Dragon Age Inquisition Nude Mod
Dragon Age, Inquisition Mods. Dragon Age: Inquisition Nude Mods Released for PC. Girlplaysgame 5 years ago 3 Comments. Facebook; Prev Article Next Article. Well, that was quick. The pervy fans of Bioware never cease to amaze (and I mean that as a compliment!). Unfortunately, the nude base models in the game have awkward Ken/Barbie doll.
- Texture formats – DAO Toolset Wiki
- Texture information for aspiring modders – Ottemis
- DA:I Normals explained – Ottemis
To edit your textures, you’ll need a program such as Adobe Photoshop (monthly charge), or GIMP (free), or anither similar image editor. In addition, you’ll also need a way to both open .dds files and save them in the correct format.
There are two methods for doing so. The first is to install plugins that will allow your image editor to open and save the files natively. For Photoshop, that would be NVIDIA Texture Tools for Adobe Photoshop and Intel Texture Works Plugin for Photoshop. The older NVIDIA extension is preferred for modding Origins or DA2. Both have widespread use for modding Inquisition.
Dragon Age Inquisition Body Mod
The other method is to use a third party program to convert the .dds to and from a lossless image format such as Targa and open that in your image editor instead. The recommended program for so doing is AMD’s Compressonator.
When editing textures you will want to be able to view and switch easily between the different channels. In Photoshop, you can open this pane from the “Window” dropdown in the menu bar. It will look something like this:
Other Programs of Interest
- Windows Texture Viewer is a free lightweight file viewer, also by NVIDIA, that will open most DDS formats and displays the compression format, dimensions, and mips for easy reference. It’s crashy.
- SageThumbs is a free shell extension that allows Windows Explorer to display thumbnails and previews for many otherwise unsupported filetypes such as dds, psd, ai, tga, etc.
- Note that both of the above two programs will struggle with Intel textures exported from Frosty Tool Suite where they won’t with textures exported from DAI Mod Maker or earlier games. This is because the Intel texture formats used by Frostbite have less widespread support than the older NVIDIA texture formats.
The DDS format is commonly used for textures in video games. When modding Dragon Age you’ll only be dealing with a handful of compression formats, these being the most relevant:
- DXT1/BC1 and DXT5/BC3
- These are lossy formats that will comprise most of the textures you work with, including diffuse, specular, (non-DAI) normal, and (non-DAO) tint maps.
- DXT is NVIDIA compression and BC is Intel compression, but these particular formats are interchangeable
- DXT1/BC1 format should be used for any texture without an alpha channel. DXT5/BC3 should be used for any texture with data in the alpha channel.
- A4R4G4B4 (or 188.8.131.52 RGB, or etc.)
- This is a lossless format generally used for DAO tint maps. It’s 16 bit, as opposed to the more expansive 32 bit A8R8G8B8/184.108.40.206 RGB you might encounter in the wild.
- ATI2N 3Dc
- This is the format DAI’s tangent space normals are stored in. It’s weird.
Lossless formats, being uncompressed, have larger file sizes. Lossy formats are smaller (and friendlier to your graphics card) but can be prone to compression artifacts. This is generally not noticeable when working with diffuse or specular, but can be especially noticeable with complex tint maps (example). If working with a texture that needs to be saved in a lossy format make sure you keep your original edited file (such as the .psd) handy in case you need to make changes, because continuously re-importing and re-saving can degrade the image quality.
When opening a DDS file you might be prompted with several options depending on your tool of choice.
- Do not load MIP maps
- Load as default sizes (or 8 bits)
- Load transparency in the Alpha channel
When saving a DDS file make sure you choose the right compression format (as above) and always generate MIP maps unless the original texture did not have any (this is rare and usually for textures used in the UI).
Mips, essentially, are smaller versions of the image stored in the same file that the game loads dynamically to spare resources.
Diffuse maps determine the base color of models in the game.
^ This is a diffuse map from Origins (this model, if you want help visualizing). This sort of dull brown-grey color is common as a base for tintable armors (on top of which the game engine will apply additional color according to the tint map). You may notice that there is quite a bit of shading of fabric folds and contours to supplement the game’s lighting engine.
Most diffuse maps will not have an alpha channel, but some make use of alpha transparency (and thus you will want to select an option that includes Alpha Blending when setting up the render semantics for your mesh). This is mostly used for things like fur and feathers. Rather than modeling each individual strand of fur separately, resulting in a very high poly mesh, the black parts of the alpha channel designate parts of the mesh to turn invisible, faking a more detailed look on an otherwise essentially flat plane.
If there is visible skin on the diffuse, it should be about the same color and lightness as the base nude diffuse (hf/hm_arm_nuda_0d) or the skin tint will look off once applied and might appear a visibly different color from the face.
