup/face and scalp skin tint masks, brow/stubble and crew cut masks, and scalp skin texture (with the ability to blend it with another scalp texture like we do with face complexions)).
Apply scalp tattoos!
(General) Raised tint filename length restriction from 10 characters to 128, because 10 characters was abysmal.
(General) Lots of model filters for anyone who makes/edits levels.
I started a new post because the old one was getting too big. See previous updates here.
Reduced the tint filename expansion to 32 characters maximum - the toolset will export longer filenames but not accept them as input. In practice this means an editable suffix of 21 characters maximum (32 includes the file extension ".tnt" and the various tint type prefixes such as "t3_skn_"). Quite a reduction but still more than 3. š I'm assuming this is a global resource filename length restriction since it applies to GDAs and textures too.
Removed two restored sliders from the randomiser, Nostrils Down/Up and Nostrils Back
Hair and beard accessories that use certain node names can have their textures set on a per-headmorph basis. That means you can use the default texture for most characters using it, and specific alternate textures for anyone you like! No alternate meshes necessary, and all textures can exist at the same time in the same game.
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Update: v2.0
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
New major features:
The ability to change some textures that were previously restricted to the head's MAO, meaning you can have a default on most heads but change to a different one on whichever you like (makeup/face and scalp skin tint masks, brow/stubble and crew cut masks, and scalp skin texture (with the ability to blend it with another scalp texture like we do with face complexions)).
Apply scalp tattoos!
(General) Raised tint filename length restriction from 10 characters to 128, because 10 characters was abysmal.
(General) Lots of model filters for anyone who makes/edits levels.
I started a new post because the old one was getting too big. See previous updates here.
Reduced the tint filename expansion to 32 characters maximum - the toolset will export longer filenames but not accept them as input. In practice this means an editable suffix of 21 characters maximum (32 includes the file extension ".tnt" and the various tint type prefixes such as "t3_skn_"). Quite a reduction but still more than 3. š I'm assuming this is a global resource filename length restriction since it applies to GDAs and textures too.
Removed two restored sliders from the randomiser, Nostrils Down/Up and Nostrils Back
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Update: v2.0
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
New major features:
The ability to change some textures that were previously restricted to the head's MAO, meaning you can have a default on most heads but change to a different one on whichever you like (makeup/face and scalp skin tint masks, brow/stubble and crew cut masks, and scalp skin texture (with the ability to blend it with another scalp texture like we do with face complexions)).
Apply scalp tattoos!
(General) Raised tint filename length restriction from 10 characters to 128, because 10 characters was abysmal.
(General) Lots of model filters for anyone who makes/edits levels.
I started a new post because the old one was getting too big. See previous updates here.
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
After much back and forth finding more restrictions to rip out and more stuff to put in, I finally finished my Toolset mod! There are so many things that the headmorph file structure allows that the Toolset didn't...until now :D Two options are available, one where it's possible to ignore any change you don't want to use, and one with a couple of extra changes that will alter how you use the Toolset. Both options also have compatibility files to work with IceBuckets' DA2 character creator mod.
Option 1: Easy Unlock
All modded hairs and beards show up in the default filter in the hair/beard picker. All tattoos show up in the tattoo mask picker.
Feature Selection has an expansion where all the eye/nose/head sliders from all base heads are available to all heads, can be blended together, and will not snap to 100% in the CC.
You can put beards (or earrings masquerading as beards) on everyone. (Of the heads that are not HM/DM, these will only be visible on EM MOPs in the CC, but will work on all heads in MORs.)
Beards won't lock mouth/cheek/jaw sliders on anyone. There are additional sliders to avoid specific head shape changes in the CC.
Some hairs (Duncan's and a few from tmp7704'sĀ Tucked HairĀ mod) have different or removed scalp hair so as not to exceed their hairlines.
Specific hair tint mods that have renamed prefixes will no longer have the "white scalp issue".
