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		<updated>2026-04-15T09:41:20Z</updated>
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	<entry>
		<id>https://datoolset.net/mw/index.php?title=Database_backup_and_restore&amp;diff=12810</id>
		<title>Database backup and restore</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Database_backup_and_restore&amp;diff=12810"/>
				<updated>2010-03-31T08:45:35Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Troubles with sqlcmd */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following commands can be used to backup and restore your database, assuming you're using the default database name (bw_dragonage_content):&lt;br /&gt;
&lt;br /&gt;
== Restoring the Database if it failed after Installation == &lt;br /&gt;
&lt;br /&gt;
If you installed the Toolset, and receive an Error message &amp;quot;Unable to connect to Database&amp;quot;, and have never made a Backup, this Solution helps. Although it is a batch file, and requires the users maintenance.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Be aware that it will overwrite the old Database if it existed. Doesnt apply if you never used the Toolset before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.''' Create a file called &amp;quot;MyRestore.bat&amp;quot; anywhere in your system  and edit it with a program like &amp;quot;Notepad&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copy and paste the complete following lines into it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;SET SOURCE=C:\Program Files\Dragon Age\tools\dbbak&lt;br /&gt;
SET TARGET=C:\Program Files\Dragon Age\tools\toolssql\Data&lt;br /&gt;
&lt;br /&gt;
@Echo off&lt;br /&gt;
if not exist &amp;quot;%SOURCE%\bw_dragonage_content.bak&amp;quot; goto Sourcemiss&lt;br /&gt;
if not exist &amp;quot;%TARGET%&amp;quot; goto Targetmiss&lt;br /&gt;
:returnme&lt;br /&gt;
if not exist &amp;quot;%PROGRAMFILES(X86)%\Microsoft SQL Server\90\Tools\Binn\&amp;quot; goto SQLmiss64&lt;br /&gt;
SET varprogs=%PROGRAMFILES(X86)%&lt;br /&gt;
goto apply&lt;br /&gt;
&lt;br /&gt;
:SQLmiss64&lt;br /&gt;
if not exist &amp;quot;%ProgramFiles%\Microsoft SQL Server\90\Tools\Binn\&amp;quot; goto SQLmiss32&lt;br /&gt;
SET varprogs=%ProgramFiles%&lt;br /&gt;
goto apply&lt;br /&gt;
&lt;br /&gt;
:apply&lt;br /&gt;
Echo Running SQLcmd...&lt;br /&gt;
&amp;quot;%varprogs%\Microsoft SQL Server\90\Tools\Binn\&amp;quot;sqlcmd -S .\BWDATOOLSET -E -Q &amp;quot;RESTORE DATABASE bw_dragonage_content FROM DISK = '%SOURCE%\bw_dragonage_content.bak' WITH MOVE 'bw_dragonage_content' TO '%TARGET%\bw_dragonage_content.mdf', MOVE 'bw_dragonage_content_log' TO '%TARGET%\bw_dragonage_content.ldf'&amp;quot;&lt;br /&gt;
goto End&lt;br /&gt;
&lt;br /&gt;
:Sourcemiss&lt;br /&gt;
Echo SOURCE not found. (bw_dragonage_content.bak) Please check.&lt;br /&gt;
Echo Edit this File with Notepad and reapply correct location.&lt;br /&gt;
goto End&lt;br /&gt;
&lt;br /&gt;
:Targetmiss&lt;br /&gt;
Echo TARGET directory does not exist and will be created: %Target%&lt;br /&gt;
PAUSE&lt;br /&gt;
mkdir &amp;quot;%TARGET%&amp;quot;&lt;br /&gt;
if not exist &amp;quot;%TARGET%&amp;quot; goto Stillmiss&lt;br /&gt;
goto returnme&lt;br /&gt;
&lt;br /&gt;
:Stillmiss&lt;br /&gt;
Echo TARGET Directory creation failed. Please check.&lt;br /&gt;
goto End&lt;br /&gt;
&lt;br /&gt;
:SQLmiss32&lt;br /&gt;
Echo SQL is missing. Please check location (Windows 32bit): %PROGRAMFILES%\Microsoft SQL Server\90\Tools\Binn\&lt;br /&gt;
Echo SQL is missing. Please check location (Windows 64bit): %PROGRAMFILES(X86)%\Microsoft SQL Server\90\Tools\Binn\&lt;br /&gt;
Echo Edit this file with Notepad and apply correct location.&lt;br /&gt;
goto end&lt;br /&gt;
&lt;br /&gt;
:End&lt;br /&gt;
PAUSE&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3.''' Change SET SOURCE and SET TARGET to the path of your Dragon Age installation folder as appropriate. Look it up if you dont know. The above example is default for english WindowsXP 32bit.&lt;br /&gt;
&lt;br /&gt;
:'''3.1''' Common other default paths are ''C:\Program Files(x86)\Dragon Age\...'' for 64Bit Windows XP /Vista&lt;br /&gt;
:'''3.2''' ''C:\Programme\Dragon Age\...'' for 32bit Windows XP/Vista (german)&lt;br /&gt;
:'''3.3''' ''Archivos de Programa(x86)\Dragon Age\...'' for 64bit Windows XP/Vista (spanish)&lt;br /&gt;
&lt;br /&gt;
'''4.''' Save and run the new &amp;quot;MyRestore.bat&amp;quot; file by doubleclicking. Make sure you are logged in as &amp;quot;Administrator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Once finished with a short success message ,you can start the Toolset.&lt;br /&gt;
&lt;br /&gt;
'''6.''' If an load of Errors occur, see Error Handling below. (The error might be somewhat hidden, but look for the first occurance first.)&lt;br /&gt;
&lt;br /&gt;
=== Error Handling ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Be sure to try again with Administator rights. Especially on Vista and Windows 7. When you have ran the batch file above, note the first error which occured. Heres a list:&lt;br /&gt;
&lt;br /&gt;
'''1.''' Among other messages, you get: &amp;quot;MSG 5133, Level 16, State1, Server ****\BWDATOOLSET, Line1&amp;quot; (Error, system cant find that file...)&lt;br /&gt;
:'''1.1''' The path to TARGET was incorrect and cant bee found. The SQL doesnt create paths on its own. Although the BAT file above will do and tell you anyway. Just in case.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Among other messages, you get: &amp;quot;Msg 3634, Level 16, State 1...&amp;quot; &amp;quot;The operating system returned the error (Access denied) while attempting..&amp;quot;:&lt;br /&gt;
:'''2.1.''' SQL being picky about write access here. Workaround: Change the second line into SET TARGET=C:\DB , and rerun it. You may experiment with this.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Among other messages, you get: &amp;quot;Msg 262, Level 14, State 1, Server ****\BWDATOOLSET, Line 1&amp;quot;&lt;br /&gt;
:'''3.1''' Vista Problem. (Might apply to Windows 7 too, but it was not released in 2005) Please confirm.&lt;br /&gt;
:'''3.2''' Log in to Windows Vista using your administrative account &lt;br /&gt;
:'''3.3''' Open SQL Server Surface Area Configuration Application ( Start --&amp;gt; All Programs --&amp;gt; Microsoft SQL Server 2005 --&amp;gt; Configuration Tools --&amp;gt;SQL Server Surface Area Configuration)&lt;br /&gt;
:'''3.4''' Click on Add New Administrator&lt;br /&gt;
:'''3.5''' Select the Member of BWDATOOLSET, and click on the Add button to move it to the right. Then click OK, and run the bat file above again.&lt;br /&gt;
:'''3.6''' Source Link: http://blog.techdreams.org/2007/11/create-database-permission-denied-sql.html&lt;br /&gt;
&lt;br /&gt;
'''4.''' Amonst other messages, you get: &amp;quot;HResult 0x2, Level16, State 1&amp;quot; Named Pipes Provider: Could not open a connection to SQL Server [2].&lt;br /&gt;
:'''4.1''' Link: http://www.cryer.co.uk/brian/sqlserver/hresult_0x2_npp_error_establishing_connection.htm&lt;br /&gt;
&lt;br /&gt;
'''Search:''' Put the name of the error number into a searchengine. Errors seems to be very common here, and likely can be found.&lt;br /&gt;
&lt;br /&gt;
'''Reinstall:''' If you customized the installation, you may want to reinstall the Toolset and try again. There can be errors if entering something out of the norm.&lt;br /&gt;
&lt;br /&gt;
== Using the Backup and Restore batch files ==&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You may only use the following ,if you have &amp;lt;u&amp;gt;no&amp;lt;/u&amp;gt; database problem. This section is meant to do backups from a working system!&lt;br /&gt;
&lt;br /&gt;
A pair of batch files have been included with the toolset install to ease the process of making backups. They can be found at:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Dragon Age\tools\DatabaseUtilities\Backup_Restore&lt;br /&gt;
&lt;br /&gt;
Both the &amp;quot;Backup&amp;quot; and &amp;quot;Restore&amp;quot; scripts are controlled by settings stored in the config.ini file. If you're using the default database location the only settings you'll need to change are the filenames that backups will be stored to or read from.&lt;br /&gt;
&lt;br /&gt;
Use caution when restoring your database, as this will overwrite everything in your existing database.&lt;br /&gt;
&lt;br /&gt;
Also note that SQL Server is very picky about directory access permissions, and may not be able to write to the directory of your choosing. Check to make sure that your backup file was actually created after doing a backup. A common way of ensuring that SQL Server will be able to write to the backup directory is to create the backup directory directly off of the root of your drive, such as C:\Backups\.&lt;br /&gt;
&lt;br /&gt;
=== Backup ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;sqlcmd -S .\BWDATOOLSET -E -Q &amp;quot;BACKUP DATABASE &amp;lt;Database Name&amp;gt; TO DISK = '&amp;lt;Backup Directory&amp;gt;&amp;lt;Backup Filename&amp;gt;'&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
:''&amp;lt;Database Name&amp;gt;'' is the name of your database, typically bw_dragonage_content&lt;br /&gt;
:''&amp;lt;Backup Directory&amp;gt;'' is the name of the directory where you want to save the backup file (directory must exist, this process will not create it)&lt;br /&gt;
:''&amp;lt;Backup Filename&amp;gt;'' is what you are naming the backup file&lt;br /&gt;
&lt;br /&gt;
an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;sqlcmd -S .\BWDATOOLSET -E -Q &amp;quot;BACKUP DATABASE bw_dragonage_content TO DISK = 'C:\Backup\bw_dragonage_content.bak'&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;sqlcmd -S .\BWDATOOLSET -E -Q &amp;quot;RESTORE DATABASE &amp;lt;Database Name&amp;gt; FROM DISK = '&amp;lt;Backup Directory&amp;gt;&amp;lt;Backup Filename&amp;gt;' WITH REPLACE&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
:''&amp;lt;Database Name&amp;gt;'' is the name of your database, typically bw_dragonage_content&lt;br /&gt;
:''&amp;lt;Backup Directory&amp;gt;'' is the name of the directory where the backup file resides&lt;br /&gt;
:''&amp;lt;Backup Filename&amp;gt;'' is the name of backup file you wish to restore&lt;br /&gt;
&lt;br /&gt;
an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;sqlcmd -S .\BWDATOOLSET -E -Q &amp;quot;RESTORE DATABASE bw_dragonage_content FROM DISK = 'C:\Backup\bw_dragonage_content.bak' WITH REPLACE&amp;quot;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're restoring to a data store that's in a location other than the store you made the backup from (for example if you're moving your data from one computer to another and the toolset is installed in a different location on the destination machine) you can add the following to the restore command to restore to the new location. If you're restoring to the same place you made the backup from you can omit this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;WITH MOVE 'bw_da_content_euts_Data' TO 'C:\Program Files\Dragon Age\toolssql\Data\bw_dragonage_content.mdf', MOVE 'bw_da_content_euts_Log' TO 'C:\Program Files\Dragon Age\toolssql\Data\bw_dragonage_content.ldf'&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Troubles with sqlcmd ==&lt;br /&gt;
&lt;br /&gt;
You may experience a strange occurrence where sqlcmd is not recognized as a dos command. You can try to download Microsoft SQL Server 2005 Command Line Query Utility at&lt;br /&gt;
&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?FamilyID=D09C1D60-A13C-4479-9B91-9E8B9D835CDC&amp;amp;displaylang=en (scroll down a bit)&lt;br /&gt;
&lt;br /&gt;
Reboot your computer and try it again, it should work.&lt;br /&gt;
&lt;br /&gt;
== Quick Backup &amp;amp; Restore ==&lt;br /&gt;
&lt;br /&gt;
Before doing this tutorial I am going to assume you installed the toolset and sql server at the default settings.&lt;br /&gt;
&lt;br /&gt;
Tutorial&lt;br /&gt;
&lt;br /&gt;
1. create a folder called &amp;quot;Backups&amp;quot; in your C Drive.&lt;br /&gt;
&lt;br /&gt;
2. navigate to the folder and make note of the files there.&lt;br /&gt;
 C:\Program Files (x86)\Dragon Age\tools\DatabaseUtilities\Backup_Restore&lt;br /&gt;
&lt;br /&gt;
3. go to start --&amp;gt; programs --&amp;gt; accessories --&amp;gt; and &amp;quot;right click&amp;quot; on &amp;quot;command prompt&amp;quot; then choose &amp;quot;Run as administrator&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4. A new window will come up and you'll notice in the top left it will say administrator and you should be at the windows\system32 directory&lt;br /&gt;
&lt;br /&gt;
5. change directory to the backup_restore folder above.&lt;br /&gt;
&lt;br /&gt;
6. run the backup.bat file and then type Backup to confirm   .... This will backup your entire DA database to the backups folder.  The file was around 783mb for me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Database]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Compatibility&amp;diff=12754</id>
		<title>Compatibility</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Compatibility&amp;diff=12754"/>
				<updated>2010-03-25T11:13:04Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Module Scope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DAO has an active modding community. Over time, players will accumulate many new campaigns and game mods. So, as a courtesy to players and other builders, it's helpful to try to make our mods mutually compatible. &lt;br /&gt;
&lt;br /&gt;
From time to time, Bioware may well issue new releases, so it's good to reduce the risk of conflict in that respect, too. &lt;br /&gt;
&lt;br /&gt;
== Disable Add-Ins ==&lt;br /&gt;
&lt;br /&gt;
If the player disables all other add-ins on the in game DLC screen, no conflict should occur between them. Tedious, but effective.&lt;br /&gt;
&lt;br /&gt;
This should rarely be necessary if the compatibility guidelines listed here are observed.&lt;br /&gt;
&lt;br /&gt;
Exception : there is a [[Bug:_export_creates_unnecessary_core_override | toolset bug]] which produces content that persists in game, even when the add-in is disabled, unless the builder cleans it out before making the Builder-to-Player file. The same problem can occur if a builder has intentionally placed content in the packages\override folder.&lt;br /&gt;
&lt;br /&gt;
== Module Scope ==&lt;br /&gt;
&lt;br /&gt;
Setting the Extended Module in Module properties to &amp;quot;Core Game Resources&amp;quot; means that the add-in will change every campaign in game. If that's not intended, select the campaign you're trying to extend e.g. Single Player for the official campaign, (None) for a new standalone campaign.&lt;br /&gt;
&lt;br /&gt;
In the case of Awakening, chances are you will want to extend into core game resources. (This tip needs more feedback from toolset modders).&lt;br /&gt;
&lt;br /&gt;
== Resource Scope ==&lt;br /&gt;
&lt;br /&gt;
The Owner Module resource property has a similar effect on individual design resources. It's easy to make a new core resource accidentally when copy-editing an official core resource, because the Owner Module defaults to core. This isn't obvious, but the resource will export to your module's core folder, where it will impact every campaign in game.&lt;br /&gt;
&lt;br /&gt;
Placing resources in the packages folder should be avoided (unless you have a very good reason), because once a player has installed those resources, they persist, even when your add-in is disabled. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the packages folder has to be used for resources that won't load from the addins folder, namely &lt;br /&gt;
&lt;br /&gt;
* Core item overrides (.uti)&lt;br /&gt;
* Tintmaps&lt;br /&gt;
* Resources which are required for the standalone Character Creator program  &lt;br /&gt;
&lt;br /&gt;
Art resources posted to local are always sent to the module's core folder.&lt;br /&gt;
&lt;br /&gt;
== Resource Conflict ==&lt;br /&gt;
&lt;br /&gt;
Resource names need to be unique within type. For example, genpt_party.plt and genpt_party.nss are different resources, becasue the type is different. However, if two modules both have resources called genpt_party.plt, only one will load in game, following the [[Source directory priorities]]. &lt;br /&gt;
&lt;br /&gt;
Within the toolset database, duplicate resource names are forbidden, but there's nothing to stop different builders making resources which accidentally conflict, so it's wise to choose a unique range of names. Each builder can register the prefix they require. See [[Naming_conventions#Resource_Naming_Convention | Resource Naming Convention]].&lt;br /&gt;
&lt;br /&gt;
It is possible to override a core resource intentionally, by editing a copy, exporting it, and renaming it in the export folder to the same name as the original. However, almost invariably there is a cleaner way of doing this - for example, by changing the 2DA which identifies which resource to use.&lt;br /&gt;
&lt;br /&gt;
== 2DA Conflict ==&lt;br /&gt;
&lt;br /&gt;
Conflict between 2DA mods can be reduced using the [[2DA#Extending_the_game_via_M2DAs | M2DA]] mechanism and [[2DA#Reserved_ID_Ranges_and_overriding_existing_rows | reserving ID ranges]].&lt;br /&gt;
&lt;br /&gt;
== String Conflict ==&lt;br /&gt;
&lt;br /&gt;
When a new module is created, its properties include a [[String ID]] range which starts at a very large random number. This makes it very unlikely that text created by one add-in will override another.&lt;br /&gt;
&lt;br /&gt;
See [[String ID]] main article for a discussion of how this impacts sharing between Builders.&lt;br /&gt;
&lt;br /&gt;
== Core Script Integrity ==&lt;br /&gt;
&lt;br /&gt;
See [[Event_(dascript_type) | Event]] for a typical event-handling script which avoids overwriting the official core scripts.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that an add-in which impacts all campaigns could have undesirable consequences if it changes scripts or event-handling, given that custom campaigns may well have made changes of their own. If in doubt, consider modding the Single Player campaign only.&lt;br /&gt;
&lt;br /&gt;
== Plot Property ==&lt;br /&gt;
&lt;br /&gt;
Scripts that impact all campaigns should respect the plot property on resources. For example, if a campaign author has flagged an NPC as plot, it might not be helpful to change the creature AI.&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Feature_request:_Know_what_cutscene_is_playing_from_your_module_event.&amp;diff=10089</id>
		<title>Feature request: Know what cutscene is playing from your module event.</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Feature_request:_Know_what_cutscene_is_playing_from_your_module_event.&amp;diff=10089"/>
				<updated>2010-01-24T07:19:02Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Know what cutscene is playing from your module event */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Feature requests]]&lt;br /&gt;
I just want to know what cutscene is about to play so I can act accordingly.  There must be another way but I can't figure it out. This is as close as I've gotten.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 case EVENT_TYPE_GAMEMODE_CHANGE:&lt;br /&gt;
  {&lt;br /&gt;
   int nNewGameMode = GetEventInteger(ev, 0); &lt;br /&gt;
   int nOldGameMode = GetEventInteger(ev, 1); &lt;br /&gt;
&lt;br /&gt;
      if (nNewGameMode == 5)&lt;br /&gt;
      {&lt;br /&gt;
        //find out which cutscene is about to play from the local variable   &lt;br /&gt;
        //CURRENT_CUTSCENE which was set in CS_LoadCutscene&lt;br /&gt;
&lt;br /&gt;
        string sCutscene = GetLocalString(GetModule(), CURRENT_CUTSCENE);    &lt;br /&gt;
      }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
utility_h.nss&lt;br /&gt;
&lt;br /&gt;
  void CS_LoadCutsceneWithReplacements(resource rCutscene,&lt;br /&gt;
                                     string [] arActors,&lt;br /&gt;
                                     object [] arReplacements,&lt;br /&gt;
                                     string strPlot = &amp;quot;&amp;quot;,&lt;br /&gt;
                                     int nPlotFlag = -1,&lt;br /&gt;
                                     string sTalkSpeaker = &amp;quot;&amp;quot;)&lt;br /&gt;
  {&lt;br /&gt;
    object oModule = GetModule();&lt;br /&gt;
&lt;br /&gt;
    SetLocalString(oModule, CUTSCENE_SET_PLOT, strPlot);&lt;br /&gt;
    SetLocalInt(oModule, CUTSCENE_SET_PLOT_FLAG, nPlotFlag);&lt;br /&gt;
    SetLocalString(oModule, CUTSCENE_TALK_SPEAKER, sTalkSpeaker);&lt;br /&gt;
&lt;br /&gt;
    //=================================== NEW LINE OF CODE PLEASE ADD&lt;br /&gt;
    SetLocalString(oModule, CURRENT_CUTSCENE, ResourceToString(rCutscene));&lt;br /&gt;
    //=================================== /NEW LINE OF CODE PLEASE ADD&lt;br /&gt;
&lt;br /&gt;
    LoadCutscene(rCutscene, OBJECT_INVALID, TRUE, arActors, arReplacements, TRUE);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CURRENT PROBLEMS ==&lt;br /&gt;
&lt;br /&gt;
I just found out that I have to add a single line to utility_h.nss but that means I have to compile every other script that uses it. That means I have to essentially modify so many core files.  &lt;br /&gt;
&lt;br /&gt;
All I want to know is what cutscene is going to play so I can act accordingly.&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Feature_request:_Know_what_cutscene_is_playing_from_your_module_event.&amp;diff=10088</id>
		<title>Feature request: Know what cutscene is playing from your module event.</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Feature_request:_Know_what_cutscene_is_playing_from_your_module_event.&amp;diff=10088"/>
				<updated>2010-01-24T07:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: Created page with 'Category:Feature requests = Know what cutscene is playing from your module event =  I just want to know what cutscene is about to play so I can act accordingly.  There must b...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Feature requests]]&lt;br /&gt;
= Know what cutscene is playing from your module event =&lt;br /&gt;
&lt;br /&gt;
I just want to know what cutscene is about to play so I can act accordingly.  There must be another way but I can't figure it out. This is as close as I've gotten.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 case EVENT_TYPE_GAMEMODE_CHANGE:&lt;br /&gt;
  {&lt;br /&gt;
   int nNewGameMode = GetEventInteger(ev, 0); &lt;br /&gt;
   int nOldGameMode = GetEventInteger(ev, 1); &lt;br /&gt;
&lt;br /&gt;
      if (nNewGameMode == 5)&lt;br /&gt;
      {&lt;br /&gt;
        //find out which cutscene is about to play from the local variable   &lt;br /&gt;
        //CURRENT_CUTSCENE which was set in CS_LoadCutscene&lt;br /&gt;
&lt;br /&gt;
        string sCutscene = GetLocalString(GetModule(), CURRENT_CUTSCENE);    &lt;br /&gt;
      }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
utility_h.nss&lt;br /&gt;
&lt;br /&gt;
  void CS_LoadCutsceneWithReplacements(resource rCutscene,&lt;br /&gt;
                                     string [] arActors,&lt;br /&gt;
                                     object [] arReplacements,&lt;br /&gt;
                                     string strPlot = &amp;quot;&amp;quot;,&lt;br /&gt;
                                     int nPlotFlag = -1,&lt;br /&gt;
                                     string sTalkSpeaker = &amp;quot;&amp;quot;)&lt;br /&gt;
  {&lt;br /&gt;
    object oModule = GetModule();&lt;br /&gt;
&lt;br /&gt;
    SetLocalString(oModule, CUTSCENE_SET_PLOT, strPlot);&lt;br /&gt;
    SetLocalInt(oModule, CUTSCENE_SET_PLOT_FLAG, nPlotFlag);&lt;br /&gt;
    SetLocalString(oModule, CUTSCENE_TALK_SPEAKER, sTalkSpeaker);&lt;br /&gt;
&lt;br /&gt;
    //=================================== NEW LINE OF CODE PLEASE ADD&lt;br /&gt;
    SetLocalString(oModule, CURRENT_CUTSCENE, ResourceToString(rCutscene));&lt;br /&gt;
    //=================================== /NEW LINE OF CODE PLEASE ADD&lt;br /&gt;
&lt;br /&gt;
    LoadCutscene(rCutscene, OBJECT_INVALID, TRUE, arActors, arReplacements, TRUE);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CURRENT PROBLEMS ==&lt;br /&gt;
&lt;br /&gt;
I just found out that I have to add a single line to utility_h.nss but that means I have to compile every other script that uses it. That means I have to essentially modify so many core files.  &lt;br /&gt;
&lt;br /&gt;
All I want to know is what cutscene is going to play so I can act accordingly.&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Feature_request:_Creating_a_creature_with_the_player%27s_head_morph&amp;diff=9927</id>
