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theskymoves

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    BG3, ESO, Baldur's Gate EE
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    Dragon Age: Origins, Morrowind

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  1. hf_eye_mora.mao should be the Morrigan eye MAO. And qm_eye_stna.mao would be the MAO for Sten's eyes. Looks like there are two 'normal' eye MAO's (uh_eye_nrma.mao and pn_eye_nrma.mao). I don't know how - or if - they work together. DAO files are like a puzzle box, with a maze of nested and branching and interlocking assets.
  2. Reflective surfaces would have something to do with the specular map or settings. I'd start by comparing the MAO files for the default tintable eyes, against the non-reflective unique morrigan eyes and the qunari eyes, to see if there's any oblivious difference in the way reflections are handled. The toolset probably isn't going be of any use, though, unless you use it to extract the MAOs from the applicable ERF. (pyGFF can also be used for extracted from ERF archives.) The MAO files should be in materialobjects.erf, and they can be viewed in a plain text application, like Notepad or Notepad++.
  3. From what I can tell, reading through the comments on the mod, Alistair's Revised Romance rewrites the Landsmeet completely, and a Cousland Warden no longer has the chance to choose at the Landsmeet whether a hardened Alistair will rule and to get engaged to him. Per the mod's author, in one post: You do have the option to rule beside him, but if he is hardened you just don't have the option to spring it on him for the first time during the landsmeet, i.e. you have to talk to him about it either before or after it. And while those choices don't show up during the actual landsmeet they have ramifications later on. Advice would be to keep playing and talk to him to get the follow up scenes. In fact there are a number of ways to become engaged to him if he is king as alternates to just announcing it at the landsmeet. And while it isn't a perfect solution, it was the best I could do given the limitations of the dialogue and toolset. But the added dialogue and cutscenes should make up for it. So while it does sound like you originally had a conflict with another mod (resolved by installing the override package); it appears the mod is now working as intended.
  4. Do you have any mods installed? If you do, what are they?
  5. Right. The Bulwark of the True King item in DAO isn't the same item as the one in Awakening. DAO version is prm000im_bulwarktk.uti DAA version is prm000im_ep1_bulwarktk.uti While they have the same name, they are entirely different items.
  6. Oh, do you just want items to be able to scale to use the Awakening T8 and T9 materials? Because if that is the case, all you need to to is use the material IDs like Armor, All Leather/Weapon, All Metal/Shield, All Wooden, etc. The Awakening GDA for material scaling use the same IDs as DAO, but they also include the T8 and T9 materials in the scaling range. In other words, a sword that has the ID 43 'Weapon, All Metal' material scaling will scale using the full T1 (Iron) to T7 (Dragonbone) range in DAO, but in Awakening, the exact same weapon, with the same ID 43 material scaling , will scale further to T8 (White Metal) and T9 (Volcanic Aurum). It might make more sense if you take a look at the Origins and Awakening material scaling GDAs (ts_material.GDA and ts_material_gxa.GDA) and cross reference them with the material types GDAs from each module (material_types.GDA and materialtypes_gxa.GDA). It's easy to see the new Awakening material tiers added to the range. I apologize if that's still not what you are looking for or my explanation is unclear.
  7. Do you want a different set of stats for Awakening (than in the base game?)... like the DLC items that spawn as more powerful versions in the expansion? If so, that would require a second set of items, with the same names but your preferred DAA stats, and a way to add them to the game (console script, auto spawn, etc.). There's no way to automatically update an existing/imported item with new stats for another module.
  8. Hunter1 is a DAzip (in your DAzips-5 image.) The Approval System Overhaul is overriding (replacing) the alistair_main files in the IRS-Alistair DAzip. That renders IRS-Alistair pointless in your install, since that file does (fixes, restored dialogue, and additional relationship content) can be accessed if those IRS-A files are ignored by the game. The game won't function correctly with toolset junk files in play. Any time the toolset is used, it's important to make sure such files aren't left behind, and if they are, that they be deleted. (I would never use the toolset with my playable override folder active. I'd first 'remove' it - by changing the name to override.BAK. And then replace it with a manually created empty override folder, or one with just the files (or copies of them) necessary for whatever project I was working on.
  9. @gioveb - I haven't actively modded DAO in years, and don't even have the toolset installed... any file I have access to would be something anyone could extract from the game files.