Restoration of 13 unused morph targets and expansion of two head-specific sliders to be available on all heads (Elf Ear Shape and Neck Apple). The Elf Ear Shape edit from tmp7704'sĀ Elf UpdateĀ also gets its own slider in addition to the vanilla Elf Ear Shape.
Cosmetic renaming of some sliders.
Option 2: Manual Mode
(In addition to and replacing some of those from Option 1)
Scalp hair pattern is chosen manually instead of being locked to full coverage when a hair is applied.
Scalp tint is chosen manually instead of being generated from the hair tint's name, making it possible to avoid all instances of the "white scalp issue".
Adds DA2-style nose and eye sliders exclusively for EF and EM heads (via tmp7704's elf update meshes). So you can blend that DA2 nose with other nose shapes more easily! And do eyeball things.
New feature: Added an "Icons" filter to the general texture picker filter list ("ico_*.dds") so that you don't have to scroll through the entire known universe when picking one for a UTI.
Bug Fix for Option 1: Hairs that I had specified would have different scalp hair cuts were just...bald underneath. xD Now they have the correct cut.
Bug Fix for both options: The jaw sliders under CC Beard Workarounds were included in the randomiser. Now they are excluded.
This update fixes a significant bug with opening pre-mod MRHs but as a result may require manual correction of MRHs made with earlier versions of the mod if they use the "Jaw Triangle shape" and/or "Jaw Square shape" sliders. (Already-exported MOPs and MORs will be fine.).
When old MRHs were opened with my mod, any use of the old "Jaw Square shape" slider would be picked up by the new "Jaw Square shape" slider rather than the new "Jaw Triangle shape" slider. This is the wrong morph target, so the face looked wrong.
The two sliders have now had their references swapped internally, so old MRHs will now behave correctly: the old "Jaw Square shape" usage will correctly show up in the new "Jaw Triangle shape".
Unfortunately this applies to MRHs made in a previous version of this mod too: they will now have the numbers in the two sliders reversed. This will need to be corrected by hand. (For example if Triangle was 0.2 and Square was 0.5, now Square will be 0.2 and Triangle will be 0.5, and you will need to reverse them.) This is an unavoidable side effect of the fix and I'm truly sorry to create the issue.
This only affects the "Jaw Triangle shape" under "Targets", not the one under "CC Beard Workarounds". MOP and MOR files will not be affected at all.
v1.2 will remain under Old Files for now rather than being archived, so that anyone needing to go back to the old behaviour for any reason can do.
Bug fix for Option 2 with DA2 compatibility only: Manual scalp hair colour control was missing because it accidentally still had the Option 1 code. Fixed. (The standalone Option 2 was not affected.)
I've uploaded a powershell script in Miscellaneous Files that will automatically update MRHs made in v1.2 and older to have their jaw sliders the correct way round when opened in v1.3 and above. It will ignore MRHs that haven't ever been saved by Toolset Unlocked and also MRHs that are already internally the correct way round (ie anything saved using v1.3 and above), so you shouldn't have to think about which MRHs you run it on.
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
After much back and forth finding more restrictions to rip out and more stuff to put in, I finally finished my Toolset mod! There are so many things that the headmorph file structure allows that the Toolset didn't...until now :D Two options are available, one where it's possible to ignore any change you don't want to use, and one with a couple of extra changes that will alter how you use the Toolset. Both options also have compatibility files to work with IceBuckets' DA2 character creator mod.
Option 1: Easy Unlock
All modded hairs and beards show up in the default filter in the hair/beard picker. All tattoos show up in the tattoo mask picker.
Feature Selection has an expansion where all the eye/nose/head sliders from all base heads are available to all heads, can be blended together, and will not snap to 100% in the CC.
You can put beards (or earrings masquerading as beards) on everyone. (Of the heads that are not HM/DM, these will only be visible on EM MOPs in the CC, but will work on all heads in MORs.)
Beards won't lock mouth/cheek/jaw sliders on anyone. There are additional sliders to avoid specific head shape changes in the CC.