		<title>Feature request: Creating a creature with the player's head morph</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Feature_request:_Creating_a_creature_with_the_player%27s_head_morph&amp;diff=9927"/>
				<updated>2010-01-18T22:45:15Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Custom Creature Head Mapped to Player */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Feature requests]]&lt;br /&gt;
&lt;br /&gt;
== Custom Creature Uses Player Head ==&lt;br /&gt;
I want my custom creature that I design to have the head of the player.  So under &amp;quot;head morph&amp;quot; in creature creation I want to simply type PLAYER to have it use the players head morph.&lt;br /&gt;
&lt;br /&gt;
* This creature will be customized to wear items and equipment the player does not have.  &lt;br /&gt;
&lt;br /&gt;
* Such cutscenes are past and future cutscenes that show the player from another point in time in the game.&lt;br /&gt;
&lt;br /&gt;
* I will use the correct body type. If the player is a human I would naturally use a human body in the creature creation. The point is that the creature will have the look I want (via armor &amp;amp; items).&lt;br /&gt;
&lt;br /&gt;
== Unfortunate Work Around ==&lt;br /&gt;
&lt;br /&gt;
* Disassociate cutscene from conversation line and instead have the conversation line fire a custom script.&lt;br /&gt;
&lt;br /&gt;
* Custom script adds the items and gear I want the player to wear in the cutscene.  Custom script also remembers what the user was wearing previously.  The script does all this then fires the cutscene so the player is wearing the intended armor and items ONLY needed for the cutscene.&lt;br /&gt;
&lt;br /&gt;
* When the cutscene is finished, have the cutscene fire another custom script which restores the players original armor and deletes the new armor and items added that were only intended for the cutscene.&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Feature_request:_Bone_based_keyframe_animation&amp;diff=9926</id>
		<title>Feature request: Bone based keyframe animation</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Feature_request:_Bone_based_keyframe_animation&amp;diff=9926"/>
				<updated>2010-01-18T22:44:39Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: Created page with 'Category:Feature requests  == Choose bone, move, rotate, set keyframe ==  This toolset is so impressive. I love it. It is my new favorite hobby. It has every aspect covered. ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Feature requests]]&lt;br /&gt;
&lt;br /&gt;
== Choose bone, move, rotate, set keyframe ==&lt;br /&gt;
&lt;br /&gt;
This toolset is so impressive. I love it. It is my new favorite hobby. It has every aspect covered. &lt;br /&gt;
&lt;br /&gt;
The ONLY thing the toolset is missing is the ability to create new animations.  Is there anyway you can let us set keyframes for invidivual bones? That way we can just select the bone, move it around and rotate it, then set a keyframe along with the curve button on.&lt;br /&gt;
&lt;br /&gt;
Being able to make new animatons would complete the toolset.&lt;br /&gt;
&lt;br /&gt;
== Possible Alternatives ==&lt;br /&gt;
&lt;br /&gt;
Instead of letting us make new animations, can you at least post some kind of tutorial so we can get new .ANI into the toolset?  I have experience with 3d studio max, so maybe I can make new animations then export them for use in the toolset.&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Feature_request:_Creating_a_creature_with_the_player%27s_head_morph&amp;diff=9909</id>
		<title>Feature request: Creating a creature with the player's head morph</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Feature_request:_Creating_a_creature_with_the_player%27s_head_morph&amp;diff=9909"/>
				<updated>2010-01-18T20:44:20Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Custom Creature Head Mapped to Player */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Feature requests]]&lt;br /&gt;
&lt;br /&gt;
== Custom Creature Head Mapped to Player ==&lt;br /&gt;
I want my custom creature that I design to have the head of the player.  So under &amp;quot;head morph&amp;quot; in creature creation I want to simply type PLAYER to have it use the players head morph.&lt;br /&gt;
&lt;br /&gt;
* This creature will be customized to wear items and equipment the player does not have.  &lt;br /&gt;
&lt;br /&gt;
* Such cutscenes are past and future cutscenes that show the player from another point in time in the game.&lt;br /&gt;
&lt;br /&gt;
* I will use the correct body type. If the player is a human I would naturally use a human body in the creature creation. The point is that the creature will have the look I want (via armor &amp;amp; items).&lt;br /&gt;
&lt;br /&gt;
== Unfortunate Work Around ==&lt;br /&gt;
&lt;br /&gt;
* Disassociate cutscene from conversation line and instead have the conversation line fire a custom script.&lt;br /&gt;
&lt;br /&gt;
* Custom script adds the items and gear I want the player to wear in the cutscene.  Custom script also remembers what the user was wearing previously.  The script does all this then fires the cutscene so the player is wearing the intended armor and items ONLY needed for the cutscene.&lt;br /&gt;
&lt;br /&gt;
* When the cutscene is finished, have the cutscene fire another custom script which restores the players original armor and deletes the new armor and items added that were only intended for the cutscene.&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Feature_request:_Creating_a_creature_with_the_player%27s_head_morph&amp;diff=9908</id>
		<title>Feature request: Creating a creature with the player's head morph</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Feature_request:_Creating_a_creature_with_the_player%27s_head_morph&amp;diff=9908"/>
				<updated>2010-01-18T20:44:05Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: Created page with 'Category:Feature requests  == Custom Creature Head Mapped to Player ==  I want my custom creature that I design to have the head of the player.  So under &amp;quot;head morph&amp;quot; in crea...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Feature requests]]&lt;br /&gt;
&lt;br /&gt;
== Custom Creature Head Mapped to Player ==&lt;br /&gt;
&lt;br /&gt;
I want my custom creature that I design to have the head of the player.  So under &amp;quot;head morph&amp;quot; in creature creation I want to simply type PLAYER to have it use the players head morph.&lt;br /&gt;
&lt;br /&gt;
* This creature will be customized to wear items and equipment the player does not have.  &lt;br /&gt;
&lt;br /&gt;
* Such cutscenes are past and future cutscenes that show the player from another point in time in the game.&lt;br /&gt;
&lt;br /&gt;
* I will use the correct body type. If the player is a human I would naturally use a human body in the creature creation. The point is that the creature will have the look I want (via armor &amp;amp; items).&lt;br /&gt;
&lt;br /&gt;
== Unfortunate Work Around ==&lt;br /&gt;
&lt;br /&gt;
* Disassociate cutscene from conversation line and instead have the conversation line fire a custom script.&lt;br /&gt;
&lt;br /&gt;
* Custom script adds the items and gear I want the player to wear in the cutscene.  Custom script also remembers what the user was wearing previously.  The script does all this then fires the cutscene so the player is wearing the intended armor and items ONLY needed for the cutscene.&lt;br /&gt;
&lt;br /&gt;
* When the cutscene is finished, have the cutscene fire another custom script which restores the players original armor and deletes the new armor and items added that were only intended for the cutscene.&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Bug:_cutscene_editor_in_toolset_lags_when_headtracking_is_set&amp;diff=9905</id>
		<title>Bug: cutscene editor in toolset lags when headtracking is set</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Bug:_cutscene_editor_in_toolset_lags_when_headtracking_is_set&amp;diff=9905"/>
				<updated>2010-01-18T20:25:41Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: Created page with '*'''Version found: 1.0.1008.0''' &amp;lt;!-- put the version number of your toolset here --&amp;gt; *'''Status:''' Open  == Description == The cutscene editor will begin to lag very badly when...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''Version found: 1.0.1008.0''' &amp;lt;!-- put the version number of your toolset here --&amp;gt;&lt;br /&gt;
*'''Status:''' Open&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The cutscene editor will begin to lag very badly when I have headtracking set.  The type of lag is 3-4 second delays when I do&lt;br /&gt;
anything! I'll click the timeline and it will hang for 4 seconds.&lt;br /&gt;
If I scrub a slider it will take 3-5 seconds for it to respond. But&lt;br /&gt;
as soon as I disable headtracking from all headtracking slots and&lt;br /&gt;
set them to blank the problem goes away. &lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
Don't turn on headtracking until your cutscene is completely done.&lt;br /&gt;
Do all your headtracking work last!&lt;br /&gt;
&lt;br /&gt;
[[Category:Toolset bugs]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Script&amp;diff=9867</id>
		<title>Script</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Script&amp;diff=9867"/>
				<updated>2010-01-17T11:16:52Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Inventory Count - basic syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts in Dragon Age are used to control all manner of game activity. Much of the functionality that would normally be handled by the game engine is actually managed by core scripts, allowing deep customizability.&lt;br /&gt;
&lt;br /&gt;
== [[Scripting overview]] - basic syntax ==&lt;br /&gt;
&lt;br /&gt;
The DA scripting language is very similar to C in terms of syntax. Files can be included into other files, with files containing libraries of functions designated by a &amp;quot;_h&amp;quot; suffix. (eg. wrappers_h)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Event (dascript type)|Event]]s - driving practically everything ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age has an event-driven scripting model, with event objects being passed to scripts containing different parameters depending on the event's type. A large portion of script-writing for a standard adventure is going to involve dealing with events. Common examples include:&lt;br /&gt;
&lt;br /&gt;
* An event is fired to a plot's script whenever one of its flags is set or cleared&lt;br /&gt;
* An event is fired to an area's script when a team of creatures dies in it or when a creature (such as the player) enters&lt;br /&gt;
* Events are fired to the module's script during character generation&lt;br /&gt;
* Events are fired to creatures when certain things happen to them (such as being hit)&lt;br /&gt;
&lt;br /&gt;
[[Custom AI]] for creatures is handled by creating custom AI event handlers.&lt;br /&gt;
&lt;br /&gt;
== [[Effect (dascript type)|Effect]]s and [[Ability|Abilities]] - how to make things affect other things ==&lt;br /&gt;
&lt;br /&gt;
Effects are a bundle of modifiers that are applied to an object or creature. Every effect has a type set on it that determines how it affects the object it is applied to. They also have a number of parameters on them, which vary based on the type, that change the specific behaviour. When the effect is removed (usually because the duration on the effect expires) the modifier is removed. These modifiers can be rule or stat based or more complicated visual and game effects.&lt;br /&gt;
&lt;br /&gt;
They can be assigned different duration types which affect how they're applied and removed:&lt;br /&gt;
&lt;br /&gt;
# Temporary: Applied for a short duration (measured in seconds)&lt;br /&gt;
# Permanent: Applied until manually removed through scripting&lt;br /&gt;
# Instant: These are one-shot modifiers that are not stored on the object (the death effect is an instant modifier for example)&lt;br /&gt;
# Equipped: Associated with an equipped item. The effect is removed when the item is unequipped. &lt;br /&gt;
&lt;br /&gt;
Effects are commonly applied by abilities, which are possessed by both creatures and player characters.&lt;br /&gt;
&lt;br /&gt;
==[[2DA]] files - All-purpose game-wide data repositories ==&lt;br /&gt;
&lt;br /&gt;
2-Dimensional Arrays contain much of the raw data used by the game. They are generated from Microsoft Excel files. If you want to add new basic creature types, new treasure types, and so forth, you'll need to create new [[2DA]] files.&lt;br /&gt;
&lt;br /&gt;
2DA row ID numbers need to be unique across all currently active addins for any given 2DA, otherwise they'll override each other with potentially disruptive effects. See [[2DA ranges in use]] for a list of 2DA row IDs currently used by popular addins.&lt;br /&gt;
&lt;br /&gt;
== [[Treasure system]] ==&lt;br /&gt;
&lt;br /&gt;
The treasure possessed by most creatures and containers is randomly generated by the game's core scripts using a system that selects from appropriate treasure types (for example, wild animals should rarely possess steel armor in their inventories, and Darkspawn are unlikely to be carrying fine porcelain vases) and auto-scales it to be reasonably useful or valuable at the character's level. Manipulating the treasure system can involve both [[local variable]]s and [[event (type)|event]]s.&lt;br /&gt;
&lt;br /&gt;
To put a specific treasure item in a specific creature's [[inventory]], you'll have to create a new creature template for that creature. Inventory cannot be directly defined for particular objects already placed in an [[area]].&lt;br /&gt;
&lt;br /&gt;
== [[Local variable]]s - data repositories for individual objects ==&lt;br /&gt;
&lt;br /&gt;
Local variables are persistent variables that are associated with in-game objects. They are not the same as the temporary variables you can create in a script; local variables retain their values even when no scripts are using them, and are shared across any scripts that choose to access them.&lt;br /&gt;
&lt;br /&gt;
Local variables are set using the SetLocal* functions and read using the GetLocal* functions. There are a number of SetLocal* functions in the game engine.&lt;br /&gt;
&lt;br /&gt;
Local variables must be pre-defined in a variable [[2DA]] before they can be read or set using these functions. Dragon Age doesn't support the dynamic in-game allocation of new local variables. &lt;br /&gt;
&lt;br /&gt;
== [[Inventory Count]] - basic syntax ==&lt;br /&gt;
&lt;br /&gt;
How do you know if the user has enough inventory space before adding items?&lt;br /&gt;
&lt;br /&gt;
 //Get max inventory size&lt;br /&gt;
 int iMaxInventorySize = GetMaxInventorySize(GetHero());&lt;br /&gt;
 object[] oInv = GetItemsInInventory(GetHero(), GET_ITEMS_OPTION_BACKPACK, 0, &amp;quot;&amp;quot;, 1);&lt;br /&gt;
   &lt;br /&gt;
 PrintToLog(&amp;quot;Max Inventory size:&amp;quot; + IntToString(iMaxInventorySize));&lt;br /&gt;
 PrintToLog(&amp;quot;Current Inventory count:&amp;quot; + IntToString(GetArraySize(oInv)));&lt;br /&gt;
&lt;br /&gt;
This returned 102 items in my inventory out of a total of 120.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Script&amp;diff=9866</id>
		<title>Script</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Script&amp;diff=9866"/>
				<updated>2010-01-17T11:15:55Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Local variables - data repositories for individual objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts in Dragon Age are used to control all manner of game activity. Much of the functionality that would normally be handled by the game engine is actually managed by core scripts, allowing deep customizability.&lt;br /&gt;
&lt;br /&gt;
== [[Scripting overview]] - basic syntax ==&lt;br /&gt;
&lt;br /&gt;
The DA scripting language is very similar to C in terms of syntax. Files can be included into other files, with files containing libraries of functions designated by a &amp;quot;_h&amp;quot; suffix. (eg. wrappers_h)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Event (dascript type)|Event]]s - driving practically everything ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age has an event-driven scripting model, with event objects being passed to scripts containing different parameters depending on the event's type. A large portion of script-writing for a standard adventure is going to involve dealing with events. Common examples include:&lt;br /&gt;
&lt;br /&gt;
* An event is fired to a plot's script whenever one of its flags is set or cleared&lt;br /&gt;
* An event is fired to an area's script when a team of creatures dies in it or when a creature (such as the player) enters&lt;br /&gt;
* Events are fired to the module's script during character generation&lt;br /&gt;
* Events are fired to creatures when certain things happen to them (such as being hit)&lt;br /&gt;
&lt;br /&gt;
[[Custom AI]] for creatures is handled by creating custom AI event handlers.&lt;br /&gt;
&lt;br /&gt;
== [[Effect (dascript type)|Effect]]s and [[Ability|Abilities]] - how to make things affect other things ==&lt;br /&gt;
&lt;br /&gt;
Effects are a bundle of modifiers that are applied to an object or creature. Every effect has a type set on it that determines how it affects the object it is applied to. They also have a number of parameters on them, which vary based on the type, that change the specific behaviour. When the effect is removed (usually because the duration on the effect expires) the modifier is removed. These modifiers can be rule or stat based or more complicated visual and game effects.&lt;br /&gt;
&lt;br /&gt;
They can be assigned different duration types which affect how they're applied and removed:&lt;br /&gt;
&lt;br /&gt;
# Temporary: Applied for a short duration (measured in seconds)&lt;br /&gt;
# Permanent: Applied until manually removed through scripting&lt;br /&gt;
# Instant: These are one-shot modifiers that are not stored on the object (the death effect is an instant modifier for example)&lt;br /&gt;
# Equipped: Associated with an equipped item. The effect is removed when the item is unequipped. &lt;br /&gt;
&lt;br /&gt;
Effects are commonly applied by abilities, which are possessed by both creatures and player characters.&lt;br /&gt;
&lt;br /&gt;
==[[2DA]] files - All-purpose game-wide data repositories ==&lt;br /&gt;
&lt;br /&gt;
2-Dimensional Arrays contain much of the raw data used by the game. They are generated from Microsoft Excel files. If you want to add new basic creature types, new treasure types, and so forth, you'll need to create new [[2DA]] files.&lt;br /&gt;
&lt;br /&gt;
2DA row ID numbers need to be unique across all currently active addins for any given 2DA, otherwise they'll override each other with potentially disruptive effects. See [[2DA ranges in use]] for a list of 2DA row IDs currently used by popular addins.&lt;br /&gt;
&lt;br /&gt;
== [[Treasure system]] ==&lt;br /&gt;
&lt;br /&gt;
The treasure possessed by most creatures and containers is randomly generated by the game's core scripts using a system that selects from appropriate treasure types (for example, wild animals should rarely possess steel armor in their inventories, and Darkspawn are unlikely to be carrying fine porcelain vases) and auto-scales it to be reasonably useful or valuable at the character's level. Manipulating the treasure system can involve both [[local variable]]s and [[event (type)|event]]s.&lt;br /&gt;
&lt;br /&gt;
To put a specific treasure item in a specific creature's [[inventory]], you'll have to create a new creature template for that creature. Inventory cannot be directly defined for particular objects already placed in an [[area]].&lt;br /&gt;
&lt;br /&gt;
== [[Local variable]]s - data repositories for individual objects ==&lt;br /&gt;
&lt;br /&gt;
Local variables are persistent variables that are associated with in-game objects. They are not the same as the temporary variables you can create in a script; local variables retain their values even when no scripts are using them, and are shared across any scripts that choose to access them.&lt;br /&gt;
&lt;br /&gt;
Local variables are set using the SetLocal* functions and read using the GetLocal* functions. There are a number of SetLocal* functions in the game engine.&lt;br /&gt;
&lt;br /&gt;
Local variables must be pre-defined in a variable [[2DA]] before they can be read or set using these functions. Dragon Age doesn't support the dynamic in-game allocation of new local variables. &lt;br /&gt;
&lt;br /&gt;
== [[Inventory Count]] - basic syntax ==&lt;br /&gt;
&lt;br /&gt;
How do you know if the user has enough inventory space before adding items?&lt;br /&gt;
&lt;br /&gt;
//Get max inventory size&lt;br /&gt;
int iMaxInventorySize = GetMaxInventorySize(GetHero());&lt;br /&gt;
object[] oInv = GetItemsInInventory(GetHero(), GET_ITEMS_OPTION_BACKPACK, 0, &amp;quot;&amp;quot;, 1);&lt;br /&gt;
   &lt;br /&gt;
PrintToLog(&amp;quot;Max Inventory size:&amp;quot; + IntToString(iMaxInventorySize));&lt;br /&gt;
PrintToLog(&amp;quot;Current Inventory count:&amp;quot; + IntToString(GetArraySize(oInv)));&lt;br /&gt;
&lt;br /&gt;
This returned 102 items in my inventory out of a total of 120.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Script&amp;diff=9865</id>
		<title>Script</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Script&amp;diff=9865"/>
				<updated>2010-01-17T11:15:30Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Inventory Count - basic syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts in Dragon Age are used to control all manner of game activity. Much of the functionality that would normally be handled by the game engine is actually managed by core scripts, allowing deep customizability.&lt;br /&gt;
&lt;br /&gt;
== [[Scripting overview]] - basic syntax ==&lt;br /&gt;
&lt;br /&gt;
The DA scripting language is very similar to C in terms of syntax. Files can be included into other files, with files containing libraries of functions designated by a &amp;quot;_h&amp;quot; suffix. (eg. wrappers_h)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Event (dascript type)|Event]]s - driving practically everything ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age has an event-driven scripting model, with event objects being passed to scripts containing different parameters depending on the event's type. A large portion of script-writing for a standard adventure is going to involve dealing with events. Common examples include:&lt;br /&gt;
&lt;br /&gt;
* An event is fired to a plot's script whenever one of its flags is set or cleared&lt;br /&gt;
* An event is fired to an area's script when a team of creatures dies in it or when a creature (such as the player) enters&lt;br /&gt;
* Events are fired to the module's script during character generation&lt;br /&gt;
* Events are fired to creatures when certain things happen to them (such as being hit)&lt;br /&gt;
&lt;br /&gt;
[[Custom AI]] for creatures is handled by creating custom AI event handlers.&lt;br /&gt;
&lt;br /&gt;
== [[Effect (dascript type)|Effect]]s and [[Ability|Abilities]] - how to make things affect other things ==&lt;br /&gt;
&lt;br /&gt;
Effects are a bundle of modifiers that are applied to an object or creature. Every effect has a type set on it that determines how it affects the object it is applied to. They also have a number of parameters on them, which vary based on the type, that change the specific behaviour. When the effect is removed (usually because the duration on the effect expires) the modifier is removed. These modifiers can be rule or stat based or more complicated visual and game effects.&lt;br /&gt;
&lt;br /&gt;
They can be assigned different duration types which affect how they're applied and removed:&lt;br /&gt;
&lt;br /&gt;
# Temporary: Applied for a short duration (measured in seconds)&lt;br /&gt;
# Permanent: Applied until manually removed through scripting&lt;br /&gt;
# Instant: These are one-shot modifiers that are not stored on the object (the death effect is an instant modifier for example)&lt;br /&gt;
# Equipped: Associated with an equipped item. The effect is removed when the item is unequipped. &lt;br /&gt;
&lt;br /&gt;
Effects are commonly applied by abilities, which are possessed by both creatures and player characters.&lt;br /&gt;
&lt;br /&gt;
==[[2DA]] files - All-purpose game-wide data repositories ==&lt;br /&gt;