  10. I'm about a quarter of the way through comparing and reviewing the list, and a couple of things are jumping out at me. It looks like the DAzip mod IRS-A (Improved Romance Scenes and Fixes - Alistair), and multiple override mods - ZDF, Dialogue and Approval System Overhaul, and the ARR Human Commoner override all use alistair_main.dlg/alistair_main.dlb. (There are other conflicts as well, since ZDF and Dialogue and Approval System Overhaul both use zevran_main.dlg/dlb; Zevran Romance Scenes and IRS-A requires a compatibility patch,etc.) TBH, I'm not sure if that is something that can be fixed mid playthough... the Dialogue and Approval System Overhaul in particular is a mod I'm not familiar with (other than looking at the file names). Having any conflict between mods that affect dialogue and plot flags will usually result in Bad Things Happening, though. I'm also a bit concerned by all those loose scripts (NCS) files in the root of your override... can you identify what mod they are from? They send up a red flag for me, since they look like the sort of junk files that the toolset generates, which are game breaking. (The relevant files can show up in the root of the override, in toolsetexport, and even in a new folder that the toolset creates. So if you have been using the toolset at all, and haven't been cleaning up after it, that would be anoother place to look for a possible cause. Also so far, I've been unable to identify several mods ( Hunter 1; Spirit Healer Trainer; 0011AA,; Alistair's Promise) The ones I'd like to look at - to rule them out as problematic - are 0011AA, and Alistair's Promise.
  11. A DAzip could include relevant files as well. I'm not sure how you could easily list that many mods, other than listing them in a post or as you suggested, screenshots of the folders. (I keep a spreadsheet of installed mods, but I'm a crazy person and no-one else is that crazy, too.)
  12. I'd say typical beginner mods are things like face morphs, retexturing or recoloring items, adding new equippable items based on existing models, changing the equipped items on NPCS, altering stats and restrictions on items. More advanced would be mods that add new models to the game (hairstyles, armor, weapons, statics), both new creations and ports from other games. And mods that alter gameplay mechanics, probably, though to be honest, they can also be very easy to make and very difficult, depending on what edits are made. Things like adding new spells/talents/classes would most likely fall in the intermediate-to-advanced realm. Cutscene mods are probably also intermediate-to-advanced. More advanced still, IMO, would be things like expansion modules, and adding new maps to the game, or quests, or new companions and NPCs. Or making dramatic alterations to existing content like overhauling the combat system. Or a large scale overhaul of a romance. Or a UI overhaul. And bug fixes can be either simple, easy mods, or complex. But at the end of the day beginner/intermediate/advanced really depends on what skills someone brings to the modding table. And what things the modder feels can be added or changed in a game. As an example, many modders convert or create hairstyle mods as their first project. And though I've been modding games for almost two decades, just the thought of doing any 3D modeling makes me queasy... it's not a skill I have any capacity for, at all. So it's a case-by-case thing, where best to start.
  13. The dialogue file that contains the Denerim parts of 'Alistair's Family' is alistair_main.dlg (and there is a corresponding alistair_main.dlb, as well). If you post a complete list of installed mods, I might be able to point out any obvious conflicts.
  14. "Merging" mods that replace NPC morphs would be picking and choosing which morphs to use from two or more mods, removing the unwanted/conflicting morphs, and possibly creating a "personal" mod that includes that preferred selection of files. For example, I use DA Redesigned Recommended version as my "base" headmorph replacer mod. But since I've created my own headmorphs for all the elves in DAO/DAA, utilizing the meshes, textures, and tints from tmp7704's DA2-style elf update, my files would conflict with DAR's elf morphs. And I also have quite a few morphs I've created for major NPCs and companions, in addition to using a handful of morphs for various NPCs by other modders. So I've created pair of "personal" mods. One (zz_DAO_morphs) contains three sub-folders: DAO_NPC_morphs // the several DAO NPC morphs by other modders, and DA Redesigned (Recommended, but without all elf morphs and any morphs which conflict with my creations, the DAA morphs, or the non-DAR morphs by other modders) DAA_NPC_morphs // all Awakening NPC morphs not made by me or from DA Redesigned tsm_NPC_morphs // all the morphs I've created myself + the support files from elf updateDA2 style elves The other (aa_cosmetic_mod_misc1) contains all support files for the NPC morphs (i.e., Dracomies True Textures, tucked hair, and other cosmetic mods, as required). Because I intend to use the same files in future installs, I've created (and archived) those two compilations into DAO ModManager-installable .override packages, so I don't have to do the hard work of tracking down requirements or comparing files for conflicts again. And I keep track (TXT file in each of the overrides) of what mods each file originally came from, in addition to using subfolders with identifiable names (so there's no risk of confusing where proper credit is due).
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