Some hairs (Duncan's and a few from tmp7704'sĀ Tucked HairĀ mod) have different or removed scalp hair so as not to exceed their hairlines.
Specific hair tint mods that have renamed prefixes will no longer have the "white scalp issue".
Restoration of 13 unused morph targets and expansion of two head-specific sliders to be available on all heads (Elf Ear Shape and Neck Apple). The Elf Ear Shape edit from tmp7704'sĀ Elf UpdateĀ also gets its own slider in addition to the vanilla Elf Ear Shape.
Cosmetic renaming of some sliders.
Option 2: Manual Mode
(In addition to and replacing some of those from Option 1)
Scalp hair pattern is chosen manually instead of being locked to full coverage when a hair is applied.
Scalp tint is chosen manually instead of being generated from the hair tint's name, making it possible to avoid all instances of the "white scalp issue".
Adds DA2-style nose and eye sliders exclusively for EF and EM heads (via tmp7704's elf update meshes). So you can blend that DA2 nose with other nose shapes more easily! And do eyeball things.
New feature: Added an "Icons" filter to the general texture picker filter list ("ico_*.dds") so that you don't have to scroll through the entire known universe when picking one for a UTI.
Bug Fix for Option 1: Hairs that I had specified would have different scalp hair cuts were just...bald underneath. xD Now they have the correct cut.
Bug Fix for both options: The jaw sliders under CC Beard Workarounds were included in the randomiser. Now they are excluded.
This update fixes a significant bug with opening pre-mod MRHs but as a result may require manual correction of MRHs made with earlier versions of the mod if they use the "Jaw Triangle shape" and/or "Jaw Square shape" sliders. (Already-exported MOPs and MORs will be fine.).
When old MRHs were opened with my mod, any use of the old "Jaw Square shape" slider would be picked up by the new "Jaw Square shape" slider rather than the new "Jaw Triangle shape" slider. This is the wrong morph target, so the face looked wrong.
The two sliders have now had their references swapped internally, so old MRHs will now behave correctly: the old "Jaw Square shape" usage will correctly show up in the new "Jaw Triangle shape".
Unfortunately this applies to MRHs made in a previous version of this mod too: they will now have the numbers in the two sliders reversed. This will need to be corrected by hand. (For example if Triangle was 0.2 and Square was 0.5, now Square will be 0.2 and Triangle will be 0.5, and you will need to reverse them.) This is an unavoidable side effect of the fix and I'm truly sorry to create the issue.
This only affects the "Jaw Triangle shape" under "Targets", not the one under "CC Beard Workarounds". MOP and MOR files will not be affected at all.
v1.2 will remain under Old Files for now rather than being archived, so that anyone needing to go back to the old behaviour for any reason can do.
Bug fix for Option 2 with DA2 compatibility only: Manual scalp hair colour control was missing because it accidentally still had the Option 1 code. Fixed. (The standalone Option 2 was not affected.)
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
After much back and forth finding more restrictions to rip out and more stuff to put in, I finally finished my Toolset mod! There are so many things that the headmorph file structure allows that the Toolset didn't...until now :D Two options are available, one where it's possible to ignore any change you don't want to use, and one with a couple of extra changes that will alter how you use the Toolset. Both options also have compatibility files to work with IceBuckets' DA2 character creator mod.
Option 1: Easy Unlock
All modded hairs and beards show up in the default filter in the hair/beard picker. All tattoos show up in the tattoo mask picker.
Feature Selection has an expansion where all the eye/nose/head sliders from all base heads are available to all heads, can be blended together, and will not snap to 100% in the CC.
You can put beards (or earrings masquerading as beards) on everyone. (Of the heads that are not HM/DM, these will only be visible on EM MOPs in the CC, but will work on all heads in MORs.)
Beards won't lock mouth/cheek/jaw sliders on anyone. There are additional sliders to avoid specific head shape changes in the CC.
Some hairs (Duncan's and a few from tmp7704'sĀ Tucked HairĀ mod) have different or removed scalp hair so as not to exceed their hairlines.