&lt;br /&gt;
2-Dimensional Arrays contain much of the raw data used by the game. They are generated from Microsoft Excel files. If you want to add new basic creature types, new treasure types, and so forth, you'll need to create new [[2DA]] files.&lt;br /&gt;
&lt;br /&gt;
2DA row ID numbers need to be unique across all currently active addins for any given 2DA, otherwise they'll override each other with potentially disruptive effects. See [[2DA ranges in use]] for a list of 2DA row IDs currently used by popular addins.&lt;br /&gt;
&lt;br /&gt;
== [[Treasure system]] ==&lt;br /&gt;
&lt;br /&gt;
The treasure possessed by most creatures and containers is randomly generated by the game's core scripts using a system that selects from appropriate treasure types (for example, wild animals should rarely possess steel armor in their inventories, and Darkspawn are unlikely to be carrying fine porcelain vases) and auto-scales it to be reasonably useful or valuable at the character's level. Manipulating the treasure system can involve both [[local variable]]s and [[event (type)|event]]s.&lt;br /&gt;
&lt;br /&gt;
To put a specific treasure item in a specific creature's [[inventory]], you'll have to create a new creature template for that creature. Inventory cannot be directly defined for particular objects already placed in an [[area]].&lt;br /&gt;
&lt;br /&gt;
== [[Local variable]]s - data repositories for individual objects ==&lt;br /&gt;
&lt;br /&gt;
Local variables are persistent variables that are associated with in-game objects. They are not the same as the temporary variables you can create in a script; local variables retain their values even when no scripts are using them, and are shared across any scripts that choose to access them.&lt;br /&gt;
&lt;br /&gt;
Local variables are set using the SetLocal* functions and read using the GetLocal* functions. There are a number of SetLocal* functions in the game engine.&lt;br /&gt;
&lt;br /&gt;
Local variables must be pre-defined in a variable [[2DA]] before they can be read or set using these functions. Dragon Age doesn't support the dynamic in-game allocation of new local variables. &lt;br /&gt;
&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Script&amp;diff=9864</id>
		<title>Script</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Script&amp;diff=9864"/>
				<updated>2010-01-17T11:15:05Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Inventory Counts - get max and current inventory count */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts in Dragon Age are used to control all manner of game activity. Much of the functionality that would normally be handled by the game engine is actually managed by core scripts, allowing deep customizability.&lt;br /&gt;
&lt;br /&gt;
== [[Scripting overview]] - basic syntax ==&lt;br /&gt;
&lt;br /&gt;
The DA scripting language is very similar to C in terms of syntax. Files can be included into other files, with files containing libraries of functions designated by a &amp;quot;_h&amp;quot; suffix. (eg. wrappers_h)&lt;br /&gt;
&lt;br /&gt;
== [[Inventory Count]] - basic syntax ==&lt;br /&gt;
&lt;br /&gt;
How do you know if the user has enough inventory space before adding items?&lt;br /&gt;
&lt;br /&gt;
//Get max inventory size&lt;br /&gt;
int iMaxInventorySize = GetMaxInventorySize(GetHero());&lt;br /&gt;
object[] oInv = GetItemsInInventory(GetHero(), GET_ITEMS_OPTION_BACKPACK, 0, &amp;quot;&amp;quot;, 1);&lt;br /&gt;
   &lt;br /&gt;
PrintToLog(&amp;quot;Max Inventory size:&amp;quot; + IntToString(iMaxInventorySize));&lt;br /&gt;
PrintToLog(&amp;quot;Current Inventory count:&amp;quot; + IntToString(GetArraySize(oInv)));&lt;br /&gt;
&lt;br /&gt;
This returned 102 items in my inventory out of a total of 120.&lt;br /&gt;
&lt;br /&gt;
== [[Event (dascript type)|Event]]s - driving practically everything ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age has an event-driven scripting model, with event objects being passed to scripts containing different parameters depending on the event's type. A large portion of script-writing for a standard adventure is going to involve dealing with events. Common examples include:&lt;br /&gt;
&lt;br /&gt;
* An event is fired to a plot's script whenever one of its flags is set or cleared&lt;br /&gt;
* An event is fired to an area's script when a team of creatures dies in it or when a creature (such as the player) enters&lt;br /&gt;
* Events are fired to the module's script during character generation&lt;br /&gt;
* Events are fired to creatures when certain things happen to them (such as being hit)&lt;br /&gt;
&lt;br /&gt;
[[Custom AI]] for creatures is handled by creating custom AI event handlers.&lt;br /&gt;
&lt;br /&gt;
== [[Effect (dascript type)|Effect]]s and [[Ability|Abilities]] - how to make things affect other things ==&lt;br /&gt;
&lt;br /&gt;
Effects are a bundle of modifiers that are applied to an object or creature. Every effect has a type set on it that determines how it affects the object it is applied to. They also have a number of parameters on them, which vary based on the type, that change the specific behaviour. When the effect is removed (usually because the duration on the effect expires) the modifier is removed. These modifiers can be rule or stat based or more complicated visual and game effects.&lt;br /&gt;
&lt;br /&gt;
They can be assigned different duration types which affect how they're applied and removed:&lt;br /&gt;
&lt;br /&gt;
# Temporary: Applied for a short duration (measured in seconds)&lt;br /&gt;
# Permanent: Applied until manually removed through scripting&lt;br /&gt;
# Instant: These are one-shot modifiers that are not stored on the object (the death effect is an instant modifier for example)&lt;br /&gt;
# Equipped: Associated with an equipped item. The effect is removed when the item is unequipped. &lt;br /&gt;
&lt;br /&gt;
Effects are commonly applied by abilities, which are possessed by both creatures and player characters.&lt;br /&gt;
&lt;br /&gt;
==[[2DA]] files - All-purpose game-wide data repositories ==&lt;br /&gt;
&lt;br /&gt;
2-Dimensional Arrays contain much of the raw data used by the game. They are generated from Microsoft Excel files. If you want to add new basic creature types, new treasure types, and so forth, you'll need to create new [[2DA]] files.&lt;br /&gt;
&lt;br /&gt;
2DA row ID numbers need to be unique across all currently active addins for any given 2DA, otherwise they'll override each other with potentially disruptive effects. See [[2DA ranges in use]] for a list of 2DA row IDs currently used by popular addins.&lt;br /&gt;
&lt;br /&gt;
== [[Treasure system]] ==&lt;br /&gt;
&lt;br /&gt;
The treasure possessed by most creatures and containers is randomly generated by the game's core scripts using a system that selects from appropriate treasure types (for example, wild animals should rarely possess steel armor in their inventories, and Darkspawn are unlikely to be carrying fine porcelain vases) and auto-scales it to be reasonably useful or valuable at the character's level. Manipulating the treasure system can involve both [[local variable]]s and [[event (type)|event]]s.&lt;br /&gt;
&lt;br /&gt;
To put a specific treasure item in a specific creature's [[inventory]], you'll have to create a new creature template for that creature. Inventory cannot be directly defined for particular objects already placed in an [[area]].&lt;br /&gt;
&lt;br /&gt;
== [[Local variable]]s - data repositories for individual objects ==&lt;br /&gt;
&lt;br /&gt;
Local variables are persistent variables that are associated with in-game objects. They are not the same as the temporary variables you can create in a script; local variables retain their values even when no scripts are using them, and are shared across any scripts that choose to access them.&lt;br /&gt;
&lt;br /&gt;
Local variables are set using the SetLocal* functions and read using the GetLocal* functions. There are a number of SetLocal* functions in the game engine.&lt;br /&gt;
&lt;br /&gt;
Local variables must be pre-defined in a variable [[2DA]] before they can be read or set using these functions. Dragon Age doesn't support the dynamic in-game allocation of new local variables. &lt;br /&gt;
&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Script&amp;diff=9863</id>
		<title>Script</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Script&amp;diff=9863"/>
				<updated>2010-01-17T11:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Scripting overview - basic syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts in Dragon Age are used to control all manner of game activity. Much of the functionality that would normally be handled by the game engine is actually managed by core scripts, allowing deep customizability.&lt;br /&gt;
&lt;br /&gt;
== [[Scripting overview]] - basic syntax ==&lt;br /&gt;
&lt;br /&gt;
The DA scripting language is very similar to C in terms of syntax. Files can be included into other files, with files containing libraries of functions designated by a &amp;quot;_h&amp;quot; suffix. (eg. wrappers_h)&lt;br /&gt;
&lt;br /&gt;
== [[Inventory Counts]] - get max and current inventory count ==&lt;br /&gt;
&lt;br /&gt;
How do you know if the user has enough inventory space before adding items?&lt;br /&gt;
&lt;br /&gt;
//Get max inventory size&lt;br /&gt;
int iMaxInventorySize = GetMaxInventorySize(GetHero());&lt;br /&gt;
object[] oInv = GetItemsInInventory(GetHero(), GET_ITEMS_OPTION_BACKPACK, 0, &amp;quot;&amp;quot;, 1);&lt;br /&gt;
   &lt;br /&gt;
PrintToLog(&amp;quot;Max Inventory size:&amp;quot; + IntToString(iMaxInventorySize));&lt;br /&gt;
PrintToLog(&amp;quot;Current Inventory count:&amp;quot; + IntToString(GetArraySize(oInv)));&lt;br /&gt;
&lt;br /&gt;
This returned 102 items in my inventory out of a total of 120. &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
== [[Event (dascript type)|Event]]s - driving practically everything ==&lt;br /&gt;
&lt;br /&gt;
Dragon Age has an event-driven scripting model, with event objects being passed to scripts containing different parameters depending on the event's type. A large portion of script-writing for a standard adventure is going to involve dealing with events. Common examples include:&lt;br /&gt;
&lt;br /&gt;
* An event is fired to a plot's script whenever one of its flags is set or cleared&lt;br /&gt;
* An event is fired to an area's script when a team of creatures dies in it or when a creature (such as the player) enters&lt;br /&gt;
* Events are fired to the module's script during character generation&lt;br /&gt;
* Events are fired to creatures when certain things happen to them (such as being hit)&lt;br /&gt;
&lt;br /&gt;
[[Custom AI]] for creatures is handled by creating custom AI event handlers.&lt;br /&gt;
&lt;br /&gt;
== [[Effect (dascript type)|Effect]]s and [[Ability|Abilities]] - how to make things affect other things ==&lt;br /&gt;
&lt;br /&gt;
Effects are a bundle of modifiers that are applied to an object or creature. Every effect has a type set on it that determines how it affects the object it is applied to. They also have a number of parameters on them, which vary based on the type, that change the specific behaviour. When the effect is removed (usually because the duration on the effect expires) the modifier is removed. These modifiers can be rule or stat based or more complicated visual and game effects.&lt;br /&gt;
&lt;br /&gt;
They can be assigned different duration types which affect how they're applied and removed:&lt;br /&gt;
&lt;br /&gt;
# Temporary: Applied for a short duration (measured in seconds)&lt;br /&gt;
# Permanent: Applied until manually removed through scripting&lt;br /&gt;
# Instant: These are one-shot modifiers that are not stored on the object (the death effect is an instant modifier for example)&lt;br /&gt;
# Equipped: Associated with an equipped item. The effect is removed when the item is unequipped. &lt;br /&gt;
&lt;br /&gt;
Effects are commonly applied by abilities, which are possessed by both creatures and player characters.&lt;br /&gt;
&lt;br /&gt;
==[[2DA]] files - All-purpose game-wide data repositories ==&lt;br /&gt;
&lt;br /&gt;
2-Dimensional Arrays contain much of the raw data used by the game. They are generated from Microsoft Excel files. If you want to add new basic creature types, new treasure types, and so forth, you'll need to create new [[2DA]] files.&lt;br /&gt;
&lt;br /&gt;
2DA row ID numbers need to be unique across all currently active addins for any given 2DA, otherwise they'll override each other with potentially disruptive effects. See [[2DA ranges in use]] for a list of 2DA row IDs currently used by popular addins.&lt;br /&gt;
&lt;br /&gt;
== [[Treasure system]] ==&lt;br /&gt;
&lt;br /&gt;
The treasure possessed by most creatures and containers is randomly generated by the game's core scripts using a system that selects from appropriate treasure types (for example, wild animals should rarely possess steel armor in their inventories, and Darkspawn are unlikely to be carrying fine porcelain vases) and auto-scales it to be reasonably useful or valuable at the character's level. Manipulating the treasure system can involve both [[local variable]]s and [[event (type)|event]]s.&lt;br /&gt;
&lt;br /&gt;
To put a specific treasure item in a specific creature's [[inventory]], you'll have to create a new creature template for that creature. Inventory cannot be directly defined for particular objects already placed in an [[area]].&lt;br /&gt;
&lt;br /&gt;
== [[Local variable]]s - data repositories for individual objects ==&lt;br /&gt;
&lt;br /&gt;
Local variables are persistent variables that are associated with in-game objects. They are not the same as the temporary variables you can create in a script; local variables retain their values even when no scripts are using them, and are shared across any scripts that choose to access them.&lt;br /&gt;
&lt;br /&gt;
Local variables are set using the SetLocal* functions and read using the GetLocal* functions. There are a number of SetLocal* functions in the game engine.&lt;br /&gt;
&lt;br /&gt;
Local variables must be pre-defined in a variable [[2DA]] before they can be read or set using these functions. Dragon Age doesn't support the dynamic in-game allocation of new local variables. &lt;br /&gt;
&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Morph&amp;diff=9308</id>
		<title>Morph</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Morph&amp;diff=9308"/>
				<updated>2010-01-06T01:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* How to override companion &amp;amp; NPC Morphs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:New resource.png|thumb|The new resource menu contains a &amp;quot;Morph&amp;quot; option]]&lt;br /&gt;
&lt;br /&gt;
Morphs are highly customizable heads that can be added to many of the common humanoid creatures in Dragon Age to create unique characters. They are not listed on the palette window; to create a new morph you'll have to go to the &amp;quot;File&amp;quot; menu, select &amp;quot;New&amp;quot;, and then select &amp;quot;Morph&amp;quot; from the list of resource types.&lt;br /&gt;
&lt;br /&gt;
A morph must first start with a basic head shape. Select one from the drop-down menu in the toolbar (it defaults to &amp;quot;choose base&amp;quot;, indicating the need to select one) and the head will appear in the main display. The camera can be maneuvered around it using many of the same basic controls used elsewhere in the toolset. The head bases that are available include male and female versions of Human, Dwarf, Elf, and a gender-neutral child's head.&lt;br /&gt;
&lt;br /&gt;
Once the base is selected, an enormous number of options will become available in the object inspector for modifying the exact shape and texture of the head. Hairstyles and beards can be added, tattoo textures can be overlaid on the skin, and so forth - there are hundreds of parameters.&lt;br /&gt;
&lt;br /&gt;
To speed the creation of unique generic NPCs, the &amp;quot;randomize&amp;quot; button in the toolbar will set the various shape parameters to random values. This doesn't affect all facial features, however, since many of the adjustable features would look quite bizarre when set to extreme values. Generally the effects of the randomize button are limited to tabs 4 through 8, and it doesn't affect all of the features even on those. Manual customization may still be required to produce a truly diverse crop of NPCs.&lt;br /&gt;
&lt;br /&gt;
Note that for some features (for example, lip color) the opacity defaults to 0%, so you may not see an immediate effect when changing them unless you set the opacity higher first.&lt;br /&gt;
&lt;br /&gt;
[[Image:Morph editor.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== How to override companion &amp;amp; NPC Morphs ==&lt;br /&gt;
&lt;br /&gt;
1. Open toolset&lt;br /&gt;
&lt;br /&gt;
2. '''File''' --&amp;gt; '''Manage Modules''' --&amp;gt; Switch to single player campaign&lt;br /&gt;
&lt;br /&gt;
3. Open the '''&amp;quot;Creatures&amp;quot; palette''' and put the name of the companion or npc in the filter. Example: &amp;quot;alistair&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4.  A few tabs open up.... Expand the '''&amp;quot;_Global/Followers&amp;quot;''' folder and you will see alistair's model, (i also included npc example): &lt;br /&gt;
&lt;br /&gt;
 companion:&lt;br /&gt;
 gen00fl_alistair (Alistair)&lt;br /&gt;
&lt;br /&gt;
 npc: &lt;br /&gt;
 ntb100cr_gheyna (Gheyna)&lt;br /&gt;
&lt;br /&gt;
5. For companions REMOVE THE NUMBERS.   For NPCs REMOVE the letters between the number and the _     ... Compare these to the ones in step 4:&lt;br /&gt;
&lt;br /&gt;
 companion:&lt;br /&gt;
 genfl_alistair&lt;br /&gt;
&lt;br /&gt;
 npc: &lt;br /&gt;
 ntb100_gheyna.mor&lt;br /&gt;
&lt;br /&gt;
6. Then add the appropriate prefix.&lt;br /&gt;
&lt;br /&gt;
 ef_         = elf female&lt;br /&gt;
 hm_         = human male&lt;br /&gt;
 hf_         = human female&lt;br /&gt;
 em_         = elf male&lt;br /&gt;
 dm_         = dwarf male&lt;br /&gt;
 df_         = dwarf female&lt;br /&gt;
&lt;br /&gt;
7. So you would rename your morph: &lt;br /&gt;
&lt;br /&gt;
 companion:&lt;br /&gt;
 hm_genfl_alistair.mor   &lt;br /&gt;
&lt;br /&gt;
 npc:&lt;br /&gt;
 ef_ntb100_gheyna.mor&lt;br /&gt;
&lt;br /&gt;
8. Then place it into the folder:&lt;br /&gt;
&lt;br /&gt;
 \\\\Documents\\\\BioWare\\\\Dragon Age\\\\modules\\\\Single Player\\\\override&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
 Alistair: hm_genfl_alistair.mor&lt;br /&gt;
 Morrigan: hf_genfl_morrigan.mor&lt;br /&gt;
 Gheyna: ef_ntb100_gheyna.mor&lt;br /&gt;
&lt;br /&gt;
== Beards and facial features ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of beards available for facial morphs; model beards and stubble beards. Stubble beards are simply a texture overlay, and have no particular special effects associated with them. Model beards are three-dimensional objects that are affixed to the face, and it is important to be aware of certain limitations that come with using them.&lt;br /&gt;
&lt;br /&gt;
In order to make a physical beard model fit properly onto the face, some facial features must be set to their default values. This is so that, as an example, one doesn't wind up with the tip of the chin poking out through the end of the beard. When you add a physical beard model to a head morph these specific facial features are automatically snapped to their default values and are locked there for as long as the beard is in place. If the beard is removed they become editable again, but it is important to note that they do ''not'' return to whatever values they had before the beard was added. So make the decision on whether a character has a physical beard before you spend a lot of time adjusting his jawline and other such details.&lt;br /&gt;
&lt;br /&gt;
== Debug features ==&lt;br /&gt;
&lt;br /&gt;
There are a number of features with &amp;quot;debug&amp;quot; in their names that are intended only to allow a facial artist to get a better view of certain parts of a facial morph, and if they are set to anything other than zero the morph won't be usable by the rest of the toolset. The most obvious example is the &amp;quot;teeth debug&amp;quot; parameter, which pulls the lips back to expose the model's teeth so that they can be adjusted in plain view.&lt;br /&gt;
&lt;br /&gt;
== How to use a morph in your module ==&lt;br /&gt;
&lt;br /&gt;
Morph is an art tool, not a design tool, and so it uses a somewhat different mechanism for making its output available to the designer than the other tools that come with the toolset. You can save a morph as a file in your regular filesystem but when you go to select a head morph in the creature designer you won't be able to import directly from the filesystem to use it.&lt;br /&gt;
&lt;br /&gt;
Instead, you need to export the morph via the &amp;quot;post to local&amp;quot; command under the &amp;quot;Tools&amp;quot;-&amp;gt;&amp;quot;Export&amp;quot; menu (alternately, right-click on the morph's display window and select &amp;quot;post to local&amp;quot; from the menu). Once the morph has been exported, it will be available in the creature creator's morph list when the appropriate body appearance model is selected (eg, a human female head morph is usable with a human female body appearance).&lt;br /&gt;
&lt;br /&gt;
If you want to make a slight variation on an existing morph (say for example to change the hair colour or add a scar), load the mrh file of the desired morph, and then 'save as' with a new file name. Make your changes and save, then once again export to local. To make the new variant available, use &amp;quot;View&amp;quot;-&amp;gt;&amp;quot;Refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== How to replace the morph of an in game NPC (Single Player Campaign) ==&lt;br /&gt;
&lt;br /&gt;
1. Open Toolset&lt;br /&gt;
&lt;br /&gt;
2. Click the &amp;quot;Creatures&amp;quot; Button on the top right Palette Window&lt;br /&gt;
&lt;br /&gt;
3. In the filter type the name of the NPC, example Bella or Desire or Murdock.&lt;br /&gt;
&lt;br /&gt;
4. You'll see some folders appear.  Navigate through them and find the NPC object:&lt;br /&gt;
&lt;br /&gt;
Example: ntb100cr_gheyna (Gheyna)    &lt;br /&gt;
&lt;br /&gt;
5.  Now left click that creature to highlight it.&lt;br /&gt;
&lt;br /&gt;
6. On the bottom right the object inspector window appears full of information.&lt;br /&gt;
&lt;br /&gt;
7. Scroll down the list until you see head morph, under appearance.  Note the name of that file.&lt;br /&gt;
&lt;br /&gt;
8. Rename the new morph file you exported to the name in the object inspector.&lt;br /&gt;
&lt;br /&gt;
9. Now place your new morph in the following directory:&lt;br /&gt;
&lt;br /&gt;
documents/bioware/dragon age/packages/core/override&lt;br /&gt;
&lt;br /&gt;
Make sure you restart dragon age.&lt;br /&gt;
&lt;br /&gt;
== Morph files ==&lt;br /&gt;
&lt;br /&gt;
There are actually two files for every morph.&lt;br /&gt;
*.mrh - This is the source file for the morph data and can be saved anywhere and loaded from anywhere.&lt;br /&gt;
*.mor - This is the generated/processed binarized gff file that the game uses. You can change these in the toolset but it's not recommended.&lt;br /&gt;
&lt;br /&gt;
To get the *.mor file you need to use the &amp;quot;export&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
To edit an existing .mrh, you can either drag and drop the .mrh into the toolset or open the *.mrh from the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The head morph tool concatenates the two letter prefix (HM for human male, HF for human female, etc.) to the filename for you. If you saved a resource called &amp;quot;myhead&amp;quot;, for example, and it was a human male then it would export a hm_myhead.mor. If it was a female dwarf it would save it as df_myhead.mor&lt;br /&gt;
&lt;br /&gt;
The drop down for the head morph will also auto generate the two letter prefix based on the gender and appearance of the creature you are making.&lt;br /&gt;
&lt;br /&gt;
== Deleting a morph ==&lt;br /&gt;
&lt;br /&gt;
Morphs are an art asset, and as such are not stored in the database in the same manner as other resources. You can find morph files (.mor extension) in the \Dragon Age\packages\core\override\toolsetexport directory, to remove one simply delete it.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Keep in mind that when selecting colors, you can open up a dropdown list where you browse for colors, and choose &amp;quot;All Tint Files *.tnt&amp;quot; to get a much wider range of color choices. The Tattoo colors especially (t1_tat_*) are very vibrant, and can give you 'very blue eyes', for example. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Choose Base model name:&lt;br /&gt;