^ This is a diffuse map from DA2 (this model) for comparison, basically the same deal.
^ This is a diffuse map from Inquisition (Vivienne’s base textures, one set of several used for her equippable armors). There is no alpha channel for this image. You can see that rather than a dark-ish brown, the default color for tintable armors in Inquisition is a pale off-grey. It’s also much lighter than the DAO/DA2 diffuse maps in general.
Generally Inquisition diffuse maps have more detailed texture (fabric textures, leather textures, metal textures, etc.) than the DAO maps, but minimal to no shading, as the lighting engine is far more robust than DAO’s.
Most of the color in the game comes from tints applied by the engine rather than the diffuse map – far moreso than in DAO or DA2. Additionally, most of the textures for companions look rather bland because additional textures from crafting materials are applied on top, but you can see the base textures (or close to) on untinted items in the crafting menu.
Note also that while you can see where Vivienne’s hands would go (possibly where they were at an earlier point in the development process) her skin textures are not included on the same maps as her armor textures. Most items in Inquisition with visible skin reference the same base nude textures for m/f humans/elves/dwarves. M/F qunari have a separate texture set. And Vivienne has her very own nude, one presumes on account of her french manicure and expansive cleavage.
When porting textures from Inquisition to an earlier game, for best results the diffuse will need to be recolored and darkened slightly regardless of if you intend to make the end result tintable. If you don’t, you will also need to colorize the texture. I tend to use a lot of adjustment layers in Photoshop, mostly Curves, Hue/Saturation, or Solid Color (using a blending mode). That’s this icon at the bottom of the layers pane, if you’re not familiar:
Pro-tip: Resize the tint map to fit the diffuse and copy+paste each channel into a separate layer in your diffuse for reference. Use the wand tool to select the white parts of the channel you want to recolor before creating your adjustment layer. The selection will be automatically applied to the layer mask.
Normal maps are typically generated from a higher poly version of a model before it is optimized. They contain light and shadow data along each axis that is used by the lighting engine in game to mimic the appearance of a much more detailed mesh.
^ The normal map for Origins is a bit unusual. The X axis (normally in the R channel of a tangent space map) is stored in the alpha channel and the Y axis (normally in the G channel) is in each of the RGB channels. The Z-axis is interpolated by the engine. Note that the Y channel is inverted (that is, the lighting appears to be coming from below, rather than above).
If you’re not entirely clear on which direction the normal map is lit from, locate a few areas of the texture that you know are convex (curved outward) and look for the highlights and shadows.
^ The normal maps from DA2 look even weirder compared to DAO (bright orange what) but they can actually be used in DAO without any editing whatsoever. Breaking down the channels individually:
Since this works fine in either game, we can assume the Y data is only read from the green channel in DAO/DA2 while the red and blue channels are redundant. (The orange color comes from the green + red channels). So it doesn’t really matter what’s in them. So… orange. Why not. ¯_(ツ)_/¯
^ Inquisition normal maps are also a two-channel format, ATI2 3dc, but different programs and plugins will decompress the XY blocks into the RGB channels differently.
There is also a problem with opening these files with the Photoshop NVIDIA plugin DAI’s wherein the normals will look washed out when you first open the file. h/t to MediAsylum and Ottemis for this workflow to fix this issue:
- (If you have turned off the dialogue when opening a DDS file save a random file as DDS and click “read config…” from the save options dialogue to turn it back on.)
- Convert to 32 bits in the DDS read properties dialogue
- Image > Mode > 16 bits/channel. Method: Exposure and Gamma. OK.
- Image > Adjustments > Levels. Change 1.00 to 0.45. OK.
- Image > Mode > 8 bits/channel.
If using a different program or the Intel Photoshop plugin, this workaround is unnecessary.
However you open the normal map, if you are using the NVIDIA Photoshop plugin to save the file for re-use in Inquisition (the Intel plugin cannot save it in the required 3Dc format), you will need to swap the R and G channels at some point in the texture editing process, so the channels will end up in the correct blocks after export. This may or may not be a necessary step with other texture tools. Always compare the normal maps before and after importing your modded texture into your mod tool of choice to be sure the channels are correct.
If however, you are converting the normal map for an earlier game:
- Create new channel (at the bottom of the channels pane).
- Select all in the channel containing the X axis and cut and paste into the new alpha channel you just made.
- Select all in the channel containing the Y axis, invert (ctrl+i), then copy and paste into the empty RGB channels.
I highly recommend recording all of the above steps as an action if you’re going to be doing much of this.
Specular maps determine the shininess of a given model.
^ No, your eyes aren’t deceiving you. This is a texture for a completely different model than the rest of my DAO examples. Morrigan’s, specifically. (The chasind robe specular map was underwhelming.)