Specific hair tint mods that have renamed prefixes will no longer have the "white scalp issue".
Restoration of 13 unused morph targets and expansion of two head-specific sliders to be available on all heads (Elf Ear Shape and Neck Apple). The Elf Ear Shape edit from tmp7704'sĀ Elf UpdateĀ also gets its own slider in addition to the vanilla Elf Ear Shape.
Cosmetic renaming of some sliders.
Option 2: Manual Mode
(In addition to and replacing some of those from Option 1)
Scalp hair pattern is chosen manually instead of being locked to full coverage when a hair is applied.
Scalp tint is chosen manually instead of being generated from the hair tint's name, making it possible to avoid all instances of the "white scalp issue".
Adds DA2-style nose and eye sliders exclusively for EF and EM heads (via tmp7704's elf update meshes). So you can blend that DA2 nose with other nose shapes more easily! And do eyeball things.
New feature: Added an "Icons" filter to the general texture picker filter list ("ico_*.dds") so that you don't have to scroll through the entire known universe when picking one for a UTI.
Bug Fix for Option 1: Hairs that I had specified would have different scalp hair cuts were just...bald underneath. xD Now they have the correct cut.
Bug Fix for both options: The jaw sliders under CC Beard Workarounds were included in the randomiser. Now they are excluded.
This update fixes a significant bug with opening pre-mod MRHs but as a result may require manual correction of MRHs made with earlier versions of the mod if they use the "Jaw Triangle shape" and/or "Jaw Square shape" sliders. (Already-exported MOPs and MORs will be fine.).
When old MRHs were opened with my mod, any use of the old "Jaw Square shape" slider would be picked up by the new "Jaw Square shape" slider rather than the new "Jaw Triangle shape" slider. This is the wrong morph target, so the face looked wrong.
The two sliders have now had their references swapped internally, so old MRHs will now behave correctly: the old "Jaw Square shape" usage will correctly show up in the new "Jaw Triangle shape".
Unfortunately this applies to MRHs made in a previous version of this mod too: they will now have the numbers in the two sliders reversed. This will need to be corrected by hand. (For example if Triangle was 0.2 and Square was 0.5, now Square will be 0.2 and Triangle will be 0.5, and you will need to reverse them.) This is an unavoidable side effect of the fix and I'm truly sorry to create the issue.
This only affects the "Jaw Triangle shape" under "Targets", not the one under "CC Beard Workarounds". MOP and MOR files will not be affected at all.
v1.2 will remain under Old Files for now rather than being archived, so that anyone needing to go back to the old behaviour for any reason can do.
Makes the goblet behave correctly when wearing modded clothing or armour, puts gloves on the PC, allows replacement of Duncan's dagger, and
The main function of this mod is to stop the chalice/goblet rotating weirdly when using some modded armour/clothing in the Joining cutscene in the base game. Vanilla and modded armour/clothing not affected by the issue will still behave correctly. It also:
Puts the PC's gloves on, avoiding issues like missing hands, or bare hands intersecting with gloves.
Makes it possible to replace Duncan's dagger without also replacing all instances of the hooked elven dagger.
Stops Duncan's dagger appearing/disappearing in his hand while in shot.
Gives Jory a greatsword instead of a longsword (and de-tints his longsword item to match it).
Makes DF wardens use a separate cutscene file rather than the DM file.
Puts the goblet on the table when Duncan sets it down for a bit.
It will not affect the language you play in, thanks to a little manual editing and a lot ofĀ this very handy file patching tool.
It will not affect the Joining cutscenes in Awakening (and please don't ask me to fix them -- the source files are not available).
It will not have any effect on the armour/clothing itself.
Compatibility files available for GWoF and Dall's Rescaled Weapons, and there's an optional file for making Duncan's dagger the grey warden dagger available in GWoF/tmp7704's warden armours.