&lt;br /&gt;
*HM_UHM_BASE - Human Male&lt;br /&gt;
*HF_UHM_BASE - Human Female&lt;br /&gt;
*DM_UHM_BASE - Dwarven Male&lt;br /&gt;
*DF_UHM_BASE - Dwarven Female&lt;br /&gt;
*EM_UHM_BASE - Elven Male&lt;br /&gt;
*EF_UHM_BASE - Elven Female&lt;br /&gt;
*QM_UHM_BASE - Qunari Male&lt;br /&gt;
*QF_UHM_BASE - Qunari Female&lt;br /&gt;
*KN_UHM_BASE - Child&lt;br /&gt;
&lt;br /&gt;
*(Opacity 0.00 least color - 1.00 full color)&lt;br /&gt;
*(Anything 0.00 to 1.00  or -1.00 to 1.00 is a slider)&lt;br /&gt;
*(Left and Right = Left and Right of Morph Face not Left and Right as you look at the face.)&lt;br /&gt;
&lt;br /&gt;
01. MATERIAL:&lt;br /&gt;
&lt;br /&gt;
01. Face:&lt;br /&gt;
&lt;br /&gt;
*Skin Color: 8 choices&lt;br /&gt;
*Lip Makeup Color: 27 choices&lt;br /&gt;
*Lip Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
*Blush Makeup Color: 30 choices&lt;br /&gt;
*Blush Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
*Eye Makeup Color: 36 choices&lt;br /&gt;
*Eye Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Skin Texture:&lt;br /&gt;
&lt;br /&gt;
*Base Skin Texture: 12 choices&lt;br /&gt;
*Blend Skin Texture: 12 choices&lt;br /&gt;
*Blend Right Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Left Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Right Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Right Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Nose: 0.00 - 1.00&lt;br /&gt;
*Blend Middle Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend All Override: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
03. Skin Type:&lt;br /&gt;
&lt;br /&gt;
*Blend Right Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Left Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Right Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Right Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Nose: 0.00 - 1.00&lt;br /&gt;
*Blend Middle Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend All Override: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. PART SELECTION:&lt;br /&gt;
&lt;br /&gt;
1. Model: (Base model Chosen when starting.)&lt;br /&gt;
&lt;br /&gt;
2. Parts:&lt;br /&gt;
&lt;br /&gt;
*Eye Color: 11 choices&lt;br /&gt;
*Eyes: 2 choices&lt;br /&gt;
*Eye Texture: 16 choices &lt;br /&gt;
*Hair and Beard Color: 10 choices&lt;br /&gt;
*Hair: 17 choices&lt;br /&gt;
*Beard: 7 choices&lt;br /&gt;
*Eye Lashes: 1 choice&lt;br /&gt;
*Lashes Texture: 4 choices&lt;br /&gt;
&lt;br /&gt;
3. Tattoo:&lt;br /&gt;
&lt;br /&gt;
*Tattoo Mask: 14 choices&lt;br /&gt;
*Tattoo Channel 1 Color: 15 choices&lt;br /&gt;
*Tattoo 1 : R Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 2 Color: 15 choices&lt;br /&gt;
*Tattoo 2 : G Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 3 Color: 15 choices&lt;br /&gt;
*Tattoo 3 : B Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 4 Color: 15 choices&lt;br /&gt;
*Tattoo 4 : A Channel: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
4. Brow and Stubble:&lt;br /&gt;
&lt;br /&gt;
*Brow and Stubble Colors: 10 choices&lt;br /&gt;
*Bushy Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Regular Eyebrows: 0.00 - 1.00&lt;br /&gt;
*Thick Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Thinned Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Goatee: 0.00 - 1.00&lt;br /&gt;
*Soul Patch: 0.00 - 1.00&lt;br /&gt;
*Mustache: 0.00 - 1.00&lt;br /&gt;
*Pork Chops: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
5. Crew Cut Selection:&lt;br /&gt;
&lt;br /&gt;
*Sheppard: 0.00 - 1.00&lt;br /&gt;
*Receeding Hairline: 0.00 - 1.00&lt;br /&gt;
*Balding Hairline: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
03. FEATURE SELECTION:&lt;br /&gt;
&lt;br /&gt;
01. Shape:&lt;br /&gt;
&lt;br /&gt;
*Head Shape 01: 0.00 - 1.00&lt;br /&gt;
*Head Shape 02: 0.00 - 1.00&lt;br /&gt;
*Head Shape 03: 0.00 - 1.00&lt;br /&gt;
*Head Shape Fat: 0.00 - 1.00&lt;br /&gt;
*Head Shape Thick: 0.00 - 1.00&lt;br /&gt;
*Head Shape Thin: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
02. Nose:&lt;br /&gt;
&lt;br /&gt;
*Eastern Nose: 0.00 - 1.00&lt;br /&gt;
*Flat Nose: 0.00 - 1.00&lt;br /&gt;
*Long Nose: 0.00 - 1.00&lt;br /&gt;
*Pig Nose: 0.00 - 1.00&lt;br /&gt;
*Straight Nose: 0.00 - 1.00&lt;br /&gt;
*Thick Nose: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
03. Eye Shape:&lt;br /&gt;
&lt;br /&gt;
*Eye Shape 01: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 02: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 02: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 04: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
04. Universal Shapes:&lt;br /&gt;
&lt;br /&gt;
*Shape Chubby: 0.00 - 1.00&lt;br /&gt;
*Shape Skinny: 0.00 - 1.00&lt;br /&gt;
*(You can adjust both of these.)&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
04. NOSE:&lt;br /&gt;
&lt;br /&gt;
01. Targets: &lt;br /&gt;
&lt;br /&gt;
*Nose Bend Left/Right: -1.00 - 1.00&lt;br /&gt;
*Nose Bridge In/Out: -1.00 - 1.00&lt;br /&gt;
*Nose Bridge Thin/Wide: -1.00 - 1.00&lt;br /&gt;
*Nose Up/Down: -1.00 - 1.00&lt;br /&gt;
*Nose Out/In: -1.00 - 1.00&lt;br /&gt;
*Nose Smaller/Larger: -1.00 - 1.00&lt;br /&gt;
*Nose Tip Up/Down: -1.00 - 1.00&lt;br /&gt;
*Nose Tip Out/In: -1.00 - 1.00&lt;br /&gt;
*Nostrils Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Shape:&lt;br /&gt;
&lt;br /&gt;
*Nose Shape 1: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 2: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 3: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 4: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 5: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 6: 0.00 - 1.00&lt;br /&gt;
*(You can choose to adjust any or all of these.)&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
05. MOUTH:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Mouth Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Mouth Corner Up/Down: -1.00 - 1.00&lt;br /&gt;
*Mouth Up/Down: -1.00 - 1.00&lt;br /&gt;
*Mouth Lips Fat/Thin: -1.00 - 1.00&lt;br /&gt;
*Mouth Lower Lip Fat: 0.00 - 1.00&lt;br /&gt;
*Mouth Lower Lip Up: 0.00 - 1.00&lt;br /&gt;
*Mouth Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Mouth Over/Underbite: -1.00 - 1.00&lt;br /&gt;
*Mouth Upper Lip Down: 0.00 - 1.00&lt;br /&gt;
*Mouth Upper Lip Fat: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
06. EYES:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Eye Bags: 0.00 - 1.00&lt;br /&gt;
*Eye Brow Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Eye Brow Down/Up: -1.00 - 1.00&lt;br /&gt;
*Eye Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Eye Position Down/Up: -1.00 - 1.00&lt;br /&gt;
*Eyelash Fan: 0.00 - 1.00&lt;br /&gt;
*Eyelash Length: 0.00 - 1.00&lt;br /&gt;
*Eyes Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Eyes Larger: 0.00 - 1.00&lt;br /&gt;
*Eyes Small: 0.00 - 1.00&lt;br /&gt;
*Eyes Squint: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug&lt;br /&gt;
&lt;br /&gt;
Debug Cornea Larger/Smaller: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
07. CHEEKS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Cheeks Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Cheeks Bones In/Out: -1.00 - 1.00&lt;br /&gt;
*Cheeks Gaunt: 0.00 - 1.00&lt;br /&gt;
*Cheeks Lower: 0.00 - 1.00&lt;br /&gt;
*Cheeks Up: 0.00 - 1.00&lt;br /&gt;
*Cheeks Wide: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
08. JAW:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Jaw Chin Down/Up: -1.00 - 1.00&lt;br /&gt;
*Jaw Chin In/Out: -1.00 - 1.00&lt;br /&gt;
*Jaw Chin Thin/Wide: -1.00 - 1.00&lt;br /&gt;
*Jaw Lower: 0.00 - 1.00&lt;br /&gt;
*Jaw Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Jaw Square Shape: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
10. TEETH:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*TeethChippedtoothLeft: 0.00 - 1.00&lt;br /&gt;
*TeethChippedtoothRight: 0.00 - 1.00&lt;br /&gt;
*TeethMissingLeft: 0.00 - 1.00&lt;br /&gt;
*TeethNoFront: 0.00 - 1.00&lt;br /&gt;
*Teeth Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Teeth Close/Separate: -1.00 - 1.00&lt;br /&gt;
*Teeth Down/Up: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug:&lt;br /&gt;
&lt;br /&gt;
*Teeth Wide/Narrow: -1.00 - 1.00&lt;br /&gt;
*Teeth Debug: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
11. EARS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Ears Down/Up: -1.00 - 1.00&lt;br /&gt;
*Ears In/Out: -1.00 - 1.00&lt;br /&gt;
*Ears Large/Small: -1.00 - 1.00&lt;br /&gt;
*Ears Rotate Outwards: 0.00 - 1.00&lt;br /&gt;
*Ears Wide/Narrow: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug:&lt;br /&gt;
&lt;br /&gt;
Ears Debug for Hair Crashing: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
12. NECK:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*NeckApple: 0.00 - 1.00&lt;br /&gt;
*NeckThin: 0.00 - 1.00&lt;br /&gt;
*Neck Back: 0.00 - 1.00&lt;br /&gt;
*Neck Wide: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
13. BROWS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Brow Down/Up: -1.00 - 1.00&lt;br /&gt;
*Forehead Out/In: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
13. VIEW SETTINGS:&lt;br /&gt;
&lt;br /&gt;
1. Light:&lt;br /&gt;
&lt;br /&gt;
*Light Model: 6 choices&lt;br /&gt;
*Light Probe: 4 choices&lt;br /&gt;
&lt;br /&gt;
2. Camera:&lt;br /&gt;
&lt;br /&gt;
*Distance: Numeric&lt;br /&gt;
*Orientation: 3 coordinates&lt;br /&gt;
*Position: 3 coordinates&lt;br /&gt;
&lt;br /&gt;
3. Object:&lt;br /&gt;
&lt;br /&gt;
*Orientation: 3 coordinates&lt;br /&gt;
*Position:  3 coordinates&lt;br /&gt;
&lt;br /&gt;
4. Facial Animation:&lt;br /&gt;
&lt;br /&gt;
*FA name: Blank&lt;br /&gt;
*FA set: 5 choices&lt;br /&gt;
&lt;br /&gt;
14. EXPORT SETTINGS&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
Export .mop file: True/False (False default)&lt;br /&gt;
&lt;br /&gt;
14. UNIQUE SHAPES:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Fat Man: 0.00 - 1.00&lt;br /&gt;
*Shape Alistair: 0.00 - 1.00&lt;br /&gt;
*Shape Daveth: 0.00 - 1.00&lt;br /&gt;
*Shape Duncan: 0.00 - 1.00&lt;br /&gt;
*Shape Jory: 0.00 - 1.00&lt;br /&gt;
*Shape King Cailan: 0.00 - 1.00&lt;br /&gt;
*Shape Loghain: 0.00 - 1.00&lt;br /&gt;
*Shape Old Male: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
== Tints and hairstyles ==&lt;br /&gt;
&lt;br /&gt;
Tints and hairstyles often have somewhat uninformative names. The following thumbnails provide a preview summary of what these tints and hairstyles represent:&lt;br /&gt;
&lt;br /&gt;
=== Dwarf male beards ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:dm_brd_b1a_0 front.jpg  | dm_brd_b1a_0 front&lt;br /&gt;
Image:dm_brd_b1a_0 side.jpg  |  dm_brd_b1a_0 side &lt;br /&gt;
Image:dm_brd_b2a_0 front.jpg  | dm_brd_b2a_0 front&lt;br /&gt;
Image:dm_brd_b2a_0 side.jpg  |  dm_brd_b2a_0 side &lt;br /&gt;
Image:dm_brd_b3a_0 front.jpg  | dm_brd_b3a_0 front&lt;br /&gt;
Image:dm_brd_b3a_0 side.jpg  |  dm_brd_b3a_0 side &lt;br /&gt;
Image:dm_brd_b4a_0 front.jpg  | dm_brd_b4a_0 front&lt;br /&gt;
Image:dm_brd_b4a_0 side.jpg  |  dm_brd_b4a_0 side &lt;br /&gt;
Image:dm_brd_b5a_0 front.jpg  | dm_brd_b5a_0 front&lt;br /&gt;
Image:dm_brd_b5a_0 side.jpg  |  dm_brd_b5a_0 side &lt;br /&gt;
Image:dm_brd_b6a_0 front.jpg  | dm_brd_b6a_0 front&lt;br /&gt;
Image:dm_brd_b6a_0 side.jpg  |  dm_brd_b6a_0 side &lt;br /&gt;
Image:dm_brd_b7a_0 front.jpg  | dm_brd_b7a_0 front&lt;br /&gt;
Image:dm_brd_b7a_0 side.jpg  |  dm_brd_b7a_0 side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Human female hairstyles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hf_har_blda_0 front.jpg |hf_har_blda_0 front&lt;br /&gt;
Image:hf_har_blda_0 side.jpg | hf_har_blda_0 side&lt;br /&gt;
Image:hf_har_ha1a_0 front.jpg |hf_har_ha1a_0 front&lt;br /&gt;
Image:hf_har_ha1a_0 side.jpg | hf_har_ha1a_0 side&lt;br /&gt;
Image:hf_har_ha2a_0 front.jpg |hf_har_ha2a_0 front&lt;br /&gt;
Image:hf_har_ha2a_0 side.jpg | hf_har_ha2a_0 side&lt;br /&gt;
Image:hf_har_ha3a_0 front.jpg |hf_har_ha3a_0 front&lt;br /&gt;
Image:hf_har_ha3a_0 side.jpg | hf_har_ha3a_0 side&lt;br /&gt;
Image:hf_har_ha4a_0 front.jpg |hf_har_ha4a_0 front&lt;br /&gt;
Image:hf_har_ha4a_0 side.jpg | hf_har_ha4a_0 side&lt;br /&gt;
Image:hf_har_hb1a_0 front.jpg |hf_har_hb1a_0 front&lt;br /&gt;
Image:hf_har_hb1a_0 side.jpg | hf_har_hb1a_0 side&lt;br /&gt;
Image:hf_har_hb2a_0 front.jpg |hf_har_hb2a_0 front&lt;br /&gt;
Image:hf_har_hb2a_0 side.jpg | hf_har_hb2a_0 side&lt;br /&gt;
Image:hf_har_hb3a_0 front.jpg |hf_har_hb3a_0 front&lt;br /&gt;
Image:hf_har_hb3a_0 side.jpg | hf_har_hb3a_0 side&lt;br /&gt;
Image:hf_har_hb4a_0 front.jpg |hf_har_hb4a_0 front&lt;br /&gt;
Image:hf_har_hb4a_0 side.jpg | hf_har_hb4a_0 side&lt;br /&gt;
Image:hf_har_hc1a_0 front.jpg |hf_har_hc1a_0 front&lt;br /&gt;
Image:hf_har_hc1a_0 side.jpg | hf_har_hc1a_0 side&lt;br /&gt;
Image:hf_har_hc2a_0 front.jpg |hf_har_hc2a_0 front&lt;br /&gt;
Image:hf_har_hc2a_0 side.jpg | hf_har_hc2a_0 side&lt;br /&gt;
Image:hf_har_hc3a_0 front.jpg |hf_har_hc3a_0 front&lt;br /&gt;
Image:hf_har_hc3a_0 side.jpg | hf_har_hc3a_0 side&lt;br /&gt;
Image:hf_har_hc4a_0 front.jpg |hf_har_hc4a_0 front&lt;br /&gt;
Image:hf_har_hc4a_0 side.jpg | hf_har_hc4a_0 side&lt;br /&gt;
Image:hf_har_hd1a_0 front.jpg |hf_har_hd1a_0 front&lt;br /&gt;
Image:hf_har_hd1a_0 side.jpg | hf_har_hd1a_0 side&lt;br /&gt;
Image:hf_har_hd2a_0 front.jpg |hf_har_hd2a_0 front&lt;br /&gt;
Image:hf_har_hd2a_0 side.jpg | hf_har_hd2a_0 side&lt;br /&gt;
Image:hf_har_hd3a_0 front.jpg |hf_har_hd3a_0 front&lt;br /&gt;
Image:hf_har_hd3a_0 side.jpg | hf_har_hd3a_0 side&lt;br /&gt;
Image:hf_har_hd4a_0 front.jpg |hf_har_hd4a_0 front&lt;br /&gt;
Image:hf_har_hd4a_0 side.jpg | hf_har_hd4a_0 side&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Human male beards ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hm_brd_b1a_0 front.jpg   |  hm_brd_b1a_0 front &lt;br /&gt;
Image:hm_brd_b1a_0 side.jpg   |   hm_brd_b1a_0 side&lt;br /&gt;
Image:hm_brd_b2a_0 front.jpg   |  hm_brd_b2a_0 front &lt;br /&gt;
Image:hm_brd_b2a_0 side.jpg   |   hm_brd_b2a_0 side&lt;br /&gt;
Image:hm_brd_b3a_0 front.jpg   |  hm_brd_b3a_0 front &lt;br /&gt;
Image:hm_brd_b3a_0 side.jpg   |   hm_brd_b3a_0 side&lt;br /&gt;
Image:hm_brd_b4a_0 front.jpg   |  hm_brd_b4a_0 front &lt;br /&gt;
Image:hm_brd_b4a_0 side.jpg   |   hm_brd_b4a_0 side&lt;br /&gt;
Image:hm_brd_b5a_0 front.jpg   |  hm_brd_b5a_0 front &lt;br /&gt;
Image:hm_brd_b5a_0 side.jpg   |   hm_brd_b5a_0 side&lt;br /&gt;
Image:hm_brd_b6a_0 front.jpg   |  hm_brd_b6a_0 front &lt;br /&gt;
Image:hm_brd_b6a_0 side.jpg   |   hm_brd_b6a_0 side&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
                                      &lt;br /&gt;
=== Human male hairstyles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hm_har_blda_0 front.jpg   | hm_har_blda_0 front&lt;br /&gt;
Image:hm_har_blda_0 side.jpg   | hm_har_blda_0 side &lt;br /&gt;
Image:hm_har_ha1a_0 front.jpg   | hm_har_ha1a_0 front&lt;br /&gt;
Image:hm_har_ha1a_0 side.jpg   | hm_har_ha1a_0 side &lt;br /&gt;
Image:hm_har_ha2a_0 front.jpg   | hm_har_ha2a_0 front&lt;br /&gt;
Image:hm_har_ha2a_0 side.jpg   | hm_har_ha2a_0 side &lt;br /&gt;
Image:hm_har_ha3a_0 front.jpg   | hm_har_ha3a_0 front&lt;br /&gt;
Image:hm_har_ha3a_0 side.jpg   | hm_har_ha3a_0 side &lt;br /&gt;
Image:hm_har_hb1a_0 front.jpg   | hm_har_hb1a_0 front&lt;br /&gt;
Image:hm_har_hb1a_0 side.jpg   | hm_har_hb1a_0 side &lt;br /&gt;
Image:hm_har_hb2a_0 front.jpg   | hm_har_hb2a_0 front&lt;br /&gt;
Image:hm_har_hb2a_0 side.jpg   | hm_har_hb2a_0 side &lt;br /&gt;
Image:hm_har_hb3a_0 front.jpg   | hm_har_hb3a_0 front&lt;br /&gt;
Image:hm_har_hb3a_0 side.jpg   | hm_har_hb3a_0 side &lt;br /&gt;
Image:hm_har_hb4a_0 front.jpg   | hm_har_hb4a_0 front&lt;br /&gt;
Image:hm_har_hb4a_0 side.jpg   | hm_har_hb4a_0 side &lt;br /&gt;
Image:hm_har_hc1a_0 front.jpg   | hm_har_hc1a_0 front&lt;br /&gt;
Image:hm_har_hc1a_0 side.jpg   | hm_har_hc1a_0 side &lt;br /&gt;
Image:hm_har_hc2a_0 front.jpg   | hm_har_hc2a_0 front&lt;br /&gt;
Image:hm_har_hc2a_0 side.jpg   | hm_har_hc2a_0 side &lt;br /&gt;
Image:hm_har_hc3a_0 front.jpg   | hm_har_hc3a_0 front&lt;br /&gt;
Image:hm_har_hc3a_0 side.jpg   | hm_har_hc3a_0 side &lt;br /&gt;
Image:hm_har_hc4a_0 front.jpg   | hm_har_hc4a_0 front&lt;br /&gt;
Image:hm_har_hc4a_0 side.jpg   | hm_har_hc4a_0 side &lt;br /&gt;
Image:hm_har_hd1a_0 front.jpg   | hm_har_hd1a_0 front&lt;br /&gt;
Image:hm_har_hd1a_0 side.jpg   | hm_har_hd1a_0 side &lt;br /&gt;
Image:hm_har_hd2a_0 front.jpg   | hm_har_hd2a_0 front&lt;br /&gt;
Image:hm_har_hd2a_0 side.jpg   | hm_har_hd2a_0 side &lt;br /&gt;
Image:hm_har_hd3a_0 front.jpg   | hm_har_hd3a_0 front&lt;br /&gt;
Image:hm_har_hd3a_0 side.jpg   | hm_har_hd3a_0 side &lt;br /&gt;
Image:hm_har_hd4a_0 front.jpg   | hm_har_hd4a_0 front&lt;br /&gt;
Image:hm_har_hd4a_0 side.jpg   | hm_har_hd4a_0 side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
                                      &lt;br /&gt;
=== Eye shadow ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_mue_bk1.jpg | t1_mue_bk1 &lt;br /&gt;
Image:t1_mue_bk2.jpg | t1_mue_bk2 &lt;br /&gt;
Image:t1_mue_bk3.jpg | t1_mue_bk3 &lt;br /&gt;
Image:t1_mue_bl1.jpg | t1_mue_bl1 &lt;br /&gt;
Image:t1_mue_bl2.jpg | t1_mue_bl2 &lt;br /&gt;
Image:t1_mue_bl3.jpg | t1_mue_bl3 &lt;br /&gt;
Image:t1_mue_gn1.jpg | t1_mue_gn1 &lt;br /&gt;
Image:t1_mue_gn2.jpg | t1_mue_gn2 &lt;br /&gt;
Image:t1_mue_gn3.jpg | t1_mue_gn3 &lt;br /&gt;
Image:t1_mue_gr1.jpg | t1_mue_gr1 &lt;br /&gt;
Image:t1_mue_gr2.jpg | t1_mue_gr2 &lt;br /&gt;
Image:t1_mue_gr3.jpg | t1_mue_gr3 &lt;br /&gt;
Image:t1_mue_or1.jpg | t1_mue_or1 &lt;br /&gt;
Image:t1_mue_or2.jpg | t1_mue_or2 &lt;br /&gt;
Image:t1_mue_or3.jpg | t1_mue_or3 &lt;br /&gt;
Image:t1_mue_pi1.jpg | t1_mue_pi1 &lt;br /&gt;
Image:t1_mue_pi2.jpg | t1_mue_pi2 &lt;br /&gt;
Image:t1_mue_pi3.jpg | t1_mue_pi3 &lt;br /&gt;
Image:t1_mue_pu1.jpg | t1_mue_pu1 &lt;br /&gt;
Image:t1_mue_pu2.jpg | t1_mue_pu2 &lt;br /&gt;
Image:t1_mue_pu3.jpg | t1_mue_pu3 &lt;br /&gt;
Image:t1_mue_re1.jpg | t1_mue_re1 &lt;br /&gt;
Image:t1_mue_re2.jpg | t1_mue_re2 &lt;br /&gt;
Image:t1_mue_re3.jpg | t1_mue_re3 &lt;br /&gt;
Image:t1_mue_ro1.jpg | t1_mue_ro1 &lt;br /&gt;
Image:t1_mue_ro2.jpg | t1_mue_ro2 &lt;br /&gt;
Image:t1_mue_ro3.jpg | t1_mue_ro3 &lt;br /&gt;
Image:t1_mue_te1.jpg | t1_mue_te1 &lt;br /&gt;
Image:t1_mue_te2.jpg | t1_mue_te2 &lt;br /&gt;
Image:t1_mue_te3.jpg | t1_mue_te3 &lt;br /&gt;
Image:t1_mue_wh1.jpg | t1_mue_wh1 &lt;br /&gt;
Image:t1_mue_wh2.jpg | t1_mue_wh2 &lt;br /&gt;
Image:t1_mue_wh3.jpg | t1_mue_wh3 &lt;br /&gt;
Image:t1_mue_ye1.jpg | t1_mue_ye1 &lt;br /&gt;
Image:t1_mue_ye2.jpg | t1_mue_ye2 &lt;br /&gt;
Image:t1_mue_ye3.jpg | t1_mue_ye3 &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lip colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_mul_bk1.jpg | t1_mul_bk1&lt;br /&gt;
Image:t1_mul_bk2.jpg | t1_mul_bk2&lt;br /&gt;
Image:t1_mul_bk3.jpg | t1_mul_bk3&lt;br /&gt;
Image:t1_mul_pi1.jpg | t1_mul_pi1&lt;br /&gt;
Image:t1_mul_pi2.jpg | t1_mul_pi2&lt;br /&gt;
Image:t1_mul_pi3.jpg | t1_mul_pi3&lt;br /&gt;
Image:t1_mul_pu1.jpg | t1_mul_pu1&lt;br /&gt;
Image:t1_mul_pu2.jpg | t1_mul_pu2&lt;br /&gt;
Image:t1_mul_pu3.jpg | t1_mul_pu3&lt;br /&gt;
Image:t1_mul_re1.jpg | t1_mul_re1&lt;br /&gt;
Image:t1_mul_re2.jpg | t1_mul_re2&lt;br /&gt;
Image:t1_mul_re3.jpg | t1_mul_re3&lt;br /&gt;
Image:t1_mul_ro1.jpg | t1_mul_ro1&lt;br /&gt;
Image:t1_mul_ro2.jpg | t1_mul_ro2&lt;br /&gt;
Image:t1_mul_ro3.jpg | t1_mul_ro3&lt;br /&gt;
Image:t1_mul_ta1.jpg | t1_mul_ta1&lt;br /&gt;
Image:t1_mul_ta2.jpg | t1_mul_ta2&lt;br /&gt;
Image:t1_mul_ta3.jpg | t1_mul_ta3&lt;br /&gt;
Image:t1_mul_te1.jpg | t1_mul_te1&lt;br /&gt;
Image:t1_mul_te2.jpg | t1_mul_te2&lt;br /&gt;
Image:t1_mul_te3.jpg | t1_mul_te3&lt;br /&gt;
Image:t1_mul_wh1.jpg | t1_mul_wh1&lt;br /&gt;
Image:t1_mul_wh2.jpg | t1_mul_wh2&lt;br /&gt;
Image:t1_mul_wh3.jpg | t1_mul_wh3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin tone ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_skn_001.jpg  | t1_skn_001  &lt;br /&gt;
Image:t1_skn_002.jpg  | t1_skn_002 &lt;br /&gt;
Image:t1_skn_003.jpg  | t1_skn_003 &lt;br /&gt;
Image:t1_skn_004.jpg  | t1_skn_004 &lt;br /&gt;
Image:t1_skn_005.jpg  | t1_skn_005 &lt;br /&gt;
Image:t1_skn_006.jpg  | t1_skn_006 &lt;br /&gt;
Image:t1_skn_007.jpg  | t1_skn_007 &lt;br /&gt;
Image:t1_skn_blank.jpg| t1_skn_blank&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Eye colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t3_eye_amb.jpg | t3_eye_amb&lt;br /&gt;
Image:t3_eye_blk.jpg | t3_eye_blk&lt;br /&gt;
Image:t3_eye_dbl.jpg | t3_eye_dbl&lt;br /&gt;
Image:t3_eye_dbr.jpg | t3_eye_dbr&lt;br /&gt;
Image:t3_eye_grn.jpg | t3_eye_grn&lt;br /&gt;
Image:t3_eye_gry.jpg | t3_eye_gry&lt;br /&gt;
Image:t3_eye_hzl.jpg | t3_eye_hzl&lt;br /&gt;
Image:t3_eye_ice.jpg | t3_eye_ice&lt;br /&gt;
Image:t3_eye_lbl.jpg | t3_eye_lbl&lt;br /&gt;
Image:t3_eye_lbr.jpg | t3_eye_lbr&lt;br /&gt;
Image:t3_eye_tea.jpg | t3_eye_tea&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t3_har_blk front.jpg|t3_har_blk front&lt;br /&gt;
Image:t3_har_blk side.jpg| t3_har_blk side &lt;br /&gt;
Image:t3_har_bln front.jpg|t3_har_bln front&lt;br /&gt;
Image:t3_har_bln side.jpg| t3_har_bln side &lt;br /&gt;
Image:t3_har_dbl front.jpg|t3_har_dbl front&lt;br /&gt;
Image:t3_har_dbl side.jpg| t3_har_dbl side &lt;br /&gt;
Image:t3_har_dbr front.jpg|t3_har_dbr front&lt;br /&gt;
Image:t3_har_dbr side.jpg| t3_har_dbr side &lt;br /&gt;
Image:t3_har_gry front.jpg|t3_har_gry front&lt;br /&gt;
Image:t3_har_gry side.jpg| t3_har_gry side &lt;br /&gt;
Image:t3_har_lbr front.jpg|t3_har_lbr front&lt;br /&gt;
Image:t3_har_lbr side.jpg| t3_har_lbr side &lt;br /&gt;
Image:t3_har_org front.jpg|t3_har_org front&lt;br /&gt;
Image:t3_har_org side.jpg| t3_har_org side &lt;br /&gt;
Image:t3_har_rbr front.jpg|t3_har_rbr front&lt;br /&gt;
Image:t3_har_rbr side.jpg| t3_har_rbr side &lt;br /&gt;
Image:t3_har_red front.jpg|t3_har_red front&lt;br /&gt;
Image:t3_har_red side.jpg| t3_har_red side &lt;br /&gt;
Image:t3_har_wht front.jpg|t3_har_wht front&lt;br /&gt;
Image:t3_har_wht side.jpg| t3_har_wht side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blush colour ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:T1_mub_bk1.jpg | t1_mub_bk1&lt;br /&gt;
Image:T1_mub_bk2.jpg | t1_mub_bk2&lt;br /&gt;
Image:T1_mub_bk3.jpg | t1_mub_bk3&lt;br /&gt;
Image:T1_mub_br1.jpg | t1_mub_br1&lt;br /&gt;
Image:T1_mub_br2.jpg | t1_mub_br2&lt;br /&gt;
Image:T1_mub_br3.jpg | t1_mub_br3&lt;br /&gt;
Image:T1_mub_or1.jpg | t1_mub_or1&lt;br /&gt;
Image:T1_mub_or2.jpg | t1_mub_or2&lt;br /&gt;
Image:T1_mub_or3.jpg | t1_mub_or3&lt;br /&gt;
Image:T1_mub_pi1.jpg | t1_mub_pi1&lt;br /&gt;
Image:T1_mub_pi2.jpg | t1_mub_pi2&lt;br /&gt;
Image:T1_mub_pi3.jpg | t1_mub_pi3&lt;br /&gt;
Image:T1_mub_pu1.jpg | t1_mub_pu1&lt;br /&gt;
Image:T1_mub_pu2.jpg | t1_mub_pu2&lt;br /&gt;
Image:T1_mub_pu3.jpg | t1_mub_pu3&lt;br /&gt;
Image:T1_mub_re1.jpg | t1_mub_re1&lt;br /&gt;
Image:T1_mub_re2.jpg | t1_mub_re2&lt;br /&gt;
Image:T1_mub_re3.jpg | t1_mub_re3&lt;br /&gt;
Image:T1_mub_ro1.jpg | t1_mub_ro1&lt;br /&gt;
Image:T1_mub_ro2.jpg | t1_mub_ro2&lt;br /&gt;
Image:T1_mub_ro3.jpg | t1_mub_ro3&lt;br /&gt;
Image:T1_mub_ta1.jpg | t1_mub_ta1&lt;br /&gt;
Image:T1_mub_ta2.jpg | t1_mub_ta2&lt;br /&gt;
Image:T1_mub_ta3.jpg | t1_mub_ta3&lt;br /&gt;
Image:T1_mub_te1.jpg | t1_mub_te1&lt;br /&gt;
Image:T1_mub_te2.jpg | t1_mub_te2&lt;br /&gt;
Image:T1_mub_te3.jpg | t1_mub_te3&lt;br /&gt;
Image:T1_mub_wh1.jpg | t1_mub_wh1&lt;br /&gt;
Image:T1_mub_wh2.jpg | t1_mub_wh2&lt;br /&gt;
Image:T1_mub_wh3.jpg | t1_mub_wh3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tint file !! Colour&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_blk  ||  Black&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dgn  ||  Dark Green&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_org  ||  Orange&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_blu  ||  Blue&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dpu  ||  Dark Purple&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_pnk  ||  Pink&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_brn  ||  Brown&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_drd  ||  Dark Red&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_pur  ||  Purple&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dbl  ||  Dark Blue&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_grn  ||  Green&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_red  ||  Red&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dbr  ||  Dark Brown&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_gry  ||  Grey&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_yel  ||  Yellow&lt;br /&gt;