The RGB channels of the DAO specular determine the actual color of the highlights. Less shiny objects tend to have a similar color to the diffuse in the specular, while shinier objects might have bright near-white highlights mimicking their tendency to reflect bright environmental light.
The alpha channel contains the gloss map. This determines how matte or sharp the highlights are. Generally, skin and cloth are less glossy, leather is more glossy, and metal is the most glossy.
Note the specular RGB have to be pretty dark to look halfway decent in game (save bright metallic highlights). Too light, and the color from the specular completely overpowers the color from the diffuse. The darker the diffuse, the more strongly the color from the specular will tend to show.
^ The specular maps from DA2 work on a similar principle.
^ The Inquisition engine is completely different from the DAO/DA2 engine and this is one place it really shows. There’s no easily identifiable gloss map (no alpha channel at all) and the RGB channels are read by the game as three separate maps stored in the same file.
It’s a bit up in the air as to what sort of lighting any given channel in a spec map determines. It tends to vary from item to item. The blue channel is usually the metallic channel though. You can see how all the metal items are very strongly defined in the blue channel, as metalness is an on-off switch.
Usually the green channel is the most detailed channel, and I like to borrow that as the base of my gloss map. Copy it into a new file and play around with Curves to darken the low-mid range while keeping some sharp metallic highlights. (You might have to add the highlights yourself, using the blue channel as a guide). Then copy this into your alpha channel. For the RGB, copy your edited diffuse to start with and use Curves to selectively darken that as well. This part has to be eyeballed, basically.
The tint map is actually three or four individual maps combined into the same file, one per channel. Each channel corresponds to a part of the item that gets a different tint, determined in DAO/DA2 by a tint (.tnt) file. It’s important to pay attention to this if your armor needs skin tinting (Don’t forget skin tinting!)
^ Armors in DAO use a three-channel tint format, plus an alpha channel for skin tinting. Any visible skin in a piece must be whited out in the alpha channel or it will show up pasty white on everygoddamnone. If there’s visible skin but don’t want to bother making the rest of the armor tintable, just leave the RGB solid black.
You’ll notice the RGB channels, looked at individually, wouldn’t be solid black and white. There’s shading present, as there was in the diffuse.
The convention for which channel goes where tends to vary based on the type of item. For robes, the green channel tends to be primary, red secondary, and blue tertiary. For clothing, the red channel tends to be primary, green secondary, and blue tertiary. Both tend to assume the materials are cloth or possibly leather.
For leather armor, red tends to be primary, green secondary (both assumed to be leather) while blue is mostly for metallic highlights. For metallic armors, the red is again primary, green secondary (this time, obviously, both assumed to be metal) while blue is for cloth, leather, filigree, etc.
If you’re not sure what your tint map should properly look like find the tint map for a similar vanilla armor and take a peek.
^ Same as in DA2! Three channel tint in RGB, skin blocked out in alpha. Note though that the DA2 tint map tends to be brighter/more saturated. DA2 tint maps also make slightly different assumptions from DAO – see how though both the above maps are for mage robes, the DA2 map uses a different color for the main body of the robe, and has metal elements in the blue channel. DAO robe tints almost never use a metallic tint in any channel.
Also note that while the alpha channel skin tinting in DAO models is #fff, for DA2 it’s generally #e5e5e5. That slight change in opacity will make the difference between proper skin tinting and… not.
^ Inquisition tint maps, for the most part, are a three or four channel tint, with each channel corresponding to a different material (fabric, fabric, leather, metal, as available at the crafting station). There are, um, exceptions. The first noticeable difference is that there is no shading in the RGB tint maps. They’re completely black and white if you were to look at each channel individually. In this case, the alpha channel appears to be actual alpha transparency for the tint map, making sure the tints don’t go where they shouldn’t. Sometimes it’s a fourth tint channel, sometimes it’s weird, but usually there’s no alpha channel at all for Inquisition tint maps.
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What it isn’t ever, as far as I am aware, is skin tinting. As has already been noted, visible skin in Inquisition armor models is usually using the base nude texture.
Inquisition models are almost always comprised of multiple objects. The primary reason for this is so that one model can use multiple sets of textures for the same mesh, including but not limited to the nude texture. DAO models are almost never (not at all in my limited knowledge) made of more than one object, so each mesh uses only one set of textures.
You can export a multi-object mesh that will work just fine in Origins with one exception – tinting will only reliably work on the highest-billed object in the mesh. So if you’ve ported a mesh with multiple objects using multiple textures (say, one object for the armor and one for the skin) then your armor can be tintable, or your skin can be tintable, but if you want both at the same time then you’re likely SOL (unless you have better luck with a workaround than I have so far – more information here).
If you absolutely need an item with visible skin to be tintable, or you don’t want to bother with multiple objects and textures, then you will need to combine the textures into the same file and redo the UV map of the mesh to match.