Makes The Witcher 3 Wardrobe compatible with Natural Bodies, and fixes a bug that made the Kaer Morhen armour tint with the character's skin
This mod solves an issue inĀ The Witcher 3 WardrobeĀ where the skin areas look wrong if you have a body replacer based on Natural Bodies installed, so that you can use both at once. It will not cause issues if you're using the vanilla bodies.
It also fixes an issue where the Kaer Morhen armour tints to the character's skintone.
There is an optional file to remove the amulet and trophy hook from the Kaer Morhen armour.
Fixes a bug in Dalls_Rescaled Weapons that made Starfang and Maric's Blade use generic appearances.
This mod fixes a bug inĀ Dalls_Rescaled WeaponsĀ where Maric's Blade and the two Starfangs used the generic textures of the swords they shared models with (ie boring grey blades rather than fancy and glowy). It will not edit the textures directly, just point the models to the correct ones.
There is also an optional file with a quick fix for the specular map for the greatsword Starfang (and its generic cousins), so that it doesn't look like it was dipped in nail polish.
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
After much back and forth finding more restrictions to rip out and more stuff to put in, I finally finished my Toolset mod! There are so many things that the headmorph file structure allows that the Toolset didn't...until now :D Two options are available, one where it's possible to ignore any change you don't want to use, and one with a couple of extra changes that will alter how you use the Toolset. Both options also have compatibility files to work with IceBuckets' DA2 character creator mod.
Option 1: Easy Unlock
All modded hairs and beards show up in the default filter in the hair/beard picker. All tattoos show up in the tattoo mask picker.
Feature Selection has an expansion where all the eye/nose/head sliders from all base heads are available to all heads, can be blended together, and will not snap to 100% in the CC.
You can put beards (or earrings masquerading as beards) on everyone. (Of the heads that are not HM/DM, these will only be visible on EM MOPs in the CC, but will work on all heads in MORs.)
Beards won't lock mouth/cheek/jaw sliders on anyone. There are additional sliders to avoid specific head shape changes in the CC.
Some hairs (Duncan's and a few from tmp7704'sĀ Tucked HairĀ mod) have different or removed scalp hair so as not to exceed their hairlines.
Specific hair tint mods that have renamed prefixes will no longer have the "white scalp issue".
Restoration of 13 unused morph targets and expansion of two head-specific sliders to be available on all heads (Elf Ear Shape and Neck Apple). The Elf Ear Shape edit from tmp7704'sĀ Elf UpdateĀ also gets its own slider in addition to the vanilla Elf Ear Shape.
Cosmetic renaming of some sliders.
Option 2: Manual Mode
(In addition to and replacing some of those from Option 1)
Scalp hair pattern is chosen manually instead of being locked to full coverage when a hair is applied.
Scalp tint is chosen manually instead of being generated from the hair tint's name, making it possible to avoid all instances of the "white scalp issue".
Adds DA2-style nose and eye sliders exclusively for EF and EM heads (via tmp7704's elf update meshes). So you can blend that DA2 nose with other nose shapes more easily! And do eyeball things.
New feature: Added an "Icons" filter to the general texture picker filter list ("ico_*.dds") so that you don't have to scroll through the entire known universe when picking one for a UTI.
Bug Fix for Option 1: Hairs that I had specified would have different scalp hair cuts were just...bald underneath. xD Now they have the correct cut.
Bug Fix for both options: The jaw sliders under CC Beard Workarounds were included in the randomiser. Now they are excluded.
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
After much back and forth finding more restrictions to rip out and more stuff to put in, I finally finished my Toolset mod! There are so many things that the headmorph file structure allows that the Toolset didn't...until now :D Two options are available, one where it's possible to ignore any change you don't want to use, and one with a couple of extra changes that will alter how you use the Toolset. Both options also have compatibility files to work with IceBuckets' DA2 character creator mod.
Option 1: Easy Unlock
All modded hairs and beards show up in the default filter in the hair/beard picker. All tattoos show up in the tattoo mask picker.
Feature Selection has an expansion where all the eye/nose/head sliders from all base heads are available to all heads, can be blended together, and will not snap to 100% in the CC.