|}&lt;br /&gt;
								&lt;br /&gt;
You can use a different colour for each Tattoo layer.&lt;br /&gt;
&lt;br /&gt;
You can combine (layer) Tattoos 1 to 4 for each Tattoo mask if desired.&lt;br /&gt;
			&lt;br /&gt;
Sliders 0.00 to 1.00 determines darkness of the Tattoo.&lt;br /&gt;
&lt;br /&gt;
All screen shots set at 1.00, black colour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:uh tat av1 0t tattoo 1.jpg | uh tat av1 0t tattoo 1&lt;br /&gt;
Image:uh tat av1 0t tattoo 2.jpg | uh tat av1 0t tattoo 2&lt;br /&gt;
Image:uh tat av1 0t tattoo 3.jpg | uh tat av1 0t tattoo 3&lt;br /&gt;
Image:uh tat av1 0t tattoo 4.jpg | uh tat av1 0t tattoo 4&lt;br /&gt;
Image:uh tat av2 0t tattoo 1.jpg | uh tat av2 0t tattoo 1&lt;br /&gt;
Image:uh tat av2 0t tattoo 2.jpg | uh tat av2 0t tattoo 2&lt;br /&gt;
Image:uh tat av2 0t tattoo 3.jpg | uh tat av2 0t tattoo 3&lt;br /&gt;
Image:uh tat av2 0t tattoo 4.jpg | uh tat av2 0t tattoo 4&lt;br /&gt;
Image:uh tat av3 0t tattoo 1.jpg | uh tat av3 0t tattoo 1&lt;br /&gt;
Image:uh tat av3 0t tattoo 2.jpg | uh tat av3 0t tattoo 2&lt;br /&gt;
Image:uh tat av3 0t tattoo 3.jpg | uh tat av3 0t tattoo 3&lt;br /&gt;
Image:uh tat av3 0t tattoo 4.jpg | uh tat av3 0t tattoo 4&lt;br /&gt;
Image:uh tat dw1 0t tattoo 1.jpg | uh tat dw1 0t tattoo 1&lt;br /&gt;
Image:uh tat dw1 0t tattoo 2.jpg | uh tat dw1 0t tattoo 2&lt;br /&gt;
Image:uh tat dw1 0t tattoo 3.jpg | uh tat dw1 0t tattoo 3&lt;br /&gt;
Image:uh tat dw1 0t tattoo 4.jpg | uh tat dw1 0t tattoo 4&lt;br /&gt;
Image:uh tat dw2 0t tattoo 1.jpg | uh tat dw2 0t tattoo 1&lt;br /&gt;
Image:uh tat dw2 0t tattoo 2.jpg | uh tat dw2 0t tattoo 2&lt;br /&gt;
Image:uh tat dw2 0t tattoo 3.jpg | uh tat dw2 0t tattoo 3&lt;br /&gt;
Image:uh tat dw2 0t tattoo 4.jpg | uh tat dw2 0t tattoo 4&lt;br /&gt;
Image:uh tat ed1 0t tattoo 1.jpg | uh tat ed1 0t tattoo 1&lt;br /&gt;
Image:uh tat ed1 0t tattoo 2.jpg | uh tat ed1 0t tattoo 2&lt;br /&gt;
Image:uh tat ed1 0t tattoo 3.jpg | uh tat ed1 0t tattoo 3&lt;br /&gt;
Image:uh tat ed1 0t tattoo 4.jpg | uh tat ed1 0t tattoo 4&lt;br /&gt;
Image:uh tat ed2 0t tattoo 1.jpg | uh tat ed2 0t tattoo 1&lt;br /&gt;
Image:uh tat ed2 0t tattoo 2.jpg | uh tat ed2 0t tattoo 2&lt;br /&gt;
Image:uh tat ed2 0t tattoo 3.jpg | uh tat ed2 0t tattoo 3&lt;br /&gt;
Image:uh tat ed2 0t tattoo 4.jpg | uh tat ed2 0t tattoo 4&lt;br /&gt;
Image:uh tat ed3 0t tattoo 1.jpg | uh tat ed3 0t tattoo 1&lt;br /&gt;
Image:uh tat ed3 0t tattoo 2.jpg | uh tat ed3 0t tattoo 2&lt;br /&gt;
Image:uh tat ed3 0t tattoo 3.jpg | uh tat ed3 0t tattoo 3&lt;br /&gt;
Image:uh tat ed3 0t tattoo 4.jpg | uh tat ed3 0t tattoo 4&lt;br /&gt;
Image:uh tat ed4 0t tattoo 1.jpg | uh tat ed4 0t tattoo 1&lt;br /&gt;
Image:uh tat ed4 0t tattoo 2.jpg | uh tat ed4 0t tattoo 2&lt;br /&gt;
Image:uh tat ed4 0t tattoo 3.jpg | uh tat ed4 0t tattoo 3&lt;br /&gt;
Image:uh tat ed4 0t tattoo 4.jpg | uh tat ed4 0t tattoo 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphs]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Morph&amp;diff=9307</id>
		<title>Morph</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Morph&amp;diff=9307"/>
				<updated>2010-01-06T01:09:10Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Beards and facial features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:New resource.png|thumb|The new resource menu contains a &amp;quot;Morph&amp;quot; option]]&lt;br /&gt;
&lt;br /&gt;
Morphs are highly customizable heads that can be added to many of the common humanoid creatures in Dragon Age to create unique characters. They are not listed on the palette window; to create a new morph you'll have to go to the &amp;quot;File&amp;quot; menu, select &amp;quot;New&amp;quot;, and then select &amp;quot;Morph&amp;quot; from the list of resource types.&lt;br /&gt;
&lt;br /&gt;
A morph must first start with a basic head shape. Select one from the drop-down menu in the toolbar (it defaults to &amp;quot;choose base&amp;quot;, indicating the need to select one) and the head will appear in the main display. The camera can be maneuvered around it using many of the same basic controls used elsewhere in the toolset. The head bases that are available include male and female versions of Human, Dwarf, Elf, and a gender-neutral child's head.&lt;br /&gt;
&lt;br /&gt;
Once the base is selected, an enormous number of options will become available in the object inspector for modifying the exact shape and texture of the head. Hairstyles and beards can be added, tattoo textures can be overlaid on the skin, and so forth - there are hundreds of parameters.&lt;br /&gt;
&lt;br /&gt;
To speed the creation of unique generic NPCs, the &amp;quot;randomize&amp;quot; button in the toolbar will set the various shape parameters to random values. This doesn't affect all facial features, however, since many of the adjustable features would look quite bizarre when set to extreme values. Generally the effects of the randomize button are limited to tabs 4 through 8, and it doesn't affect all of the features even on those. Manual customization may still be required to produce a truly diverse crop of NPCs.&lt;br /&gt;
&lt;br /&gt;
Note that for some features (for example, lip color) the opacity defaults to 0%, so you may not see an immediate effect when changing them unless you set the opacity higher first.&lt;br /&gt;
&lt;br /&gt;
[[Image:Morph editor.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== How to override companion &amp;amp; NPC Morphs ==&lt;br /&gt;
&lt;br /&gt;
1. Open toolset&lt;br /&gt;
&lt;br /&gt;
2. '''File''' --&amp;gt; '''Manage Modules''' --&amp;gt; Switch to single player campaign&lt;br /&gt;
&lt;br /&gt;
3. Open the '''&amp;quot;Creatures&amp;quot; palette''' and put the name of the companion or npc in the filter. Example: &amp;quot;alistair&amp;quot;&lt;br /&gt;
&lt;br /&gt;
4.  A few tabs open up.... Expand the '''&amp;quot;_Global/Followers&amp;quot;''' folder and you will see alistair's model: &lt;br /&gt;
&lt;br /&gt;
 gen00fl_alistair (Alistair)&lt;br /&gt;
&lt;br /&gt;
5. Remove the numbers &lt;br /&gt;
&lt;br /&gt;
 genfl_alistair&lt;br /&gt;
&lt;br /&gt;
6. Then add the appropriate prefix.&lt;br /&gt;
&lt;br /&gt;
 ef_         = elf female&lt;br /&gt;
 hm_         = human male&lt;br /&gt;
 hf_         = human female&lt;br /&gt;
 em_         = elf male&lt;br /&gt;
 dm_         = dwarf male&lt;br /&gt;
 df_         = dwarf female&lt;br /&gt;
&lt;br /&gt;
7. So you would rename your morph: &lt;br /&gt;
&lt;br /&gt;
 hm_genfl_alistair.mor   &lt;br /&gt;
&lt;br /&gt;
8. Then place it into the folder:&lt;br /&gt;
&lt;br /&gt;
 \\\\Documents\\\\BioWare\\\\Dragon Age\\\\modules\\\\Single Player\\\\override&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
 Alistair: hm_genfl_alistair.mor&lt;br /&gt;
 Morrigan: hf_genfl_morrigan.mor&lt;br /&gt;
 Gheyna: ef_ntb100_gheyna.mor&lt;br /&gt;
&lt;br /&gt;
== Beards and facial features ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of beards available for facial morphs; model beards and stubble beards. Stubble beards are simply a texture overlay, and have no particular special effects associated with them. Model beards are three-dimensional objects that are affixed to the face, and it is important to be aware of certain limitations that come with using them.&lt;br /&gt;
&lt;br /&gt;
In order to make a physical beard model fit properly onto the face, some facial features must be set to their default values. This is so that, as an example, one doesn't wind up with the tip of the chin poking out through the end of the beard. When you add a physical beard model to a head morph these specific facial features are automatically snapped to their default values and are locked there for as long as the beard is in place. If the beard is removed they become editable again, but it is important to note that they do ''not'' return to whatever values they had before the beard was added. So make the decision on whether a character has a physical beard before you spend a lot of time adjusting his jawline and other such details.&lt;br /&gt;
&lt;br /&gt;
== Debug features ==&lt;br /&gt;
&lt;br /&gt;
There are a number of features with &amp;quot;debug&amp;quot; in their names that are intended only to allow a facial artist to get a better view of certain parts of a facial morph, and if they are set to anything other than zero the morph won't be usable by the rest of the toolset. The most obvious example is the &amp;quot;teeth debug&amp;quot; parameter, which pulls the lips back to expose the model's teeth so that they can be adjusted in plain view.&lt;br /&gt;
&lt;br /&gt;
== How to use a morph in your module ==&lt;br /&gt;
&lt;br /&gt;
Morph is an art tool, not a design tool, and so it uses a somewhat different mechanism for making its output available to the designer than the other tools that come with the toolset. You can save a morph as a file in your regular filesystem but when you go to select a head morph in the creature designer you won't be able to import directly from the filesystem to use it.&lt;br /&gt;
&lt;br /&gt;
Instead, you need to export the morph via the &amp;quot;post to local&amp;quot; command under the &amp;quot;Tools&amp;quot;-&amp;gt;&amp;quot;Export&amp;quot; menu (alternately, right-click on the morph's display window and select &amp;quot;post to local&amp;quot; from the menu). Once the morph has been exported, it will be available in the creature creator's morph list when the appropriate body appearance model is selected (eg, a human female head morph is usable with a human female body appearance).&lt;br /&gt;
&lt;br /&gt;
If you want to make a slight variation on an existing morph (say for example to change the hair colour or add a scar), load the mrh file of the desired morph, and then 'save as' with a new file name. Make your changes and save, then once again export to local. To make the new variant available, use &amp;quot;View&amp;quot;-&amp;gt;&amp;quot;Refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== How to replace the morph of an in game NPC (Single Player Campaign) ==&lt;br /&gt;
&lt;br /&gt;
1. Open Toolset&lt;br /&gt;
&lt;br /&gt;
2. Click the &amp;quot;Creatures&amp;quot; Button on the top right Palette Window&lt;br /&gt;
&lt;br /&gt;
3. In the filter type the name of the NPC, example Bella or Desire or Murdock.&lt;br /&gt;
&lt;br /&gt;
4. You'll see some folders appear.  Navigate through them and find the NPC object:&lt;br /&gt;
&lt;br /&gt;
Example: ntb100cr_gheyna (Gheyna)    &lt;br /&gt;
&lt;br /&gt;
5.  Now left click that creature to highlight it.&lt;br /&gt;
&lt;br /&gt;
6. On the bottom right the object inspector window appears full of information.&lt;br /&gt;
&lt;br /&gt;
7. Scroll down the list until you see head morph, under appearance.  Note the name of that file.&lt;br /&gt;
&lt;br /&gt;
8. Rename the new morph file you exported to the name in the object inspector.&lt;br /&gt;
&lt;br /&gt;
9. Now place your new morph in the following directory:&lt;br /&gt;
&lt;br /&gt;
documents/bioware/dragon age/packages/core/override&lt;br /&gt;
&lt;br /&gt;
Make sure you restart dragon age.&lt;br /&gt;
&lt;br /&gt;
== Morph files ==&lt;br /&gt;
&lt;br /&gt;
There are actually two files for every morph.&lt;br /&gt;
*.mrh - This is the source file for the morph data and can be saved anywhere and loaded from anywhere.&lt;br /&gt;
*.mor - This is the generated/processed binarized gff file that the game uses. You can change these in the toolset but it's not recommended.&lt;br /&gt;
&lt;br /&gt;
To get the *.mor file you need to use the &amp;quot;export&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
To edit an existing .mrh, you can either drag and drop the .mrh into the toolset or open the *.mrh from the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The head morph tool concatenates the two letter prefix (HM for human male, HF for human female, etc.) to the filename for you. If you saved a resource called &amp;quot;myhead&amp;quot;, for example, and it was a human male then it would export a hm_myhead.mor. If it was a female dwarf it would save it as df_myhead.mor&lt;br /&gt;
&lt;br /&gt;
The drop down for the head morph will also auto generate the two letter prefix based on the gender and appearance of the creature you are making.&lt;br /&gt;
&lt;br /&gt;
== Deleting a morph ==&lt;br /&gt;
&lt;br /&gt;
Morphs are an art asset, and as such are not stored in the database in the same manner as other resources. You can find morph files (.mor extension) in the \Dragon Age\packages\core\override\toolsetexport directory, to remove one simply delete it.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Keep in mind that when selecting colors, you can open up a dropdown list where you browse for colors, and choose &amp;quot;All Tint Files *.tnt&amp;quot; to get a much wider range of color choices. The Tattoo colors especially (t1_tat_*) are very vibrant, and can give you 'very blue eyes', for example. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Choose Base model name:&lt;br /&gt;
&lt;br /&gt;
*HM_UHM_BASE - Human Male&lt;br /&gt;
*HF_UHM_BASE - Human Female&lt;br /&gt;
*DM_UHM_BASE - Dwarven Male&lt;br /&gt;
*DF_UHM_BASE - Dwarven Female&lt;br /&gt;
*EM_UHM_BASE - Elven Male&lt;br /&gt;
*EF_UHM_BASE - Elven Female&lt;br /&gt;
*QM_UHM_BASE - Qunari Male&lt;br /&gt;
*QF_UHM_BASE - Qunari Female&lt;br /&gt;
*KN_UHM_BASE - Child&lt;br /&gt;
&lt;br /&gt;
*(Opacity 0.00 least color - 1.00 full color)&lt;br /&gt;
*(Anything 0.00 to 1.00  or -1.00 to 1.00 is a slider)&lt;br /&gt;
*(Left and Right = Left and Right of Morph Face not Left and Right as you look at the face.)&lt;br /&gt;
&lt;br /&gt;
01. MATERIAL:&lt;br /&gt;
&lt;br /&gt;
01. Face:&lt;br /&gt;
&lt;br /&gt;
*Skin Color: 8 choices&lt;br /&gt;
*Lip Makeup Color: 27 choices&lt;br /&gt;
*Lip Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
*Blush Makeup Color: 30 choices&lt;br /&gt;
*Blush Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
*Eye Makeup Color: 36 choices&lt;br /&gt;
*Eye Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Skin Texture:&lt;br /&gt;
&lt;br /&gt;
*Base Skin Texture: 12 choices&lt;br /&gt;
*Blend Skin Texture: 12 choices&lt;br /&gt;
*Blend Right Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Left Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Right Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Right Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Nose: 0.00 - 1.00&lt;br /&gt;
*Blend Middle Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend All Override: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
03. Skin Type:&lt;br /&gt;
&lt;br /&gt;
*Blend Right Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Left Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Right Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Right Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Nose: 0.00 - 1.00&lt;br /&gt;
*Blend Middle Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend All Override: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. PART SELECTION:&lt;br /&gt;
&lt;br /&gt;
1. Model: (Base model Chosen when starting.)&lt;br /&gt;
&lt;br /&gt;
2. Parts:&lt;br /&gt;
&lt;br /&gt;
*Eye Color: 11 choices&lt;br /&gt;
*Eyes: 2 choices&lt;br /&gt;
*Eye Texture: 16 choices &lt;br /&gt;
*Hair and Beard Color: 10 choices&lt;br /&gt;
*Hair: 17 choices&lt;br /&gt;
*Beard: 7 choices&lt;br /&gt;
*Eye Lashes: 1 choice&lt;br /&gt;
*Lashes Texture: 4 choices&lt;br /&gt;
&lt;br /&gt;
3. Tattoo:&lt;br /&gt;
&lt;br /&gt;
*Tattoo Mask: 14 choices&lt;br /&gt;
*Tattoo Channel 1 Color: 15 choices&lt;br /&gt;
*Tattoo 1 : R Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 2 Color: 15 choices&lt;br /&gt;
*Tattoo 2 : G Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 3 Color: 15 choices&lt;br /&gt;
*Tattoo 3 : B Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 4 Color: 15 choices&lt;br /&gt;
*Tattoo 4 : A Channel: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
4. Brow and Stubble:&lt;br /&gt;
&lt;br /&gt;
*Brow and Stubble Colors: 10 choices&lt;br /&gt;
*Bushy Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Regular Eyebrows: 0.00 - 1.00&lt;br /&gt;
*Thick Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Thinned Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Goatee: 0.00 - 1.00&lt;br /&gt;
*Soul Patch: 0.00 - 1.00&lt;br /&gt;
*Mustache: 0.00 - 1.00&lt;br /&gt;
*Pork Chops: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
5. Crew Cut Selection:&lt;br /&gt;
&lt;br /&gt;
*Sheppard: 0.00 - 1.00&lt;br /&gt;
*Receeding Hairline: 0.00 - 1.00&lt;br /&gt;
*Balding Hairline: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
03. FEATURE SELECTION:&lt;br /&gt;
&lt;br /&gt;
01. Shape:&lt;br /&gt;
&lt;br /&gt;
*Head Shape 01: 0.00 - 1.00&lt;br /&gt;
*Head Shape 02: 0.00 - 1.00&lt;br /&gt;
*Head Shape 03: 0.00 - 1.00&lt;br /&gt;
*Head Shape Fat: 0.00 - 1.00&lt;br /&gt;
*Head Shape Thick: 0.00 - 1.00&lt;br /&gt;
*Head Shape Thin: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
02. Nose:&lt;br /&gt;
&lt;br /&gt;
*Eastern Nose: 0.00 - 1.00&lt;br /&gt;
*Flat Nose: 0.00 - 1.00&lt;br /&gt;
*Long Nose: 0.00 - 1.00&lt;br /&gt;
*Pig Nose: 0.00 - 1.00&lt;br /&gt;
*Straight Nose: 0.00 - 1.00&lt;br /&gt;
*Thick Nose: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
03. Eye Shape:&lt;br /&gt;
&lt;br /&gt;
*Eye Shape 01: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 02: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 02: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 04: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
04. Universal Shapes:&lt;br /&gt;
&lt;br /&gt;
*Shape Chubby: 0.00 - 1.00&lt;br /&gt;
*Shape Skinny: 0.00 - 1.00&lt;br /&gt;
*(You can adjust both of these.)&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
04. NOSE:&lt;br /&gt;
&lt;br /&gt;
01. Targets: &lt;br /&gt;
&lt;br /&gt;
*Nose Bend Left/Right: -1.00 - 1.00&lt;br /&gt;
*Nose Bridge In/Out: -1.00 - 1.00&lt;br /&gt;
*Nose Bridge Thin/Wide: -1.00 - 1.00&lt;br /&gt;
*Nose Up/Down: -1.00 - 1.00&lt;br /&gt;
*Nose Out/In: -1.00 - 1.00&lt;br /&gt;
*Nose Smaller/Larger: -1.00 - 1.00&lt;br /&gt;
*Nose Tip Up/Down: -1.00 - 1.00&lt;br /&gt;
*Nose Tip Out/In: -1.00 - 1.00&lt;br /&gt;
*Nostrils Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Shape:&lt;br /&gt;
&lt;br /&gt;
*Nose Shape 1: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 2: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 3: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 4: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 5: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 6: 0.00 - 1.00&lt;br /&gt;
*(You can choose to adjust any or all of these.)&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
05. MOUTH:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Mouth Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Mouth Corner Up/Down: -1.00 - 1.00&lt;br /&gt;
*Mouth Up/Down: -1.00 - 1.00&lt;br /&gt;
*Mouth Lips Fat/Thin: -1.00 - 1.00&lt;br /&gt;
*Mouth Lower Lip Fat: 0.00 - 1.00&lt;br /&gt;
*Mouth Lower Lip Up: 0.00 - 1.00&lt;br /&gt;
*Mouth Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Mouth Over/Underbite: -1.00 - 1.00&lt;br /&gt;
*Mouth Upper Lip Down: 0.00 - 1.00&lt;br /&gt;
*Mouth Upper Lip Fat: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
06. EYES:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Eye Bags: 0.00 - 1.00&lt;br /&gt;
*Eye Brow Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Eye Brow Down/Up: -1.00 - 1.00&lt;br /&gt;
*Eye Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Eye Position Down/Up: -1.00 - 1.00&lt;br /&gt;
*Eyelash Fan: 0.00 - 1.00&lt;br /&gt;
*Eyelash Length: 0.00 - 1.00&lt;br /&gt;
*Eyes Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Eyes Larger: 0.00 - 1.00&lt;br /&gt;
*Eyes Small: 0.00 - 1.00&lt;br /&gt;
*Eyes Squint: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug&lt;br /&gt;
&lt;br /&gt;
Debug Cornea Larger/Smaller: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
07. CHEEKS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Cheeks Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Cheeks Bones In/Out: -1.00 - 1.00&lt;br /&gt;
*Cheeks Gaunt: 0.00 - 1.00&lt;br /&gt;
*Cheeks Lower: 0.00 - 1.00&lt;br /&gt;
*Cheeks Up: 0.00 - 1.00&lt;br /&gt;
*Cheeks Wide: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
08. JAW:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Jaw Chin Down/Up: -1.00 - 1.00&lt;br /&gt;
*Jaw Chin In/Out: -1.00 - 1.00&lt;br /&gt;
*Jaw Chin Thin/Wide: -1.00 - 1.00&lt;br /&gt;
*Jaw Lower: 0.00 - 1.00&lt;br /&gt;
*Jaw Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Jaw Square Shape: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
10. TEETH:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*TeethChippedtoothLeft: 0.00 - 1.00&lt;br /&gt;
*TeethChippedtoothRight: 0.00 - 1.00&lt;br /&gt;
*TeethMissingLeft: 0.00 - 1.00&lt;br /&gt;
*TeethNoFront: 0.00 - 1.00&lt;br /&gt;
*Teeth Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Teeth Close/Separate: -1.00 - 1.00&lt;br /&gt;
*Teeth Down/Up: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug:&lt;br /&gt;
&lt;br /&gt;
*Teeth Wide/Narrow: -1.00 - 1.00&lt;br /&gt;
*Teeth Debug: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
11. EARS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Ears Down/Up: -1.00 - 1.00&lt;br /&gt;
*Ears In/Out: -1.00 - 1.00&lt;br /&gt;
*Ears Large/Small: -1.00 - 1.00&lt;br /&gt;
*Ears Rotate Outwards: 0.00 - 1.00&lt;br /&gt;
*Ears Wide/Narrow: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug:&lt;br /&gt;
&lt;br /&gt;
Ears Debug for Hair Crashing: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
12. NECK:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*NeckApple: 0.00 - 1.00&lt;br /&gt;
*NeckThin: 0.00 - 1.00&lt;br /&gt;
*Neck Back: 0.00 - 1.00&lt;br /&gt;
*Neck Wide: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
13. BROWS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Brow Down/Up: -1.00 - 1.00&lt;br /&gt;
*Forehead Out/In: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
13. VIEW SETTINGS:&lt;br /&gt;
&lt;br /&gt;
1. Light:&lt;br /&gt;
&lt;br /&gt;
*Light Model: 6 choices&lt;br /&gt;
*Light Probe: 4 choices&lt;br /&gt;
&lt;br /&gt;
2. Camera:&lt;br /&gt;
&lt;br /&gt;
*Distance: Numeric&lt;br /&gt;
*Orientation: 3 coordinates&lt;br /&gt;
*Position: 3 coordinates&lt;br /&gt;
&lt;br /&gt;
3. Object:&lt;br /&gt;
&lt;br /&gt;
*Orientation: 3 coordinates&lt;br /&gt;
*Position:  3 coordinates&lt;br /&gt;
&lt;br /&gt;
4. Facial Animation:&lt;br /&gt;
&lt;br /&gt;
*FA name: Blank&lt;br /&gt;
*FA set: 5 choices&lt;br /&gt;
&lt;br /&gt;
14. EXPORT SETTINGS&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
Export .mop file: True/False (False default)&lt;br /&gt;
&lt;br /&gt;
14. UNIQUE SHAPES:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Fat Man: 0.00 - 1.00&lt;br /&gt;
*Shape Alistair: 0.00 - 1.00&lt;br /&gt;
*Shape Daveth: 0.00 - 1.00&lt;br /&gt;
*Shape Duncan: 0.00 - 1.00&lt;br /&gt;
*Shape Jory: 0.00 - 1.00&lt;br /&gt;
*Shape King Cailan: 0.00 - 1.00&lt;br /&gt;
*Shape Loghain: 0.00 - 1.00&lt;br /&gt;
*Shape Old Male: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
== Tints and hairstyles ==&lt;br /&gt;
&lt;br /&gt;
Tints and hairstyles often have somewhat uninformative names. The following thumbnails provide a preview summary of what these tints and hairstyles represent:&lt;br /&gt;
&lt;br /&gt;
=== Dwarf male beards ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:dm_brd_b1a_0 front.jpg  | dm_brd_b1a_0 front&lt;br /&gt;
Image:dm_brd_b1a_0 side.jpg  |  dm_brd_b1a_0 side &lt;br /&gt;
Image:dm_brd_b2a_0 front.jpg  | dm_brd_b2a_0 front&lt;br /&gt;
Image:dm_brd_b2a_0 side.jpg  |  dm_brd_b2a_0 side &lt;br /&gt;
Image:dm_brd_b3a_0 front.jpg  | dm_brd_b3a_0 front&lt;br /&gt;
Image:dm_brd_b3a_0 side.jpg  |  dm_brd_b3a_0 side &lt;br /&gt;
Image:dm_brd_b4a_0 front.jpg  | dm_brd_b4a_0 front&lt;br /&gt;
Image:dm_brd_b4a_0 side.jpg  |  dm_brd_b4a_0 side &lt;br /&gt;
Image:dm_brd_b5a_0 front.jpg  | dm_brd_b5a_0 front&lt;br /&gt;
Image:dm_brd_b5a_0 side.jpg  |  dm_brd_b5a_0 side &lt;br /&gt;
Image:dm_brd_b6a_0 front.jpg  | dm_brd_b6a_0 front&lt;br /&gt;
Image:dm_brd_b6a_0 side.jpg  |  dm_brd_b6a_0 side &lt;br /&gt;
Image:dm_brd_b7a_0 front.jpg  | dm_brd_b7a_0 front&lt;br /&gt;
