Started making hair for Revan. Curly mess. I have no idea what I am doing. Send help.
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Started making hair for Revan. Curly mess. I have no idea what I am doing. Send help.
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*)
DAI Mod Maker Issue
1.Hey guys! I’m trying to get back into modding DA:I, but I’m having issues with the Mod Maker. I’ve reinstalled SlimDX SDK, updated to the latest version of Mod Maker, repaired my game to ensure that the patch is fresh, and deleted any caches I had. I can preview and export vanilla textures just fine. But anything that is modded, for every single mod that I’ve tried, will not work. I get an error when trying to preview, and then when I try to export, I get another error and the Mod Maker crashes. This is the error -
DAIModMaker version: 1.1.0.19 Timestamp (UTC): 8/5/2016 1:13:13 PM
Exception message: Object reference not set to an instance of an object. Source: DAI.ModMaker Target: Boolean Run(DAI.FrostbiteAssets.AssetContainer, System.String, System.String ByRef)
StrackTrace: at DAI.ModMaker.DAIModules.Export.TextureExport.Run(AssetContainer InContainer, String OutPath, String& Errors) in D:\Dev\DAIModTools\Release\Tools v1\DAIModMaker\DAIModules\Export\TextureExport.cs:line 81 at DAI.ModMaker.EbxPreviewWindow.ExportAssetMenuItem_Click(Object sender, RoutedEventArgs e) in D:\Dev\DAIModTools\Release\Tools v1\DAIModMaker\windows\preview\EbxPreviewWindow.xaml.cs:line 136 at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
*edit*
So this is interesting...the really old version that I’ve been hanging onto (1.31 Alpha) works just ducky to preview and export modded textures...except the large ones, like a 5k Cullen armor. I’m really at a loss now.
I’m hoping that someone will be able to help me out before I go bothering the Mod Maker peeps.
Attention All Dragon Age Modders!! Okay, now this is my first time modding, and i just did this hair that i want to use but whenever i try to import the mesh it keeps saying as you see above, that the resource failed to import: input string was not in a correct format.. I’ve tried to search for posts about it, though the only one i found said the problem was because the time format wasn’t in english form.. Last time i checked my computer was so i am pretty lost here.. Do they mean something else? Please help!! 🙇🙇
Maker's breath Decided to find out the cause of the problems in Task Manager.. It was hilarious. Thanks.
do you know where the outerwear skyhold outfit textures are in the modding tool?
Female: Data->da3->inquisitorjill->appearances->var1
Male: Data->da3->inquisitorjim->appearances->var1
Importing meshes in ModMaker.
I have reported this bug to the coders, but i’m mostly just curious if anyone else is experiencing this issue. As i don’t know anyone in the DAI modder community, i figured i’d ask here. I’m using the latest version of ModMaker through DAI tools suite.
When i try to import a hair mesh into the ModMaker (doesnt matter if it’s modified or not), i get this error message saying something like “Resource failed to import: Input string is not in the correct format.”
Am i the only one with this issue?
Word of Mod Note: Although we know that you figured this out due to your thread on the DAI Tools forum, the Word of Mod thought this might be useful to any other enterprising modders out there who might run into the same problem. In this case, the error was caused by the modder’s date/time format not being in U.S. English format. So if any modders see a similar error with the Mod Maker, make sure your date/time is in the U.S. English standard.
File Size Bloat
Patch level you are running: 10 DLCs you have installed: Jaws of Hakkon, The Descent, All item packs Specific mod issue (if applicable): Efficiency issue in Mod Maker Brief summary of issue: I ran across an interesting issue last night while saving multiple versions of a qunari makeup mod I’m working on. While the first .DAIMOD file size was only 292kb, each successive mod jumped up in size by anywhere from 300-400kb. The last file was 2610kb. Troubleshooting performed so far: I found that closing and reopening the mod maker for each save keeps the file size consistent and small for each mod. The issue seems to be importing a texture over and over again. Simply hitting “new” before importing a new texture didn’t seem to shrink the file size. Opening an existing mod from a freshly launched program does not work for me either. It’s easy to work around, and I suspect only an inconvenience for people like me who think that eight iterations of something is perfectly reasonable, but I figured it’s worth bringing to your attention. A 2mb file isn’t huge, but it could really cause performance issues with a mod more in-depth than just a texture swap.
Word of Mod Note: Hmm, this is actually something which might be better reported directly to the DAI Dev Team, though in . Please use this post as a guideline of sorts to report the issue, although in your case, you would be reporting what version of Mod Maker rather than the version of Mod Manager, and also report which textures you’re trying to modify rather than a list of mods you use.
Thank you for letting us know, though!