You can put beards (or earrings masquerading as beards) on everyone. (Of the heads that are not HM/DM, these will only be visible on EM MOPs in the CC, but will work on all heads in MORs.)
Beards won't lock mouth/cheek/jaw sliders on anyone. There are additional sliders to avoid specific head shape changes in the CC.
Some hairs (Duncan's and a few from tmp7704'sĀ Tucked HairĀ mod) have different or removed scalp hair so as not to exceed their hairlines.
Specific hair tint mods that have renamed prefixes will no longer have the "white scalp issue".
Restoration of 13 unused morph targets and expansion of two head-specific sliders to be available on all heads (Elf Ear Shape and Neck Apple). The Elf Ear Shape edit from tmp7704'sĀ Elf UpdateĀ also gets its own slider in addition to the vanilla Elf Ear Shape.
Cosmetic renaming of some sliders.
Option 2: Manual Mode
(In addition to and replacing some of those from Option 1)
Scalp hair pattern is chosen manually instead of being locked to full coverage when a hair is applied.
Scalp tint is chosen manually instead of being generated from the hair tint's name, making it possible to avoid all instances of the "white scalp issue".
Adds DA2-style nose and eye sliders exclusively for EF and EM heads (via tmp7704's elf update meshes). So you can blend that DA2 nose with other nose shapes more easily! And do eyeball things.
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
After much back and forth finding more restrictions to rip out and more stuff to put in, I finally finished my Toolset mod! There are so many things that the headmorph file structure allows that the Toolset didn't...until now :D Two options are available, one where it's possible to ignore any change you don't want to use, and one with a couple of extra changes that will alter how you use the Toolset. Both options also have compatibility files to work with IceBuckets' DA2 character creator mod.
Option 1: Easy Unlock
All modded hairs and beards show up in the default filter in the hair/beard picker. All tattoos show up in the tattoo mask picker.
Feature Selection has an expansion where all the eye/nose/head sliders from all base heads are available to all heads, can be blended together, and will not snap to 100% in the CC.
You can put beards (or earrings masquerading as beards) on everyone. (Of the heads that are not HM/DM, these will only be visible on EM MOPs in the CC, but will work on all heads in MORs.)
Beards won't lock mouth/cheek/jaw sliders on anyone. There are additional sliders to avoid specific head shape changes in the CC.
Some hairs (Duncan's and a few from tmp7704'sĀ Tucked HairĀ mod) have different or removed scalp hair so as not to exceed their hairlines.
Specific hair tint mods that have renamed prefixes will no longer have the "white scalp issue".
Restoration of 13 unused morph targets and expansion of two head-specific sliders to be available on all heads (Elf Ear Shape and Neck Apple). The Elf Ear Shape edit from tmp7704'sĀ Elf UpdateĀ also gets its own slider in addition to the vanilla Elf Ear Shape.
Cosmetic renaming of some sliders.
Option 2: Manual Mode
(In addition to and replacing some of those from Option 1)
Scalp hair pattern is chosen manually instead of being locked to full coverage when a hair is applied.
Scalp tint is chosen manually instead of being generated from the hair tint's name, making it possible to avoid all instances of the "white scalp issue".
A new head for Sten with new hair and tints, along with other edits to tmp7704's Qunari update
A collaboration with commanderstrawberry: Cookies for Sten
We come bearing a new head for Sten, complete with teeth, multiple hair options, a beard that is a beard, a beard that is in fact a dragon tooth necklace for our beloved kadan, earrings, eyeball options, assorted fixes, and new high-res textures (including optional vitaar)!
Fixes a bug in Thedosian Grey Wardens that made the armour tint with the character's skin colour.
This tiny mod fixes an issue inĀ Thedosian Grey WardensĀ where the armour tints to the character's skintone.
I haven't actually tested this as I don't currently have TGW installed, but it should work. If you find this useful and want to submit screenshots with actual proof that it works I would be delighted š