Image:dm_brd_b7a_0 side.jpg  |  dm_brd_b7a_0 side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Human female hairstyles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hf_har_blda_0 front.jpg |hf_har_blda_0 front&lt;br /&gt;
Image:hf_har_blda_0 side.jpg | hf_har_blda_0 side&lt;br /&gt;
Image:hf_har_ha1a_0 front.jpg |hf_har_ha1a_0 front&lt;br /&gt;
Image:hf_har_ha1a_0 side.jpg | hf_har_ha1a_0 side&lt;br /&gt;
Image:hf_har_ha2a_0 front.jpg |hf_har_ha2a_0 front&lt;br /&gt;
Image:hf_har_ha2a_0 side.jpg | hf_har_ha2a_0 side&lt;br /&gt;
Image:hf_har_ha3a_0 front.jpg |hf_har_ha3a_0 front&lt;br /&gt;
Image:hf_har_ha3a_0 side.jpg | hf_har_ha3a_0 side&lt;br /&gt;
Image:hf_har_ha4a_0 front.jpg |hf_har_ha4a_0 front&lt;br /&gt;
Image:hf_har_ha4a_0 side.jpg | hf_har_ha4a_0 side&lt;br /&gt;
Image:hf_har_hb1a_0 front.jpg |hf_har_hb1a_0 front&lt;br /&gt;
Image:hf_har_hb1a_0 side.jpg | hf_har_hb1a_0 side&lt;br /&gt;
Image:hf_har_hb2a_0 front.jpg |hf_har_hb2a_0 front&lt;br /&gt;
Image:hf_har_hb2a_0 side.jpg | hf_har_hb2a_0 side&lt;br /&gt;
Image:hf_har_hb3a_0 front.jpg |hf_har_hb3a_0 front&lt;br /&gt;
Image:hf_har_hb3a_0 side.jpg | hf_har_hb3a_0 side&lt;br /&gt;
Image:hf_har_hb4a_0 front.jpg |hf_har_hb4a_0 front&lt;br /&gt;
Image:hf_har_hb4a_0 side.jpg | hf_har_hb4a_0 side&lt;br /&gt;
Image:hf_har_hc1a_0 front.jpg |hf_har_hc1a_0 front&lt;br /&gt;
Image:hf_har_hc1a_0 side.jpg | hf_har_hc1a_0 side&lt;br /&gt;
Image:hf_har_hc2a_0 front.jpg |hf_har_hc2a_0 front&lt;br /&gt;
Image:hf_har_hc2a_0 side.jpg | hf_har_hc2a_0 side&lt;br /&gt;
Image:hf_har_hc3a_0 front.jpg |hf_har_hc3a_0 front&lt;br /&gt;
Image:hf_har_hc3a_0 side.jpg | hf_har_hc3a_0 side&lt;br /&gt;
Image:hf_har_hc4a_0 front.jpg |hf_har_hc4a_0 front&lt;br /&gt;
Image:hf_har_hc4a_0 side.jpg | hf_har_hc4a_0 side&lt;br /&gt;
Image:hf_har_hd1a_0 front.jpg |hf_har_hd1a_0 front&lt;br /&gt;
Image:hf_har_hd1a_0 side.jpg | hf_har_hd1a_0 side&lt;br /&gt;
Image:hf_har_hd2a_0 front.jpg |hf_har_hd2a_0 front&lt;br /&gt;
Image:hf_har_hd2a_0 side.jpg | hf_har_hd2a_0 side&lt;br /&gt;
Image:hf_har_hd3a_0 front.jpg |hf_har_hd3a_0 front&lt;br /&gt;
Image:hf_har_hd3a_0 side.jpg | hf_har_hd3a_0 side&lt;br /&gt;
Image:hf_har_hd4a_0 front.jpg |hf_har_hd4a_0 front&lt;br /&gt;
Image:hf_har_hd4a_0 side.jpg | hf_har_hd4a_0 side&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Human male beards ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hm_brd_b1a_0 front.jpg   |  hm_brd_b1a_0 front &lt;br /&gt;
Image:hm_brd_b1a_0 side.jpg   |   hm_brd_b1a_0 side&lt;br /&gt;
Image:hm_brd_b2a_0 front.jpg   |  hm_brd_b2a_0 front &lt;br /&gt;
Image:hm_brd_b2a_0 side.jpg   |   hm_brd_b2a_0 side&lt;br /&gt;
Image:hm_brd_b3a_0 front.jpg   |  hm_brd_b3a_0 front &lt;br /&gt;
Image:hm_brd_b3a_0 side.jpg   |   hm_brd_b3a_0 side&lt;br /&gt;
Image:hm_brd_b4a_0 front.jpg   |  hm_brd_b4a_0 front &lt;br /&gt;
Image:hm_brd_b4a_0 side.jpg   |   hm_brd_b4a_0 side&lt;br /&gt;
Image:hm_brd_b5a_0 front.jpg   |  hm_brd_b5a_0 front &lt;br /&gt;
Image:hm_brd_b5a_0 side.jpg   |   hm_brd_b5a_0 side&lt;br /&gt;
Image:hm_brd_b6a_0 front.jpg   |  hm_brd_b6a_0 front &lt;br /&gt;
Image:hm_brd_b6a_0 side.jpg   |   hm_brd_b6a_0 side&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
                                      &lt;br /&gt;
=== Human male hairstyles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hm_har_blda_0 front.jpg   | hm_har_blda_0 front&lt;br /&gt;
Image:hm_har_blda_0 side.jpg   | hm_har_blda_0 side &lt;br /&gt;
Image:hm_har_ha1a_0 front.jpg   | hm_har_ha1a_0 front&lt;br /&gt;
Image:hm_har_ha1a_0 side.jpg   | hm_har_ha1a_0 side &lt;br /&gt;
Image:hm_har_ha2a_0 front.jpg   | hm_har_ha2a_0 front&lt;br /&gt;
Image:hm_har_ha2a_0 side.jpg   | hm_har_ha2a_0 side &lt;br /&gt;
Image:hm_har_ha3a_0 front.jpg   | hm_har_ha3a_0 front&lt;br /&gt;
Image:hm_har_ha3a_0 side.jpg   | hm_har_ha3a_0 side &lt;br /&gt;
Image:hm_har_hb1a_0 front.jpg   | hm_har_hb1a_0 front&lt;br /&gt;
Image:hm_har_hb1a_0 side.jpg   | hm_har_hb1a_0 side &lt;br /&gt;
Image:hm_har_hb2a_0 front.jpg   | hm_har_hb2a_0 front&lt;br /&gt;
Image:hm_har_hb2a_0 side.jpg   | hm_har_hb2a_0 side &lt;br /&gt;
Image:hm_har_hb3a_0 front.jpg   | hm_har_hb3a_0 front&lt;br /&gt;
Image:hm_har_hb3a_0 side.jpg   | hm_har_hb3a_0 side &lt;br /&gt;
Image:hm_har_hb4a_0 front.jpg   | hm_har_hb4a_0 front&lt;br /&gt;
Image:hm_har_hb4a_0 side.jpg   | hm_har_hb4a_0 side &lt;br /&gt;
Image:hm_har_hc1a_0 front.jpg   | hm_har_hc1a_0 front&lt;br /&gt;
Image:hm_har_hc1a_0 side.jpg   | hm_har_hc1a_0 side &lt;br /&gt;
Image:hm_har_hc2a_0 front.jpg   | hm_har_hc2a_0 front&lt;br /&gt;
Image:hm_har_hc2a_0 side.jpg   | hm_har_hc2a_0 side &lt;br /&gt;
Image:hm_har_hc3a_0 front.jpg   | hm_har_hc3a_0 front&lt;br /&gt;
Image:hm_har_hc3a_0 side.jpg   | hm_har_hc3a_0 side &lt;br /&gt;
Image:hm_har_hc4a_0 front.jpg   | hm_har_hc4a_0 front&lt;br /&gt;
Image:hm_har_hc4a_0 side.jpg   | hm_har_hc4a_0 side &lt;br /&gt;
Image:hm_har_hd1a_0 front.jpg   | hm_har_hd1a_0 front&lt;br /&gt;
Image:hm_har_hd1a_0 side.jpg   | hm_har_hd1a_0 side &lt;br /&gt;
Image:hm_har_hd2a_0 front.jpg   | hm_har_hd2a_0 front&lt;br /&gt;
Image:hm_har_hd2a_0 side.jpg   | hm_har_hd2a_0 side &lt;br /&gt;
Image:hm_har_hd3a_0 front.jpg   | hm_har_hd3a_0 front&lt;br /&gt;
Image:hm_har_hd3a_0 side.jpg   | hm_har_hd3a_0 side &lt;br /&gt;
Image:hm_har_hd4a_0 front.jpg   | hm_har_hd4a_0 front&lt;br /&gt;
Image:hm_har_hd4a_0 side.jpg   | hm_har_hd4a_0 side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
                                      &lt;br /&gt;
=== Eye shadow ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_mue_bk1.jpg | t1_mue_bk1 &lt;br /&gt;
Image:t1_mue_bk2.jpg | t1_mue_bk2 &lt;br /&gt;
Image:t1_mue_bk3.jpg | t1_mue_bk3 &lt;br /&gt;
Image:t1_mue_bl1.jpg | t1_mue_bl1 &lt;br /&gt;
Image:t1_mue_bl2.jpg | t1_mue_bl2 &lt;br /&gt;
Image:t1_mue_bl3.jpg | t1_mue_bl3 &lt;br /&gt;
Image:t1_mue_gn1.jpg | t1_mue_gn1 &lt;br /&gt;
Image:t1_mue_gn2.jpg | t1_mue_gn2 &lt;br /&gt;
Image:t1_mue_gn3.jpg | t1_mue_gn3 &lt;br /&gt;
Image:t1_mue_gr1.jpg | t1_mue_gr1 &lt;br /&gt;
Image:t1_mue_gr2.jpg | t1_mue_gr2 &lt;br /&gt;
Image:t1_mue_gr3.jpg | t1_mue_gr3 &lt;br /&gt;
Image:t1_mue_or1.jpg | t1_mue_or1 &lt;br /&gt;
Image:t1_mue_or2.jpg | t1_mue_or2 &lt;br /&gt;
Image:t1_mue_or3.jpg | t1_mue_or3 &lt;br /&gt;
Image:t1_mue_pi1.jpg | t1_mue_pi1 &lt;br /&gt;
Image:t1_mue_pi2.jpg | t1_mue_pi2 &lt;br /&gt;
Image:t1_mue_pi3.jpg | t1_mue_pi3 &lt;br /&gt;
Image:t1_mue_pu1.jpg | t1_mue_pu1 &lt;br /&gt;
Image:t1_mue_pu2.jpg | t1_mue_pu2 &lt;br /&gt;
Image:t1_mue_pu3.jpg | t1_mue_pu3 &lt;br /&gt;
Image:t1_mue_re1.jpg | t1_mue_re1 &lt;br /&gt;
Image:t1_mue_re2.jpg | t1_mue_re2 &lt;br /&gt;
Image:t1_mue_re3.jpg | t1_mue_re3 &lt;br /&gt;
Image:t1_mue_ro1.jpg | t1_mue_ro1 &lt;br /&gt;
Image:t1_mue_ro2.jpg | t1_mue_ro2 &lt;br /&gt;
Image:t1_mue_ro3.jpg | t1_mue_ro3 &lt;br /&gt;
Image:t1_mue_te1.jpg | t1_mue_te1 &lt;br /&gt;
Image:t1_mue_te2.jpg | t1_mue_te2 &lt;br /&gt;
Image:t1_mue_te3.jpg | t1_mue_te3 &lt;br /&gt;
Image:t1_mue_wh1.jpg | t1_mue_wh1 &lt;br /&gt;
Image:t1_mue_wh2.jpg | t1_mue_wh2 &lt;br /&gt;
Image:t1_mue_wh3.jpg | t1_mue_wh3 &lt;br /&gt;
Image:t1_mue_ye1.jpg | t1_mue_ye1 &lt;br /&gt;
Image:t1_mue_ye2.jpg | t1_mue_ye2 &lt;br /&gt;
Image:t1_mue_ye3.jpg | t1_mue_ye3 &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lip colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_mul_bk1.jpg | t1_mul_bk1&lt;br /&gt;
Image:t1_mul_bk2.jpg | t1_mul_bk2&lt;br /&gt;
Image:t1_mul_bk3.jpg | t1_mul_bk3&lt;br /&gt;
Image:t1_mul_pi1.jpg | t1_mul_pi1&lt;br /&gt;
Image:t1_mul_pi2.jpg | t1_mul_pi2&lt;br /&gt;
Image:t1_mul_pi3.jpg | t1_mul_pi3&lt;br /&gt;
Image:t1_mul_pu1.jpg | t1_mul_pu1&lt;br /&gt;
Image:t1_mul_pu2.jpg | t1_mul_pu2&lt;br /&gt;
Image:t1_mul_pu3.jpg | t1_mul_pu3&lt;br /&gt;
Image:t1_mul_re1.jpg | t1_mul_re1&lt;br /&gt;
Image:t1_mul_re2.jpg | t1_mul_re2&lt;br /&gt;
Image:t1_mul_re3.jpg | t1_mul_re3&lt;br /&gt;
Image:t1_mul_ro1.jpg | t1_mul_ro1&lt;br /&gt;
Image:t1_mul_ro2.jpg | t1_mul_ro2&lt;br /&gt;
Image:t1_mul_ro3.jpg | t1_mul_ro3&lt;br /&gt;
Image:t1_mul_ta1.jpg | t1_mul_ta1&lt;br /&gt;
Image:t1_mul_ta2.jpg | t1_mul_ta2&lt;br /&gt;
Image:t1_mul_ta3.jpg | t1_mul_ta3&lt;br /&gt;
Image:t1_mul_te1.jpg | t1_mul_te1&lt;br /&gt;
Image:t1_mul_te2.jpg | t1_mul_te2&lt;br /&gt;
Image:t1_mul_te3.jpg | t1_mul_te3&lt;br /&gt;
Image:t1_mul_wh1.jpg | t1_mul_wh1&lt;br /&gt;
Image:t1_mul_wh2.jpg | t1_mul_wh2&lt;br /&gt;
Image:t1_mul_wh3.jpg | t1_mul_wh3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin tone ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_skn_001.jpg  | t1_skn_001  &lt;br /&gt;
Image:t1_skn_002.jpg  | t1_skn_002 &lt;br /&gt;
Image:t1_skn_003.jpg  | t1_skn_003 &lt;br /&gt;
Image:t1_skn_004.jpg  | t1_skn_004 &lt;br /&gt;
Image:t1_skn_005.jpg  | t1_skn_005 &lt;br /&gt;
Image:t1_skn_006.jpg  | t1_skn_006 &lt;br /&gt;
Image:t1_skn_007.jpg  | t1_skn_007 &lt;br /&gt;
Image:t1_skn_blank.jpg| t1_skn_blank&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Eye colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t3_eye_amb.jpg | t3_eye_amb&lt;br /&gt;
Image:t3_eye_blk.jpg | t3_eye_blk&lt;br /&gt;
Image:t3_eye_dbl.jpg | t3_eye_dbl&lt;br /&gt;
Image:t3_eye_dbr.jpg | t3_eye_dbr&lt;br /&gt;
Image:t3_eye_grn.jpg | t3_eye_grn&lt;br /&gt;
Image:t3_eye_gry.jpg | t3_eye_gry&lt;br /&gt;
Image:t3_eye_hzl.jpg | t3_eye_hzl&lt;br /&gt;
Image:t3_eye_ice.jpg | t3_eye_ice&lt;br /&gt;
Image:t3_eye_lbl.jpg | t3_eye_lbl&lt;br /&gt;
Image:t3_eye_lbr.jpg | t3_eye_lbr&lt;br /&gt;
Image:t3_eye_tea.jpg | t3_eye_tea&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t3_har_blk front.jpg|t3_har_blk front&lt;br /&gt;
Image:t3_har_blk side.jpg| t3_har_blk side &lt;br /&gt;
Image:t3_har_bln front.jpg|t3_har_bln front&lt;br /&gt;
Image:t3_har_bln side.jpg| t3_har_bln side &lt;br /&gt;
Image:t3_har_dbl front.jpg|t3_har_dbl front&lt;br /&gt;
Image:t3_har_dbl side.jpg| t3_har_dbl side &lt;br /&gt;
Image:t3_har_dbr front.jpg|t3_har_dbr front&lt;br /&gt;
Image:t3_har_dbr side.jpg| t3_har_dbr side &lt;br /&gt;
Image:t3_har_gry front.jpg|t3_har_gry front&lt;br /&gt;
Image:t3_har_gry side.jpg| t3_har_gry side &lt;br /&gt;
Image:t3_har_lbr front.jpg|t3_har_lbr front&lt;br /&gt;
Image:t3_har_lbr side.jpg| t3_har_lbr side &lt;br /&gt;
Image:t3_har_org front.jpg|t3_har_org front&lt;br /&gt;
Image:t3_har_org side.jpg| t3_har_org side &lt;br /&gt;
Image:t3_har_rbr front.jpg|t3_har_rbr front&lt;br /&gt;
Image:t3_har_rbr side.jpg| t3_har_rbr side &lt;br /&gt;
Image:t3_har_red front.jpg|t3_har_red front&lt;br /&gt;
Image:t3_har_red side.jpg| t3_har_red side &lt;br /&gt;
Image:t3_har_wht front.jpg|t3_har_wht front&lt;br /&gt;
Image:t3_har_wht side.jpg| t3_har_wht side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blush colour ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:T1_mub_bk1.jpg | t1_mub_bk1&lt;br /&gt;
Image:T1_mub_bk2.jpg | t1_mub_bk2&lt;br /&gt;
Image:T1_mub_bk3.jpg | t1_mub_bk3&lt;br /&gt;
Image:T1_mub_br1.jpg | t1_mub_br1&lt;br /&gt;
Image:T1_mub_br2.jpg | t1_mub_br2&lt;br /&gt;
Image:T1_mub_br3.jpg | t1_mub_br3&lt;br /&gt;
Image:T1_mub_or1.jpg | t1_mub_or1&lt;br /&gt;
Image:T1_mub_or2.jpg | t1_mub_or2&lt;br /&gt;
Image:T1_mub_or3.jpg | t1_mub_or3&lt;br /&gt;
Image:T1_mub_pi1.jpg | t1_mub_pi1&lt;br /&gt;
Image:T1_mub_pi2.jpg | t1_mub_pi2&lt;br /&gt;
Image:T1_mub_pi3.jpg | t1_mub_pi3&lt;br /&gt;
Image:T1_mub_pu1.jpg | t1_mub_pu1&lt;br /&gt;
Image:T1_mub_pu2.jpg | t1_mub_pu2&lt;br /&gt;
Image:T1_mub_pu3.jpg | t1_mub_pu3&lt;br /&gt;
Image:T1_mub_re1.jpg | t1_mub_re1&lt;br /&gt;
Image:T1_mub_re2.jpg | t1_mub_re2&lt;br /&gt;
Image:T1_mub_re3.jpg | t1_mub_re3&lt;br /&gt;
Image:T1_mub_ro1.jpg | t1_mub_ro1&lt;br /&gt;
Image:T1_mub_ro2.jpg | t1_mub_ro2&lt;br /&gt;
Image:T1_mub_ro3.jpg | t1_mub_ro3&lt;br /&gt;
Image:T1_mub_ta1.jpg | t1_mub_ta1&lt;br /&gt;
Image:T1_mub_ta2.jpg | t1_mub_ta2&lt;br /&gt;
Image:T1_mub_ta3.jpg | t1_mub_ta3&lt;br /&gt;
Image:T1_mub_te1.jpg | t1_mub_te1&lt;br /&gt;
Image:T1_mub_te2.jpg | t1_mub_te2&lt;br /&gt;
Image:T1_mub_te3.jpg | t1_mub_te3&lt;br /&gt;
Image:T1_mub_wh1.jpg | t1_mub_wh1&lt;br /&gt;
Image:T1_mub_wh2.jpg | t1_mub_wh2&lt;br /&gt;
Image:T1_mub_wh3.jpg | t1_mub_wh3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tint file !! Colour&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_blk  ||  Black&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dgn  ||  Dark Green&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_org  ||  Orange&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_blu  ||  Blue&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dpu  ||  Dark Purple&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_pnk  ||  Pink&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_brn  ||  Brown&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_drd  ||  Dark Red&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_pur  ||  Purple&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dbl  ||  Dark Blue&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_grn  ||  Green&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_red  ||  Red&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dbr  ||  Dark Brown&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_gry  ||  Grey&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_yel  ||  Yellow&lt;br /&gt;
|}&lt;br /&gt;
								&lt;br /&gt;
You can use a different colour for each Tattoo layer.&lt;br /&gt;
&lt;br /&gt;
You can combine (layer) Tattoos 1 to 4 for each Tattoo mask if desired.&lt;br /&gt;
			&lt;br /&gt;
Sliders 0.00 to 1.00 determines darkness of the Tattoo.&lt;br /&gt;
&lt;br /&gt;
All screen shots set at 1.00, black colour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:uh tat av1 0t tattoo 1.jpg | uh tat av1 0t tattoo 1&lt;br /&gt;
Image:uh tat av1 0t tattoo 2.jpg | uh tat av1 0t tattoo 2&lt;br /&gt;
Image:uh tat av1 0t tattoo 3.jpg | uh tat av1 0t tattoo 3&lt;br /&gt;
Image:uh tat av1 0t tattoo 4.jpg | uh tat av1 0t tattoo 4&lt;br /&gt;
Image:uh tat av2 0t tattoo 1.jpg | uh tat av2 0t tattoo 1&lt;br /&gt;
Image:uh tat av2 0t tattoo 2.jpg | uh tat av2 0t tattoo 2&lt;br /&gt;
Image:uh tat av2 0t tattoo 3.jpg | uh tat av2 0t tattoo 3&lt;br /&gt;
Image:uh tat av2 0t tattoo 4.jpg | uh tat av2 0t tattoo 4&lt;br /&gt;
Image:uh tat av3 0t tattoo 1.jpg | uh tat av3 0t tattoo 1&lt;br /&gt;
Image:uh tat av3 0t tattoo 2.jpg | uh tat av3 0t tattoo 2&lt;br /&gt;
Image:uh tat av3 0t tattoo 3.jpg | uh tat av3 0t tattoo 3&lt;br /&gt;
Image:uh tat av3 0t tattoo 4.jpg | uh tat av3 0t tattoo 4&lt;br /&gt;
Image:uh tat dw1 0t tattoo 1.jpg | uh tat dw1 0t tattoo 1&lt;br /&gt;
Image:uh tat dw1 0t tattoo 2.jpg | uh tat dw1 0t tattoo 2&lt;br /&gt;
Image:uh tat dw1 0t tattoo 3.jpg | uh tat dw1 0t tattoo 3&lt;br /&gt;
Image:uh tat dw1 0t tattoo 4.jpg | uh tat dw1 0t tattoo 4&lt;br /&gt;
Image:uh tat dw2 0t tattoo 1.jpg | uh tat dw2 0t tattoo 1&lt;br /&gt;
Image:uh tat dw2 0t tattoo 2.jpg | uh tat dw2 0t tattoo 2&lt;br /&gt;
Image:uh tat dw2 0t tattoo 3.jpg | uh tat dw2 0t tattoo 3&lt;br /&gt;
Image:uh tat dw2 0t tattoo 4.jpg | uh tat dw2 0t tattoo 4&lt;br /&gt;
Image:uh tat ed1 0t tattoo 1.jpg | uh tat ed1 0t tattoo 1&lt;br /&gt;
Image:uh tat ed1 0t tattoo 2.jpg | uh tat ed1 0t tattoo 2&lt;br /&gt;
Image:uh tat ed1 0t tattoo 3.jpg | uh tat ed1 0t tattoo 3&lt;br /&gt;
Image:uh tat ed1 0t tattoo 4.jpg | uh tat ed1 0t tattoo 4&lt;br /&gt;
Image:uh tat ed2 0t tattoo 1.jpg | uh tat ed2 0t tattoo 1&lt;br /&gt;
Image:uh tat ed2 0t tattoo 2.jpg | uh tat ed2 0t tattoo 2&lt;br /&gt;
Image:uh tat ed2 0t tattoo 3.jpg | uh tat ed2 0t tattoo 3&lt;br /&gt;
Image:uh tat ed2 0t tattoo 4.jpg | uh tat ed2 0t tattoo 4&lt;br /&gt;
Image:uh tat ed3 0t tattoo 1.jpg | uh tat ed3 0t tattoo 1&lt;br /&gt;
Image:uh tat ed3 0t tattoo 2.jpg | uh tat ed3 0t tattoo 2&lt;br /&gt;
Image:uh tat ed3 0t tattoo 3.jpg | uh tat ed3 0t tattoo 3&lt;br /&gt;
Image:uh tat ed3 0t tattoo 4.jpg | uh tat ed3 0t tattoo 4&lt;br /&gt;
Image:uh tat ed4 0t tattoo 1.jpg | uh tat ed4 0t tattoo 1&lt;br /&gt;
Image:uh tat ed4 0t tattoo 2.jpg | uh tat ed4 0t tattoo 2&lt;br /&gt;
Image:uh tat ed4 0t tattoo 3.jpg | uh tat ed4 0t tattoo 3&lt;br /&gt;
Image:uh tat ed4 0t tattoo 4.jpg | uh tat ed4 0t tattoo 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphs]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=User_talk:JackFuzz&amp;diff=9115</id>
		<title>User talk:JackFuzz</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=User_talk:JackFuzz&amp;diff=9115"/>
				<updated>2009-12-30T08:11:08Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Morph Edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Morph Edit==&lt;br /&gt;
Hello, I just have a question pertaining to your edit on the [[Morph]] page with the subhead &amp;quot;How to replace the morph of an in game NPC (Single Player Campaign)&amp;quot;. When I access the creatures and try to find an NPC, there are none. All I can find are monsters and a few &amp;quot;test&amp;quot; NPC's, but none that are actually in the game. Is there an extra resource source that includes NPC's and the companions? I cannot find them anywhere in the Toolset. &lt;br /&gt;
&lt;br /&gt;
Thanks for any help. --[[User:Tricause|Tricause]] 01:44, 30 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
1. Make sure you have version 1.0.1008.0 installed&lt;br /&gt;
&lt;br /&gt;
2. File --&amp;gt; Manage Modules --&amp;gt; Switch to &amp;quot;Single Player&amp;quot; then click &amp;quot;open&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3. Now try my tutorial.&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Morph&amp;diff=9080</id>
		<title>Morph</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Morph&amp;diff=9080"/>
				<updated>2009-12-28T03:23:23Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* How to use a morph in your module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:New resource.png|thumb|The new resource menu contains a &amp;quot;Morph&amp;quot; option]]&lt;br /&gt;
&lt;br /&gt;
Morphs are highly customizable heads that can be added to many of the common humanoid creatures in Dragon Age to create unique characters. They are not listed on the palette window; to create a new morph you'll have to go to the &amp;quot;File&amp;quot; menu, select &amp;quot;New&amp;quot;, and then select &amp;quot;Morph&amp;quot; from the list of resource types.&lt;br /&gt;
&lt;br /&gt;
A morph must first start with a basic head shape. Select one from the drop-down menu in the toolbar (it defaults to &amp;quot;choose base&amp;quot;, indicating the need to select one) and the head will appear in the main display. The camera can be maneuvered around it using many of the same basic controls used elsewhere in the toolset. The head bases that are available include male and female versions of Human, Dwarf, Elf, and a gender-neutral child's head.&lt;br /&gt;
&lt;br /&gt;
Once the base is selected, an enormous number of options will become available in the object inspector for modifying the exact shape and texture of the head. Hairstyles and beards can be added, tattoo textures can be overlaid on the skin, and so forth - there are hundreds of parameters.&lt;br /&gt;
&lt;br /&gt;
To speed the creation of unique generic NPCs, the &amp;quot;randomize&amp;quot; button in the toolbar will set the various shape parameters to random values. This doesn't affect all facial features, however, since many of the adjustable features would look quite bizarre when set to extreme values. Generally the effects of the randomize button are limited to tabs 4 through 8, and it doesn't affect all of the features even on those. Manual customization may still be required to produce a truly diverse crop of NPCs.&lt;br /&gt;
&lt;br /&gt;
Note that for some features (for example, lip color) the opacity defaults to 0%, so you may not see an immediate effect when changing them unless you set the opacity higher first.&lt;br /&gt;
&lt;br /&gt;
[[Image:Morph editor.png|600px|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
== Beards and facial features ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of beards available for facial morphs; model beards and stubble beards. Stubble beards are simply a texture overlay, and have no particular special effects associated with them. Model beards are three-dimensional objects that are affixed to the face, and it is important to be aware of certain limitations that come with using them.&lt;br /&gt;
&lt;br /&gt;
In order to make a physical beard model fit properly onto the face, some facial features must be set to their default values. This is so that, as an example, one doesn't wind up with the tip of the chin poking out through the end of the beard. When you add a physical beard model to a head morph these specific facial features are automatically snapped to their default values and are locked there for as long as the beard is in place. If the beard is removed they become editable again, but it is important to note that they do ''not'' return to whatever values they had before the beard was added. So make the decision on whether a character has a physical beard before you spend a lot of time adjusting his jawline and other such details.&lt;br /&gt;
&lt;br /&gt;
== Debug features ==&lt;br /&gt;
&lt;br /&gt;
There are a number of features with &amp;quot;debug&amp;quot; in their names that are intended only to allow a facial artist to get a better view of certain parts of a facial morph, and if they are set to anything other than zero the morph won't be usable by the rest of the toolset. The most obvious example is the &amp;quot;teeth debug&amp;quot; parameter, which pulls the lips back to expose the model's teeth so that they can be adjusted in plain view.&lt;br /&gt;
&lt;br /&gt;
== How to use a morph in your module ==&lt;br /&gt;
&lt;br /&gt;
Morph is an art tool, not a design tool, and so it uses a somewhat different mechanism for making its output available to the designer than the other tools that come with the toolset. You can save a morph as a file in your regular filesystem but when you go to select a head morph in the creature designer you won't be able to import directly from the filesystem to use it.&lt;br /&gt;
&lt;br /&gt;
Instead, you need to export the morph via the &amp;quot;post to local&amp;quot; command under the &amp;quot;Tools&amp;quot;-&amp;gt;&amp;quot;Export&amp;quot; menu (alternately, right-click on the morph's display window and select &amp;quot;post to local&amp;quot; from the menu). Once the morph has been exported, it will be available in the creature creator's morph list when the appropriate body appearance model is selected (eg, a human female head morph is usable with a human female body appearance).&lt;br /&gt;
&lt;br /&gt;
If you want to make a slight variation on an existing morph (say for example to change the hair colour or add a scar), load the mrh file of the desired morph, and then 'save as' with a new file name. Make your changes and save, then once again export to local. To make the new variant available, use &amp;quot;View&amp;quot;-&amp;gt;&amp;quot;Refresh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== How to replace the morph of an in game NPC (Single Player Campaign) ==&lt;br /&gt;
&lt;br /&gt;
1. Open Toolset&lt;br /&gt;
&lt;br /&gt;
2. Click the &amp;quot;Creatures&amp;quot; Button on the top right Palette Window&lt;br /&gt;
&lt;br /&gt;
3. In the filter type the name of the NPC, example Bella or Desire or Murdock.&lt;br /&gt;
&lt;br /&gt;
4. You'll see some folders appear.  Navigate through them and find the NPC object:&lt;br /&gt;
&lt;br /&gt;
Example: ntb100cr_gheyna (Gheyna)    &lt;br /&gt;
&lt;br /&gt;
5.  Now left click that creature to highlight it.&lt;br /&gt;
&lt;br /&gt;
6. On the bottom right the object inspector window appears full of information.&lt;br /&gt;
&lt;br /&gt;
7. Scroll down the list until you see head morph, under appearance.  Note the name of that file.&lt;br /&gt;
&lt;br /&gt;
8. Rename the new morph file you exported to the name in the object inspector.&lt;br /&gt;
&lt;br /&gt;
9. Now place your new morph in the following directory:&lt;br /&gt;
&lt;br /&gt;
documents/bioware/dragon age/packages/core/override&lt;br /&gt;
&lt;br /&gt;
Make sure you restart dragon age.&lt;br /&gt;
&lt;br /&gt;
== Morph files ==&lt;br /&gt;
&lt;br /&gt;
There are actually two files for every morph.&lt;br /&gt;
*.mrh - This is the source file for the morph data and can be saved anywhere and loaded from anywhere.&lt;br /&gt;
*.mor - This is the generated/processed binarized gff file that the game uses. You can change these in the toolset but it's not recommended.&lt;br /&gt;
&lt;br /&gt;
To get the *.mor file you need to use the &amp;quot;export&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
To edit an existing .mrh, you can either drag and drop the .mrh into the toolset or open the *.mrh from the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The head morph tool concatenates the two letter prefix (HM for human male, HF for human female, etc.) to the filename for you. If you saved a resource called &amp;quot;myhead&amp;quot;, for example, and it was a human male then it would export a hm_myhead.mor. If it was a female dwarf it would save it as df_myhead.mor&lt;br /&gt;
&lt;br /&gt;
The drop down for the head morph will also auto generate the two letter prefix based on the gender and appearance of the creature you are making.&lt;br /&gt;
&lt;br /&gt;
== Deleting a morph ==&lt;br /&gt;
&lt;br /&gt;
Morphs are an art asset, and as such are not stored in the database in the same manner as other resources. You can find morph files (.mor extension) in the \Dragon Age\packages\core\override\toolsetexport directory, to remove one simply delete it.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Keep in mind that when selecting colors, you can open up a dropdown list where you browse for colors, and choose &amp;quot;All Tint Files *.tnt&amp;quot; to get a much wider range of color choices. The Tattoo colors especially (t1_tat_*) are very vibrant, and can give you 'very blue eyes', for example. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Choose Base model name:&lt;br /&gt;
&lt;br /&gt;
*HM_UHM_BASE - Human Male&lt;br /&gt;
*HF_UHM_BASE - Human Female&lt;br /&gt;
*DM_UHM_BASE - Dwarven Male&lt;br /&gt;
*DF_UHM_BASE - Dwarven Female&lt;br /&gt;
*EM_UHM_BASE - Elven Male&lt;br /&gt;
*EF_UHM_BASE - Elven Female&lt;br /&gt;
*QM_UHM_BASE - Qunari Male&lt;br /&gt;
*QF_UHM_BASE - Qunari Female&lt;br /&gt;
*KN_UHM_BASE - Child&lt;br /&gt;
&lt;br /&gt;
*(Opacity 0.00 least color - 1.00 full color)&lt;br /&gt;
*(Anything 0.00 to 1.00  or -1.00 to 1.00 is a slider)&lt;br /&gt;
*(Left and Right = Left and Right of Morph Face not Left and Right as you look at the face.)&lt;br /&gt;
&lt;br /&gt;
01. MATERIAL:&lt;br /&gt;
&lt;br /&gt;
01. Face:&lt;br /&gt;
&lt;br /&gt;
*Skin Color: 8 choices&lt;br /&gt;
*Lip Makeup Color: 27 choices&lt;br /&gt;
*Lip Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
*Blush Makeup Color: 30 choices&lt;br /&gt;
*Blush Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
*Eye Makeup Color: 36 choices&lt;br /&gt;
*Eye Makeup Opacity: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Skin Texture:&lt;br /&gt;
&lt;br /&gt;
*Base Skin Texture: 12 choices&lt;br /&gt;
*Blend Skin Texture: 12 choices&lt;br /&gt;
*Blend Right Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Left Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Right Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Right Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Nose: 0.00 - 1.00&lt;br /&gt;
*Blend Middle Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend All Override: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
03. Skin Type:&lt;br /&gt;
&lt;br /&gt;
*Blend Right Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Left Eye: 0.00 - 1.00&lt;br /&gt;
*Blend Right Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Cheek: 0.00 - 1.00&lt;br /&gt;
*Blend Left Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Right Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend Nose: 0.00 - 1.00&lt;br /&gt;
*Blend Middle Forehead: 0.00 - 1.00&lt;br /&gt;
*Blend All Override: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. PART SELECTION:&lt;br /&gt;
&lt;br /&gt;
1. Model: (Base model Chosen when starting.)&lt;br /&gt;
&lt;br /&gt;
2. Parts:&lt;br /&gt;
&lt;br /&gt;
*Eye Color: 11 choices&lt;br /&gt;
*Eyes: 2 choices&lt;br /&gt;
*Eye Texture: 16 choices &lt;br /&gt;
*Hair and Beard Color: 10 choices&lt;br /&gt;
*Hair: 17 choices&lt;br /&gt;
*Beard: 7 choices&lt;br /&gt;
*Eye Lashes: 1 choice&lt;br /&gt;
*Lashes Texture: 4 choices&lt;br /&gt;
&lt;br /&gt;
3. Tattoo:&lt;br /&gt;
&lt;br /&gt;
*Tattoo Mask: 14 choices&lt;br /&gt;
*Tattoo Channel 1 Color: 15 choices&lt;br /&gt;
*Tattoo 1 : R Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 2 Color: 15 choices&lt;br /&gt;
*Tattoo 2 : G Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 3 Color: 15 choices&lt;br /&gt;
*Tattoo 3 : B Channel: 0.00 - 1.00&lt;br /&gt;
*Tattoo Channel 4 Color: 15 choices&lt;br /&gt;
*Tattoo 4 : A Channel: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
4. Brow and Stubble:&lt;br /&gt;
&lt;br /&gt;
*Brow and Stubble Colors: 10 choices&lt;br /&gt;
*Bushy Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Regular Eyebrows: 0.00 - 1.00&lt;br /&gt;
*Thick Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Thinned Eyebrows: 0.00 - 1.00 (only available if regular eyebrows set to 0.00)&lt;br /&gt;
*Goatee: 0.00 - 1.00&lt;br /&gt;
*Soul Patch: 0.00 - 1.00&lt;br /&gt;
*Mustache: 0.00 - 1.00&lt;br /&gt;
*Pork Chops: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
5. Crew Cut Selection:&lt;br /&gt;
&lt;br /&gt;
*Sheppard: 0.00 - 1.00&lt;br /&gt;
*Receeding Hairline: 0.00 - 1.00&lt;br /&gt;
*Balding Hairline: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
03. FEATURE SELECTION:&lt;br /&gt;
&lt;br /&gt;
01. Shape:&lt;br /&gt;
&lt;br /&gt;
*Head Shape 01: 0.00 - 1.00&lt;br /&gt;
*Head Shape 02: 0.00 - 1.00&lt;br /&gt;
*Head Shape 03: 0.00 - 1.00&lt;br /&gt;
*Head Shape Fat: 0.00 - 1.00&lt;br /&gt;
*Head Shape Thick: 0.00 - 1.00&lt;br /&gt;
*Head Shape Thin: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
02. Nose:&lt;br /&gt;
&lt;br /&gt;
*Eastern Nose: 0.00 - 1.00&lt;br /&gt;
*Flat Nose: 0.00 - 1.00&lt;br /&gt;
*Long Nose: 0.00 - 1.00&lt;br /&gt;
*Pig Nose: 0.00 - 1.00&lt;br /&gt;
*Straight Nose: 0.00 - 1.00&lt;br /&gt;
*Thick Nose: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
03. Eye Shape:&lt;br /&gt;
&lt;br /&gt;
*Eye Shape 01: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 02: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 02: 0.00 - 1.00&lt;br /&gt;
*Eye Shape 04: 0.00 - 1.00&lt;br /&gt;
*(You can only choose to adjust one of these shapes.)&lt;br /&gt;
&lt;br /&gt;
04. Universal Shapes:&lt;br /&gt;
&lt;br /&gt;
*Shape Chubby: 0.00 - 1.00&lt;br /&gt;
*Shape Skinny: 0.00 - 1.00&lt;br /&gt;
*(You can adjust both of these.)&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
04. NOSE:&lt;br /&gt;
&lt;br /&gt;
01. Targets: &lt;br /&gt;
&lt;br /&gt;
*Nose Bend Left/Right: -1.00 - 1.00&lt;br /&gt;
*Nose Bridge In/Out: -1.00 - 1.00&lt;br /&gt;
*Nose Bridge Thin/Wide: -1.00 - 1.00&lt;br /&gt;
*Nose Up/Down: -1.00 - 1.00&lt;br /&gt;
*Nose Out/In: -1.00 - 1.00&lt;br /&gt;
*Nose Smaller/Larger: -1.00 - 1.00&lt;br /&gt;
*Nose Tip Up/Down: -1.00 - 1.00&lt;br /&gt;
*Nose Tip Out/In: -1.00 - 1.00&lt;br /&gt;
*Nostrils Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Shape:&lt;br /&gt;
&lt;br /&gt;
*Nose Shape 1: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 2: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 3: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 4: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 5: 0.00 - 1.00&lt;br /&gt;
*Nose Shape 6: 0.00 - 1.00&lt;br /&gt;
*(You can choose to adjust any or all of these.)&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
05. MOUTH:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Mouth Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Mouth Corner Up/Down: -1.00 - 1.00&lt;br /&gt;
*Mouth Up/Down: -1.00 - 1.00&lt;br /&gt;
*Mouth Lips Fat/Thin: -1.00 - 1.00&lt;br /&gt;
*Mouth Lower Lip Fat: 0.00 - 1.00&lt;br /&gt;
*Mouth Lower Lip Up: 0.00 - 1.00&lt;br /&gt;
*Mouth Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Mouth Over/Underbite: -1.00 - 1.00&lt;br /&gt;
*Mouth Upper Lip Down: 0.00 - 1.00&lt;br /&gt;
*Mouth Upper Lip Fat: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
06. EYES:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Eye Bags: 0.00 - 1.00&lt;br /&gt;
*Eye Brow Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Eye Brow Down/Up: -1.00 - 1.00&lt;br /&gt;
*Eye Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Eye Position Down/Up: -1.00 - 1.00&lt;br /&gt;
*Eyelash Fan: 0.00 - 1.00&lt;br /&gt;
*Eyelash Length: 0.00 - 1.00&lt;br /&gt;
*Eyes Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Eyes Larger: 0.00 - 1.00&lt;br /&gt;
*Eyes Small: 0.00 - 1.00&lt;br /&gt;
*Eyes Squint: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug&lt;br /&gt;
&lt;br /&gt;
Debug Cornea Larger/Smaller: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
07. CHEEKS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Cheeks Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Cheeks Bones In/Out: -1.00 - 1.00&lt;br /&gt;
*Cheeks Gaunt: 0.00 - 1.00&lt;br /&gt;
*Cheeks Lower: 0.00 - 1.00&lt;br /&gt;
*Cheeks Up: 0.00 - 1.00&lt;br /&gt;
*Cheeks Wide: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
08. JAW:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Jaw Chin Down/Up: -1.00 - 1.00&lt;br /&gt;
*Jaw Chin In/Out: -1.00 - 1.00&lt;br /&gt;
*Jaw Chin Thin/Wide: -1.00 - 1.00&lt;br /&gt;
*Jaw Lower: 0.00 - 1.00&lt;br /&gt;
*Jaw Narrow/Wide: -1.00 - 1.00&lt;br /&gt;
*Jaw Square Shape: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
10. TEETH:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*TeethChippedtoothLeft: 0.00 - 1.00&lt;br /&gt;
*TeethChippedtoothRight: 0.00 - 1.00&lt;br /&gt;
*TeethMissingLeft: 0.00 - 1.00&lt;br /&gt;
*TeethNoFront: 0.00 - 1.00&lt;br /&gt;
*Teeth Back/Forward: -1.00 - 1.00&lt;br /&gt;
*Teeth Close/Separate: -1.00 - 1.00&lt;br /&gt;
*Teeth Down/Up: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug:&lt;br /&gt;
&lt;br /&gt;
*Teeth Wide/Narrow: -1.00 - 1.00&lt;br /&gt;
*Teeth Debug: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
11. EARS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Ears Down/Up: -1.00 - 1.00&lt;br /&gt;
*Ears In/Out: -1.00 - 1.00&lt;br /&gt;
*Ears Large/Small: -1.00 - 1.00&lt;br /&gt;
*Ears Rotate Outwards: 0.00 - 1.00&lt;br /&gt;
*Ears Wide/Narrow: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
02. Debug:&lt;br /&gt;
&lt;br /&gt;
Ears Debug for Hair Crashing: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
12. NECK:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*NeckApple: 0.00 - 1.00&lt;br /&gt;
*NeckThin: 0.00 - 1.00&lt;br /&gt;
*Neck Back: 0.00 - 1.00&lt;br /&gt;
*Neck Wide: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
13. BROWS:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Brow Down/Up: -1.00 - 1.00&lt;br /&gt;
*Forehead Out/In: -1.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
13. VIEW SETTINGS:&lt;br /&gt;
&lt;br /&gt;
1. Light:&lt;br /&gt;
&lt;br /&gt;
*Light Model: 6 choices&lt;br /&gt;
*Light Probe: 4 choices&lt;br /&gt;
&lt;br /&gt;
2. Camera:&lt;br /&gt;
&lt;br /&gt;
*Distance: Numeric&lt;br /&gt;
*Orientation: 3 coordinates&lt;br /&gt;
*Position: 3 coordinates&lt;br /&gt;
&lt;br /&gt;
3. Object:&lt;br /&gt;
&lt;br /&gt;
*Orientation: 3 coordinates&lt;br /&gt;
*Position:  3 coordinates&lt;br /&gt;
&lt;br /&gt;
4. Facial Animation:&lt;br /&gt;
&lt;br /&gt;
*FA name: Blank&lt;br /&gt;
*FA set: 5 choices&lt;br /&gt;
&lt;br /&gt;
14. EXPORT SETTINGS&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
Export .mop file: True/False (False default)&lt;br /&gt;
&lt;br /&gt;
14. UNIQUE SHAPES:&lt;br /&gt;
&lt;br /&gt;
01. Targets:&lt;br /&gt;
&lt;br /&gt;
*Fat Man: 0.00 - 1.00&lt;br /&gt;
*Shape Alistair: 0.00 - 1.00&lt;br /&gt;
*Shape Daveth: 0.00 - 1.00&lt;br /&gt;
*Shape Duncan: 0.00 - 1.00&lt;br /&gt;
*Shape Jory: 0.00 - 1.00&lt;br /&gt;
*Shape King Cailan: 0.00 - 1.00&lt;br /&gt;
*Shape Loghain: 0.00 - 1.00&lt;br /&gt;
*Shape Old Male: 0.00 - 1.00&lt;br /&gt;
&lt;br /&gt;
Reset&lt;br /&gt;
*(Left clicking in box to right resets all selections to 0.00)&lt;br /&gt;
&lt;br /&gt;
== Tints and hairstyles ==&lt;br /&gt;
&lt;br /&gt;
Tints and hairstyles often have somewhat uninformative names. The following thumbnails provide a preview summary of what these tints and hairstyles represent:&lt;br /&gt;
&lt;br /&gt;
=== Dwarf male beards ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:dm_brd_b1a_0 front.jpg  | dm_brd_b1a_0 front&lt;br /&gt;
Image:dm_brd_b1a_0 side.jpg  |  dm_brd_b1a_0 side &lt;br /&gt;
Image:dm_brd_b2a_0 front.jpg  | dm_brd_b2a_0 front&lt;br /&gt;
Image:dm_brd_b2a_0 side.jpg  |  dm_brd_b2a_0 side &lt;br /&gt;
Image:dm_brd_b3a_0 front.jpg  | dm_brd_b3a_0 front&lt;br /&gt;
Image:dm_brd_b3a_0 side.jpg  |  dm_brd_b3a_0 side &lt;br /&gt;
Image:dm_brd_b4a_0 front.jpg  | dm_brd_b4a_0 front&lt;br /&gt;
Image:dm_brd_b4a_0 side.jpg  |  dm_brd_b4a_0 side &lt;br /&gt;
Image:dm_brd_b5a_0 front.jpg  | dm_brd_b5a_0 front&lt;br /&gt;
Image:dm_brd_b5a_0 side.jpg  |  dm_brd_b5a_0 side &lt;br /&gt;
Image:dm_brd_b6a_0 front.jpg  | dm_brd_b6a_0 front&lt;br /&gt;
Image:dm_brd_b6a_0 side.jpg  |  dm_brd_b6a_0 side &lt;br /&gt;
Image:dm_brd_b7a_0 front.jpg  | dm_brd_b7a_0 front&lt;br /&gt;
Image:dm_brd_b7a_0 side.jpg  |  dm_brd_b7a_0 side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Human female hairstyles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hf_har_blda_0 front.jpg |hf_har_blda_0 front&lt;br /&gt;
Image:hf_har_blda_0 side.jpg | hf_har_blda_0 side&lt;br /&gt;
Image:hf_har_ha1a_0 front.jpg |hf_har_ha1a_0 front&lt;br /&gt;
Image:hf_har_ha1a_0 side.jpg | hf_har_ha1a_0 side&lt;br /&gt;
Image:hf_har_ha2a_0 front.jpg |hf_har_ha2a_0 front&lt;br /&gt;
Image:hf_har_ha2a_0 side.jpg | hf_har_ha2a_0 side&lt;br /&gt;
Image:hf_har_ha3a_0 front.jpg |hf_har_ha3a_0 front&lt;br /&gt;
Image:hf_har_ha3a_0 side.jpg | hf_har_ha3a_0 side&lt;br /&gt;
Image:hf_har_ha4a_0 front.jpg |hf_har_ha4a_0 front&lt;br /&gt;
Image:hf_har_ha4a_0 side.jpg | hf_har_ha4a_0 side&lt;br /&gt;
Image:hf_har_hb1a_0 front.jpg |hf_har_hb1a_0 front&lt;br /&gt;
Image:hf_har_hb1a_0 side.jpg | hf_har_hb1a_0 side&lt;br /&gt;
Image:hf_har_hb2a_0 front.jpg |hf_har_hb2a_0 front&lt;br /&gt;
Image:hf_har_hb2a_0 side.jpg | hf_har_hb2a_0 side&lt;br /&gt;
Image:hf_har_hb3a_0 front.jpg |hf_har_hb3a_0 front&lt;br /&gt;
Image:hf_har_hb3a_0 side.jpg | hf_har_hb3a_0 side&lt;br /&gt;
Image:hf_har_hb4a_0 front.jpg |hf_har_hb4a_0 front&lt;br /&gt;
Image:hf_har_hb4a_0 side.jpg | hf_har_hb4a_0 side&lt;br /&gt;
Image:hf_har_hc1a_0 front.jpg |hf_har_hc1a_0 front&lt;br /&gt;
Image:hf_har_hc1a_0 side.jpg | hf_har_hc1a_0 side&lt;br /&gt;
Image:hf_har_hc2a_0 front.jpg |hf_har_hc2a_0 front&lt;br /&gt;
Image:hf_har_hc2a_0 side.jpg | hf_har_hc2a_0 side&lt;br /&gt;
Image:hf_har_hc3a_0 front.jpg |hf_har_hc3a_0 front&lt;br /&gt;
Image:hf_har_hc3a_0 side.jpg | hf_har_hc3a_0 side&lt;br /&gt;
Image:hf_har_hc4a_0 front.jpg |hf_har_hc4a_0 front&lt;br /&gt;
Image:hf_har_hc4a_0 side.jpg | hf_har_hc4a_0 side&lt;br /&gt;
Image:hf_har_hd1a_0 front.jpg |hf_har_hd1a_0 front&lt;br /&gt;
Image:hf_har_hd1a_0 side.jpg | hf_har_hd1a_0 side&lt;br /&gt;
Image:hf_har_hd2a_0 front.jpg |hf_har_hd2a_0 front&lt;br /&gt;
Image:hf_har_hd2a_0 side.jpg | hf_har_hd2a_0 side&lt;br /&gt;
Image:hf_har_hd3a_0 front.jpg |hf_har_hd3a_0 front&lt;br /&gt;
Image:hf_har_hd3a_0 side.jpg | hf_har_hd3a_0 side&lt;br /&gt;
Image:hf_har_hd4a_0 front.jpg |hf_har_hd4a_0 front&lt;br /&gt;
Image:hf_har_hd4a_0 side.jpg | hf_har_hd4a_0 side&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Human male beards ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hm_brd_b1a_0 front.jpg   |  hm_brd_b1a_0 front &lt;br /&gt;
Image:hm_brd_b1a_0 side.jpg   |   hm_brd_b1a_0 side&lt;br /&gt;
Image:hm_brd_b2a_0 front.jpg   |  hm_brd_b2a_0 front &lt;br /&gt;
Image:hm_brd_b2a_0 side.jpg   |   hm_brd_b2a_0 side&lt;br /&gt;
Image:hm_brd_b3a_0 front.jpg   |  hm_brd_b3a_0 front &lt;br /&gt;
Image:hm_brd_b3a_0 side.jpg   |   hm_brd_b3a_0 side&lt;br /&gt;
Image:hm_brd_b4a_0 front.jpg   |  hm_brd_b4a_0 front &lt;br /&gt;
Image:hm_brd_b4a_0 side.jpg   |   hm_brd_b4a_0 side&lt;br /&gt;
Image:hm_brd_b5a_0 front.jpg   |  hm_brd_b5a_0 front &lt;br /&gt;
Image:hm_brd_b5a_0 side.jpg   |   hm_brd_b5a_0 side&lt;br /&gt;
Image:hm_brd_b6a_0 front.jpg   |  hm_brd_b6a_0 front &lt;br /&gt;
Image:hm_brd_b6a_0 side.jpg   |   hm_brd_b6a_0 side&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
                                      &lt;br /&gt;
=== Human male hairstyles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:hm_har_blda_0 front.jpg   | hm_har_blda_0 front&lt;br /&gt;
Image:hm_har_blda_0 side.jpg   | hm_har_blda_0 side &lt;br /&gt;
Image:hm_har_ha1a_0 front.jpg   | hm_har_ha1a_0 front&lt;br /&gt;
Image:hm_har_ha1a_0 side.jpg   | hm_har_ha1a_0 side &lt;br /&gt;
Image:hm_har_ha2a_0 front.jpg   | hm_har_ha2a_0 front&lt;br /&gt;
Image:hm_har_ha2a_0 side.jpg   | hm_har_ha2a_0 side &lt;br /&gt;
Image:hm_har_ha3a_0 front.jpg   | hm_har_ha3a_0 front&lt;br /&gt;
Image:hm_har_ha3a_0 side.jpg   | hm_har_ha3a_0 side &lt;br /&gt;
Image:hm_har_hb1a_0 front.jpg   | hm_har_hb1a_0 front&lt;br /&gt;
Image:hm_har_hb1a_0 side.jpg   | hm_har_hb1a_0 side &lt;br /&gt;
Image:hm_har_hb2a_0 front.jpg   | hm_har_hb2a_0 front&lt;br /&gt;
Image:hm_har_hb2a_0 side.jpg   | hm_har_hb2a_0 side &lt;br /&gt;
Image:hm_har_hb3a_0 front.jpg   | hm_har_hb3a_0 front&lt;br /&gt;
Image:hm_har_hb3a_0 side.jpg   | hm_har_hb3a_0 side &lt;br /&gt;
Image:hm_har_hb4a_0 front.jpg   | hm_har_hb4a_0 front&lt;br /&gt;
Image:hm_har_hb4a_0 side.jpg   | hm_har_hb4a_0 side &lt;br /&gt;
Image:hm_har_hc1a_0 front.jpg   | hm_har_hc1a_0 front&lt;br /&gt;
Image:hm_har_hc1a_0 side.jpg   | hm_har_hc1a_0 side &lt;br /&gt;
Image:hm_har_hc2a_0 front.jpg   | hm_har_hc2a_0 front&lt;br /&gt;
Image:hm_har_hc2a_0 side.jpg   | hm_har_hc2a_0 side &lt;br /&gt;
Image:hm_har_hc3a_0 front.jpg   | hm_har_hc3a_0 front&lt;br /&gt;
Image:hm_har_hc3a_0 side.jpg   | hm_har_hc3a_0 side &lt;br /&gt;
Image:hm_har_hc4a_0 front.jpg   | hm_har_hc4a_0 front&lt;br /&gt;
Image:hm_har_hc4a_0 side.jpg   | hm_har_hc4a_0 side &lt;br /&gt;
Image:hm_har_hd1a_0 front.jpg   | hm_har_hd1a_0 front&lt;br /&gt;
Image:hm_har_hd1a_0 side.jpg   | hm_har_hd1a_0 side &lt;br /&gt;
Image:hm_har_hd2a_0 front.jpg   | hm_har_hd2a_0 front&lt;br /&gt;
Image:hm_har_hd2a_0 side.jpg   | hm_har_hd2a_0 side &lt;br /&gt;
Image:hm_har_hd3a_0 front.jpg   | hm_har_hd3a_0 front&lt;br /&gt;
Image:hm_har_hd3a_0 side.jpg   | hm_har_hd3a_0 side &lt;br /&gt;
Image:hm_har_hd4a_0 front.jpg   | hm_har_hd4a_0 front&lt;br /&gt;
Image:hm_har_hd4a_0 side.jpg   | hm_har_hd4a_0 side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
                                      &lt;br /&gt;
=== Eye shadow ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_mue_bk1.jpg | t1_mue_bk1 &lt;br /&gt;
Image:t1_mue_bk2.jpg | t1_mue_bk2 &lt;br /&gt;
Image:t1_mue_bk3.jpg | t1_mue_bk3 &lt;br /&gt;
Image:t1_mue_bl1.jpg | t1_mue_bl1 &lt;br /&gt;
Image:t1_mue_bl2.jpg | t1_mue_bl2 &lt;br /&gt;
Image:t1_mue_bl3.jpg | t1_mue_bl3 &lt;br /&gt;
Image:t1_mue_gn1.jpg | t1_mue_gn1 &lt;br /&gt;
Image:t1_mue_gn2.jpg | t1_mue_gn2 &lt;br /&gt;
Image:t1_mue_gn3.jpg | t1_mue_gn3 &lt;br /&gt;
Image:t1_mue_gr1.jpg | t1_mue_gr1 &lt;br /&gt;
Image:t1_mue_gr2.jpg | t1_mue_gr2 &lt;br /&gt;
Image:t1_mue_gr3.jpg | t1_mue_gr3 &lt;br /&gt;
Image:t1_mue_or1.jpg | t1_mue_or1 &lt;br /&gt;
Image:t1_mue_or2.jpg | t1_mue_or2 &lt;br /&gt;
Image:t1_mue_or3.jpg | t1_mue_or3 &lt;br /&gt;
Image:t1_mue_pi1.jpg | t1_mue_pi1 &lt;br /&gt;
Image:t1_mue_pi2.jpg | t1_mue_pi2 &lt;br /&gt;
Image:t1_mue_pi3.jpg | t1_mue_pi3 &lt;br /&gt;
Image:t1_mue_pu1.jpg | t1_mue_pu1 &lt;br /&gt;
Image:t1_mue_pu2.jpg | t1_mue_pu2 &lt;br /&gt;
Image:t1_mue_pu3.jpg | t1_mue_pu3 &lt;br /&gt;
Image:t1_mue_re1.jpg | t1_mue_re1 &lt;br /&gt;
Image:t1_mue_re2.jpg | t1_mue_re2 &lt;br /&gt;
Image:t1_mue_re3.jpg | t1_mue_re3 &lt;br /&gt;
Image:t1_mue_ro1.jpg | t1_mue_ro1 &lt;br /&gt;
Image:t1_mue_ro2.jpg | t1_mue_ro2 &lt;br /&gt;
Image:t1_mue_ro3.jpg | t1_mue_ro3 &lt;br /&gt;
Image:t1_mue_te1.jpg | t1_mue_te1 &lt;br /&gt;
Image:t1_mue_te2.jpg | t1_mue_te2 &lt;br /&gt;
Image:t1_mue_te3.jpg | t1_mue_te3 &lt;br /&gt;
Image:t1_mue_wh1.jpg | t1_mue_wh1 &lt;br /&gt;
Image:t1_mue_wh2.jpg | t1_mue_wh2 &lt;br /&gt;
Image:t1_mue_wh3.jpg | t1_mue_wh3 &lt;br /&gt;
Image:t1_mue_ye1.jpg | t1_mue_ye1 &lt;br /&gt;
Image:t1_mue_ye2.jpg | t1_mue_ye2 &lt;br /&gt;
Image:t1_mue_ye3.jpg | t1_mue_ye3 &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lip colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_mul_bk1.jpg | t1_mul_bk1&lt;br /&gt;
Image:t1_mul_bk2.jpg | t1_mul_bk2&lt;br /&gt;
Image:t1_mul_bk3.jpg | t1_mul_bk3&lt;br /&gt;
Image:t1_mul_pi1.jpg | t1_mul_pi1&lt;br /&gt;
Image:t1_mul_pi2.jpg | t1_mul_pi2&lt;br /&gt;
Image:t1_mul_pi3.jpg | t1_mul_pi3&lt;br /&gt;
Image:t1_mul_pu1.jpg | t1_mul_pu1&lt;br /&gt;
Image:t1_mul_pu2.jpg | t1_mul_pu2&lt;br /&gt;
Image:t1_mul_pu3.jpg | t1_mul_pu3&lt;br /&gt;
Image:t1_mul_re1.jpg | t1_mul_re1&lt;br /&gt;
Image:t1_mul_re2.jpg | t1_mul_re2&lt;br /&gt;
Image:t1_mul_re3.jpg | t1_mul_re3&lt;br /&gt;
Image:t1_mul_ro1.jpg | t1_mul_ro1&lt;br /&gt;
Image:t1_mul_ro2.jpg | t1_mul_ro2&lt;br /&gt;
Image:t1_mul_ro3.jpg | t1_mul_ro3&lt;br /&gt;
Image:t1_mul_ta1.jpg | t1_mul_ta1&lt;br /&gt;
Image:t1_mul_ta2.jpg | t1_mul_ta2&lt;br /&gt;
Image:t1_mul_ta3.jpg | t1_mul_ta3&lt;br /&gt;
Image:t1_mul_te1.jpg | t1_mul_te1&lt;br /&gt;
Image:t1_mul_te2.jpg | t1_mul_te2&lt;br /&gt;
Image:t1_mul_te3.jpg | t1_mul_te3&lt;br /&gt;
Image:t1_mul_wh1.jpg | t1_mul_wh1&lt;br /&gt;
Image:t1_mul_wh2.jpg | t1_mul_wh2&lt;br /&gt;
Image:t1_mul_wh3.jpg | t1_mul_wh3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin tone ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t1_skn_001.jpg  | t1_skn_001  &lt;br /&gt;
Image:t1_skn_002.jpg  | t1_skn_002 &lt;br /&gt;
Image:t1_skn_003.jpg  | t1_skn_003 &lt;br /&gt;
Image:t1_skn_004.jpg  | t1_skn_004 &lt;br /&gt;
Image:t1_skn_005.jpg  | t1_skn_005 &lt;br /&gt;
Image:t1_skn_006.jpg  | t1_skn_006 &lt;br /&gt;
Image:t1_skn_007.jpg  | t1_skn_007 &lt;br /&gt;
Image:t1_skn_blank.jpg| t1_skn_blank&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Eye colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t3_eye_amb.jpg | t3_eye_amb&lt;br /&gt;
Image:t3_eye_blk.jpg | t3_eye_blk&lt;br /&gt;
Image:t3_eye_dbl.jpg | t3_eye_dbl&lt;br /&gt;
Image:t3_eye_dbr.jpg | t3_eye_dbr&lt;br /&gt;
Image:t3_eye_grn.jpg | t3_eye_grn&lt;br /&gt;
Image:t3_eye_gry.jpg | t3_eye_gry&lt;br /&gt;
Image:t3_eye_hzl.jpg | t3_eye_hzl&lt;br /&gt;
Image:t3_eye_ice.jpg | t3_eye_ice&lt;br /&gt;
Image:t3_eye_lbl.jpg | t3_eye_lbl&lt;br /&gt;
Image:t3_eye_lbr.jpg | t3_eye_lbr&lt;br /&gt;
Image:t3_eye_tea.jpg | t3_eye_tea&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair colour ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:t3_har_blk front.jpg|t3_har_blk front&lt;br /&gt;
Image:t3_har_blk side.jpg| t3_har_blk side &lt;br /&gt;
Image:t3_har_bln front.jpg|t3_har_bln front&lt;br /&gt;
Image:t3_har_bln side.jpg| t3_har_bln side &lt;br /&gt;
Image:t3_har_dbl front.jpg|t3_har_dbl front&lt;br /&gt;
Image:t3_har_dbl side.jpg| t3_har_dbl side &lt;br /&gt;
Image:t3_har_dbr front.jpg|t3_har_dbr front&lt;br /&gt;
Image:t3_har_dbr side.jpg| t3_har_dbr side &lt;br /&gt;
Image:t3_har_gry front.jpg|t3_har_gry front&lt;br /&gt;
Image:t3_har_gry side.jpg| t3_har_gry side &lt;br /&gt;
Image:t3_har_lbr front.jpg|t3_har_lbr front&lt;br /&gt;
Image:t3_har_lbr side.jpg| t3_har_lbr side &lt;br /&gt;
Image:t3_har_org front.jpg|t3_har_org front&lt;br /&gt;
Image:t3_har_org side.jpg| t3_har_org side &lt;br /&gt;
Image:t3_har_rbr front.jpg|t3_har_rbr front&lt;br /&gt;
Image:t3_har_rbr side.jpg| t3_har_rbr side &lt;br /&gt;
Image:t3_har_red front.jpg|t3_har_red front&lt;br /&gt;
Image:t3_har_red side.jpg| t3_har_red side &lt;br /&gt;
Image:t3_har_wht front.jpg|t3_har_wht front&lt;br /&gt;
Image:t3_har_wht side.jpg| t3_har_wht side &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blush colour ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:T1_mub_bk1.jpg | t1_mub_bk1&lt;br /&gt;
Image:T1_mub_bk2.jpg | t1_mub_bk2&lt;br /&gt;
Image:T1_mub_bk3.jpg | t1_mub_bk3&lt;br /&gt;
Image:T1_mub_br1.jpg | t1_mub_br1&lt;br /&gt;
Image:T1_mub_br2.jpg | t1_mub_br2&lt;br /&gt;
Image:T1_mub_br3.jpg | t1_mub_br3&lt;br /&gt;
Image:T1_mub_or1.jpg | t1_mub_or1&lt;br /&gt;
Image:T1_mub_or2.jpg | t1_mub_or2&lt;br /&gt;
Image:T1_mub_or3.jpg | t1_mub_or3&lt;br /&gt;
Image:T1_mub_pi1.jpg | t1_mub_pi1&lt;br /&gt;
Image:T1_mub_pi2.jpg | t1_mub_pi2&lt;br /&gt;
Image:T1_mub_pi3.jpg | t1_mub_pi3&lt;br /&gt;
Image:T1_mub_pu1.jpg | t1_mub_pu1&lt;br /&gt;
Image:T1_mub_pu2.jpg | t1_mub_pu2&lt;br /&gt;
Image:T1_mub_pu3.jpg | t1_mub_pu3&lt;br /&gt;
Image:T1_mub_re1.jpg | t1_mub_re1&lt;br /&gt;
Image:T1_mub_re2.jpg | t1_mub_re2&lt;br /&gt;
Image:T1_mub_re3.jpg | t1_mub_re3&lt;br /&gt;
Image:T1_mub_ro1.jpg | t1_mub_ro1&lt;br /&gt;
Image:T1_mub_ro2.jpg | t1_mub_ro2&lt;br /&gt;
Image:T1_mub_ro3.jpg | t1_mub_ro3&lt;br /&gt;
Image:T1_mub_ta1.jpg | t1_mub_ta1&lt;br /&gt;
Image:T1_mub_ta2.jpg | t1_mub_ta2&lt;br /&gt;
Image:T1_mub_ta3.jpg | t1_mub_ta3&lt;br /&gt;
Image:T1_mub_te1.jpg | t1_mub_te1&lt;br /&gt;
Image:T1_mub_te2.jpg | t1_mub_te2&lt;br /&gt;
Image:T1_mub_te3.jpg | t1_mub_te3&lt;br /&gt;
Image:T1_mub_wh1.jpg | t1_mub_wh1&lt;br /&gt;
Image:T1_mub_wh2.jpg | t1_mub_wh2&lt;br /&gt;
Image:T1_mub_wh3.jpg | t1_mub_wh3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tattoos ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tint file !! Colour&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_blk  ||  Black&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dgn  ||  Dark Green&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_org  ||  Orange&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_blu  ||  Blue&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dpu  ||  Dark Purple&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_pnk  ||  Pink&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_brn  ||  Brown&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_drd  ||  Dark Red&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_pur  ||  Purple&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dbl  ||  Dark Blue&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_grn  ||  Green&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_red  ||  Red&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_dbr  ||  Dark Brown&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_gry  ||  Grey&lt;br /&gt;
|-&lt;br /&gt;
| t1_tat_yel  ||  Yellow&lt;br /&gt;
|}&lt;br /&gt;
								&lt;br /&gt;
You can use a different colour for each Tattoo layer.&lt;br /&gt;
&lt;br /&gt;
You can combine (layer) Tattoos 1 to 4 for each Tattoo mask if desired.&lt;br /&gt;
			&lt;br /&gt;
Sliders 0.00 to 1.00 determines darkness of the Tattoo.&lt;br /&gt;
&lt;br /&gt;
All screen shots set at 1.00, black colour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:uh tat av1 0t tattoo 1.jpg | uh tat av1 0t tattoo 1&lt;br /&gt;
Image:uh tat av1 0t tattoo 2.jpg | uh tat av1 0t tattoo 2&lt;br /&gt;
Image:uh tat av1 0t tattoo 3.jpg | uh tat av1 0t tattoo 3&lt;br /&gt;
Image:uh tat av1 0t tattoo 4.jpg | uh tat av1 0t tattoo 4&lt;br /&gt;
Image:uh tat av2 0t tattoo 1.jpg | uh tat av2 0t tattoo 1&lt;br /&gt;
Image:uh tat av2 0t tattoo 2.jpg | uh tat av2 0t tattoo 2&lt;br /&gt;
Image:uh tat av2 0t tattoo 3.jpg | uh tat av2 0t tattoo 3&lt;br /&gt;
Image:uh tat av2 0t tattoo 4.jpg | uh tat av2 0t tattoo 4&lt;br /&gt;
Image:uh tat av3 0t tattoo 1.jpg | uh tat av3 0t tattoo 1&lt;br /&gt;
Image:uh tat av3 0t tattoo 2.jpg | uh tat av3 0t tattoo 2&lt;br /&gt;
Image:uh tat av3 0t tattoo 3.jpg | uh tat av3 0t tattoo 3&lt;br /&gt;
Image:uh tat av3 0t tattoo 4.jpg | uh tat av3 0t tattoo 4&lt;br /&gt;
Image:uh tat dw1 0t tattoo 1.jpg | uh tat dw1 0t tattoo 1&lt;br /&gt;
Image:uh tat dw1 0t tattoo 2.jpg | uh tat dw1 0t tattoo 2&lt;br /&gt;
Image:uh tat dw1 0t tattoo 3.jpg | uh tat dw1 0t tattoo 3&lt;br /&gt;
Image:uh tat dw1 0t tattoo 4.jpg | uh tat dw1 0t tattoo 4&lt;br /&gt;
Image:uh tat dw2 0t tattoo 1.jpg | uh tat dw2 0t tattoo 1&lt;br /&gt;
Image:uh tat dw2 0t tattoo 2.jpg | uh tat dw2 0t tattoo 2&lt;br /&gt;
Image:uh tat dw2 0t tattoo 3.jpg | uh tat dw2 0t tattoo 3&lt;br /&gt;
Image:uh tat dw2 0t tattoo 4.jpg | uh tat dw2 0t tattoo 4&lt;br /&gt;
Image:uh tat ed1 0t tattoo 1.jpg | uh tat ed1 0t tattoo 1&lt;br /&gt;
Image:uh tat ed1 0t tattoo 2.jpg | uh tat ed1 0t tattoo 2&lt;br /&gt;
Image:uh tat ed1 0t tattoo 3.jpg | uh tat ed1 0t tattoo 3&lt;br /&gt;
Image:uh tat ed1 0t tattoo 4.jpg | uh tat ed1 0t tattoo 4&lt;br /&gt;
Image:uh tat ed2 0t tattoo 1.jpg | uh tat ed2 0t tattoo 1&lt;br /&gt;
Image:uh tat ed2 0t tattoo 2.jpg | uh tat ed2 0t tattoo 2&lt;br /&gt;
Image:uh tat ed2 0t tattoo 3.jpg | uh tat ed2 0t tattoo 3&lt;br /&gt;
Image:uh tat ed2 0t tattoo 4.jpg | uh tat ed2 0t tattoo 4&lt;br /&gt;
Image:uh tat ed3 0t tattoo 1.jpg | uh tat ed3 0t tattoo 1&lt;br /&gt;
Image:uh tat ed3 0t tattoo 2.jpg | uh tat ed3 0t tattoo 2&lt;br /&gt;
Image:uh tat ed3 0t tattoo 3.jpg | uh tat ed3 0t tattoo 3&lt;br /&gt;
Image:uh tat ed3 0t tattoo 4.jpg | uh tat ed3 0t tattoo 4&lt;br /&gt;
Image:uh tat ed4 0t tattoo 1.jpg | uh tat ed4 0t tattoo 1&lt;br /&gt;
Image:uh tat ed4 0t tattoo 2.jpg | uh tat ed4 0t tattoo 2&lt;br /&gt;
Image:uh tat ed4 0t tattoo 3.jpg | uh tat ed4 0t tattoo 3&lt;br /&gt;
Image:uh tat ed4 0t tattoo 4.jpg | uh tat ed4 0t tattoo 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Morphs]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=9066</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=9066"/>
				<updated>2009-12-27T06:08:46Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Another way&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
1. Open up '''FMOD''' (fmod comes with dragon age, do a search for fmod in dragon age directory)&lt;br /&gt;
&lt;br /&gt;
2. '''File''' ---&amp;gt; '''New Project''' --&amp;gt; and call the project whatever you want and place it in whatever folder you want.&lt;br /&gt;
&lt;br /&gt;
3. '''Double click''' the '''folder''' under '''Hierarchy''' (purple icon folder) and an event will appear beneath it. Name this event whatever you want.  (If there is no event for some reason right click and add one).&lt;br /&gt;
&lt;br /&gt;
4. Now click '''&amp;quot;Event Editor&amp;quot;''' Tab. (Make sure your event was selected before you do this).&lt;br /&gt;
&lt;br /&gt;
5. '''Right click''' one of the open sound fields (find it) and click '''&amp;quot;Add Sound&amp;quot;'''. (just right click all over until you see the option).&lt;br /&gt;
&lt;br /&gt;
6. In this window you will see '''&amp;quot;LOOPING&amp;quot;''' and '''&amp;quot;ONE SHOT&amp;quot;''' on the right hand side. Looping will be selected by default.  If you want your music to loop over &amp;amp; over again even after a cutscene is over leave it there. If you want your music to play ONE TIME then select &amp;quot;One Shot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
7. Now it's time to '''pick your music file''' by clicking '''&amp;quot;new wavetable&amp;quot;'''. '''Browse''' to your music file (wav), select it and '''press ok'''.&lt;br /&gt;
&lt;br /&gt;
8. '''VERY VERY IMPORTANT'''.. '''YOU MUST DO THIS STEP'''....... Right click slightly above the timeline and click '''&amp;quot;ADD PARAMETER&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
9. Now '''right click''' your new blank parameter, look at the bottom and click '''&amp;quot;PARAMETER PROPERTIES&amp;quot;'''.  Another new window will pop up.&lt;br /&gt;
&lt;br /&gt;
10. '''VERY IMPORTANT'''..... Name this parameter: &lt;br /&gt;
&lt;br /&gt;
   #duck:music,1000,0,5000,-30      &lt;br /&gt;
&lt;br /&gt;
Now click ok.&lt;br /&gt;
   &lt;br /&gt;
11. Your new parameter should read: '''#duck:music,1000,0,5000,-30 (Primary)'''&lt;br /&gt;
&lt;br /&gt;
12. Now click '''&amp;quot;Build&amp;quot;'''  and do '''&amp;quot;build project&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
13. Note the new files in the directory where you saved the project.&lt;br /&gt;
&lt;br /&gt;
14. Copy the '''FEV &amp;amp; FSB''' files from your FMOD project folder '''INTO YOUR OVERRIDE folder'''.  I made a folder called music to be organized.&lt;br /&gt;
&lt;br /&gt;
    FMODProjectFolder/whatever.fev&lt;br /&gt;
    FMODProjectFolder/whatever.fsb&lt;br /&gt;
&lt;br /&gt;
COPY TO&lt;br /&gt;
&lt;br /&gt;
    Dragon Age\modules\Single Player\override\toolsetexport\music&lt;br /&gt;
&lt;br /&gt;
15. Now open up '''toolset''' and navigate to '''sound palette''' and you should see your new sound file.   Type the name of your sound file in the filter to find it faster.  (Do not type the folder name in the filter. The filter works by filenames and not folders).&lt;br /&gt;
&lt;br /&gt;
16. Open a '''cutscene''', then left click your new sound file in the right hand sound palette window to select and highlight it.  (just a simple left click on it).&lt;br /&gt;
&lt;br /&gt;
17. Now '''left click anywhere in your cutscene''' and a sound icon will be added which is your sound file.&lt;br /&gt;
&lt;br /&gt;
'''Congrats''', 17 steps and now you've added a simple music file to your project and ready for your cutscene. *Sweats*&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8987</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8987"/>
				<updated>2009-12-26T21:29:35Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Another way&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
1. Open up '''FMOD''' (fmod comes with dragon age, do a search for fmod in dragon age directory)&lt;br /&gt;
&lt;br /&gt;
2. '''File''' ---&amp;gt; '''New Project''' --&amp;gt; and call the project whatever you want and place it in whatever folder you want.&lt;br /&gt;
&lt;br /&gt;
3. '''Double click''' the '''folder''' under '''Hierarchy''' (purple icon folder) and an event will appear beneath it. Name this event whatever you want.  (If there is no event for some reason right click and add one).&lt;br /&gt;
&lt;br /&gt;
4. Now click '''&amp;quot;Event Editor&amp;quot;''' Tab.&lt;br /&gt;
&lt;br /&gt;
5. '''Right click''' one of the open sound fields (find it) and click '''&amp;quot;Add Sound&amp;quot;'''. (just right click all over until you see the option).&lt;br /&gt;
&lt;br /&gt;
6. In this window you will see '''&amp;quot;LOOPING&amp;quot;''' and '''&amp;quot;ONE SHOT&amp;quot;''' on the right hand side. Looping will be selected by default.  If you want your music to loop over &amp;amp; over again even after a cutscene is over leave it there. If you want your music to play ONE TIME then select &amp;quot;One Shot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
7. Now it's time to '''pick your music file''' by clicking '''&amp;quot;new wavetable&amp;quot;'''. '''Browse''' to your music file (wav), select it and '''press ok'''.&lt;br /&gt;
&lt;br /&gt;
8. '''VERY VERY IMPORTANT'''.. '''YOU MUST DO THIS STEP'''....... Right click slightly above the timeline and click '''&amp;quot;ADD PARAMETER&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
9. Now '''right click''' your new blank parameter, look at the bottom and click '''&amp;quot;PARAMETER PROPERTIES&amp;quot;'''.  Another new window will pop up.&lt;br /&gt;
&lt;br /&gt;
10. '''VERY IMPORTANT'''..... Name this parameter: &lt;br /&gt;
&lt;br /&gt;
   #duck:music,1000,0,5000,-30      &lt;br /&gt;
&lt;br /&gt;
Now click ok.&lt;br /&gt;
   &lt;br /&gt;
11. Your new parameter should read: '''#duck:music,1000,0,5000,-30 (Primary)'''&lt;br /&gt;
&lt;br /&gt;
12. Now click '''&amp;quot;Build&amp;quot;'''  and do '''&amp;quot;build project&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
13. Note the new files in the directory where you saved the project.&lt;br /&gt;
&lt;br /&gt;
14. Copy the '''FEV &amp;amp; FSB''' files from your FMOD project folder '''INTO YOUR OVERRIDE folder'''.  I made a folder called music to be organized.&lt;br /&gt;
&lt;br /&gt;
    FMODProjectFolder/whatever.fev&lt;br /&gt;
    FMODProjectFolder/whatever.fsb&lt;br /&gt;
&lt;br /&gt;
COPY TO&lt;br /&gt;
&lt;br /&gt;
    Dragon Age\modules\Single Player\override\toolsetexport\music&lt;br /&gt;
&lt;br /&gt;
15. Now open up '''toolset''' and navigate to '''sound palette''' and you should see your new sound file.   Type the name of your sound file in the filter to find it faster.  (Do not type the folder name in the filter. The filter works by filenames and not folders).&lt;br /&gt;
&lt;br /&gt;
16. Open a '''cutscene''', then left click your new sound file in the right hand sound palette window to select and highlight it.  (just a simple left click on it).&lt;br /&gt;
&lt;br /&gt;
17. Now '''left click anywhere in your cutscene''' and a sound icon will be added which is your sound file.&lt;br /&gt;
&lt;br /&gt;
'''Congrats''', 17 steps and now you've added a simple music file to your project and ready for your cutscene. *Sweats*&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8986</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8986"/>
				<updated>2009-12-26T20:55:55Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Add new music */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Dec 26,2009 - Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.  This part of the tutorial for adding music is extremely confusing and needs more indepth instruction. For example, WHERE IS MUSIC.FDP? It's no where in my dragon age folder.&lt;br /&gt;
&lt;br /&gt;
Can someone show an example of how to use: &lt;br /&gt;
&lt;br /&gt;
#music:name,1 – non looping, for stingers    &lt;br /&gt;
#music:name – for looping music              ''&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8985</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8985"/>
				<updated>2009-12-26T20:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Dec 26,2009 - Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.  This part of the tutorial for adding music is extremely confusing and needs more indepth instruction. For example, WHERE IS MUSIC.FDP? It's no where in my dragon age folder.&lt;br /&gt;
&lt;br /&gt;
Can someone show an example of how to use: &lt;br /&gt;
&lt;br /&gt;
#music:name,1 – non looping, for stingers    &lt;br /&gt;
#music:name – for looping music              ''&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8984</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8984"/>
				<updated>2009-12-26T19:34:32Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.  This part of the tutorial for adding music is extremely confusing and needs more indepth instruction. For example, WHERE IS MUSIC.FDP? It's no where in my dragon age folder.&lt;br /&gt;
&lt;br /&gt;
Can someone show an example of how to use: &lt;br /&gt;
&lt;br /&gt;
#music:name,1 – non looping, for stingers    ??&lt;br /&gt;
#music:name – for looping music              ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8983</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8983"/>
				<updated>2009-12-26T19:25:55Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.  This part of the tutorial for adding music is extremely confusing and needs more indepth instruction. For example, WHERE IS MUSIC.FDP? It's no where in my dragon age folder.''&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8982</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8982"/>
				<updated>2009-12-26T19:25:01Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.  This part of the tutorial for adding music is extremely confusing and needs more indepth instruction.''&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8981</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8981"/>
				<updated>2009-12-26T19:24:29Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.''&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8980</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8980"/>
				<updated>2009-12-26T19:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
Can someone please expand on what is said here? This part of the tutorial is extremely confusing.  I've been trying to add music to a cutscene but I can't stop other music from playing alongside mine.&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8979</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8979"/>
				<updated>2009-12-26T18:48:15Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8978</id>
		<title>How-tos</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=How-tos&amp;diff=8978"/>
				<updated>2009-12-26T07:52:38Z</updated>
		
		<summary type="html">&lt;p&gt;JackFuzz: /* Adding music to cutscenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists how to accomplish tasks that are relatively simple and commonly needed, but that touch on multiple areas of the toolset or are difficult to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Just collecting ideas at the moment, add headers if you think a how-to is needed on a particular subject.&lt;br /&gt;
&lt;br /&gt;
*[[3D control]]&lt;br /&gt;
&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
!!compile fails in test database due to bad core libraries, so this hasn't been tested!!&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
    case EVENT_TYPE_ENTER:&lt;br /&gt;
         {&lt;br /&gt;
         object oCreature = GetEventCreator(ev);&lt;br /&gt;
         if(IsHero(oCreature)) { &lt;br /&gt;
              resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
              CS_LoadCutscene(rCutscene);&lt;br /&gt;
              DestroyObject(OBJECT_SELF, 0);&lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
to the function&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). Alternatively, the relevant contents of UT_HireFollower() are to be called directly using bPreventLevelup = FALSE.&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time.&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f,120.724f,0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f) //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Add new music ==&lt;br /&gt;
&lt;br /&gt;
Open up [[FMOD]]&lt;br /&gt;
&lt;br /&gt;
It creates a project - set the build directory to your DA override directory - with project highlighted, it is over on the top right about half way down the project settings. You can set a default resource directory but that will just set where the file browser defaults to so it is optional. I'd also define a name in those parameters while you are there.&lt;br /&gt;
&lt;br /&gt;
From there, you need a new event !!(not sure whether a blank default is generated or whether you have to right click and make a default blank event)!!. After you have an event, highlight it and change to the event tab (2nd tab). Here you need to import your file to link to that event.&lt;br /&gt;
&lt;br /&gt;
On that tab I think it creates a empty row for your new event - right click and add wavetable or something like that - I think I use the top option. (Again, might be wrong but the basic goal is getting a audio file in that screen that plays when you hit the play button at the top)&lt;br /&gt;
&lt;br /&gt;
Browse to your wav file or whatever you have.&lt;br /&gt;
&lt;br /&gt;
From there you should be able to play the sound both in the pop-up box and (once that is closed) back in the event tab. You'll see the name of the wave in that once empty row (IIRC).&lt;br /&gt;
&lt;br /&gt;
If you want, you can add layers of sounds to this event using the same process over and over, but keeping it simple; we'll just move along.&lt;br /&gt;
&lt;br /&gt;
Now you have a project and an event. You can set various parameters on the first tab that alter pitch etc on the first tab. (When you import the sound, you set whether it is a one shot or looping).&lt;br /&gt;
&lt;br /&gt;
Once you have that done, go to the top drop down and find build. Build the files and you should see extra files in your override directory.&lt;br /&gt;
&lt;br /&gt;
From there, just open up the toolset (or hit refresh from within the toolset) and your project and event sounds should show up in the listing of sounds.&lt;br /&gt;
&lt;br /&gt;
You can then drag and drop them into the game or cutscene and they will play.&lt;br /&gt;
&lt;br /&gt;
== Adding music to cutscenes ==&lt;br /&gt;
&lt;br /&gt;
The way we have been doing the music changes is via placed sound objects.  These sound objects are generally created in [[FMOD]], and in FMOD you can say if the music will persist after the cutscene or end when the cutscene ends.&lt;br /&gt;
&lt;br /&gt;
We are just using other sounds to switch music tracks. Designers can add music switch parameter to any sound in Fmod Designer, usually this is just VO line to change music track, for example:&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch.jpg]]&lt;br /&gt;
&lt;br /&gt;
If there are no other sounds, designers can create empty sound event and add #music parameter there and place this sound on cutscene timeline.&lt;br /&gt;
Music track has to be defined in the same group as music in current area in “music.fdp” to work.&lt;br /&gt;
&lt;br /&gt;
[[Image:FMOD music switch 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 #music:name,1 – non looping, for stingers&lt;br /&gt;
 #music:name – for looping music&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Another way&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
1. Open up FMOD (fmod comes with dragon age, do a search for fmod in dragon age directory)&lt;br /&gt;
&lt;br /&gt;
2. File ---&amp;gt; New Project --&amp;gt; and call it whatever you want and place it in whatever folder you want.&lt;br /&gt;
&lt;br /&gt;
3. Double click the folder under Hierarchy (purple icon folder) and an event will appear beneath it. Name this event whatever you want.&lt;br /&gt;
&lt;br /&gt;
4. Click &amp;quot;Event Editor&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
5. Right click one of the open fields and click &amp;quot;Add Sound&amp;quot;. (just right click all over until you see the option.&lt;br /&gt;
&lt;br /&gt;
6. In this window you will see &amp;quot;LOOPING&amp;quot; and &amp;quot;ONE SHOT&amp;quot; on the right hand side. Looping will be selected by default.  If you want this FSB to loop over &amp;amp; over again leave it there. If you want this FSB to only play your WAV file one time then click &amp;quot;One Shot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
7. Now pick your wav by clicking &amp;quot;new wavetable&amp;quot;. Then press ok.&lt;br /&gt;
&lt;br /&gt;
8. Now click &amp;quot;Build&amp;quot;  and do &amp;quot;build project&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
9. Note the new files in the directory where you saved the project.&lt;br /&gt;
&lt;br /&gt;
10. Copy all the files from the folder where you build to into a new folder in your override folder (except the actual original wav file).  &lt;br /&gt;
&lt;br /&gt;
copy files here (i made a folder called music to be organized)&lt;br /&gt;
&lt;br /&gt;
Dragon Age\modules\Single Player\override\toolsetexport\music&lt;br /&gt;
&lt;br /&gt;
11. Now open up toolset and navigate to sound palette and you should see your new sound file.&lt;br /&gt;
&lt;br /&gt;
12. Open a cutscene, then left click your sound file in the right hand sound palette window.  &lt;br /&gt;
&lt;br /&gt;
13. Now left click anywhere in your cutscene and a sound icon will be added which is your sound file.&lt;br /&gt;
&lt;br /&gt;
Congrats.&lt;br /&gt;
&lt;br /&gt;
== Delete resources ==&lt;br /&gt;
&lt;br /&gt;
Resource deletion can sometimes be a bit complicated. Check the following:&lt;br /&gt;
&lt;br /&gt;
*Resources must be checked in when deleted. This is so that the toolset can be sure that all dependencies have been properly resolved.&lt;br /&gt;
*If other resources reference the resource it can't be deleted. This means that sometimes you'll need to delete resources in a specific order. For example, you can't delete a creature that's being used in an area, but you could delete the area and then delete the creature. Occasionally there may be circular references that you'll need to break by editing the resources before deleting them. For example:&lt;br /&gt;
**A stage can reference an area, which can then reference the stage.&lt;br /&gt;
**A plot file can have an associated event script, which will almost certainly include the plot file.&lt;br /&gt;
**A stage can reference a creature, which references a dialogue, which references the original stage.&lt;br /&gt;
&lt;br /&gt;
== Removing Modules ==&lt;br /&gt;
&lt;br /&gt;
Deleting a Module from the Toolset&lt;br /&gt;
Setup:&lt;br /&gt;
I created a module called Meep with a unique id of rcfMeep, added in one area with a waypoint, configured the starting area/waypoint info, and exported it with dependencies.  And now I want to strip it out.&lt;br /&gt;
&lt;br /&gt;
Step 1: Removing it from the game&lt;br /&gt;
&lt;br /&gt;
* Navigate to My Documents\Bioware\AddIns&lt;br /&gt;
* Delete the folder called rcfMeep&lt;br /&gt;
* Done&lt;br /&gt;
&lt;br /&gt;
Removing from the game is fairly easy.  The toolset?  Not so much.  The reason for this is that the information is stored in the SQL Database.  Now if you just want to remove the module from the Manage Modules list, that is easy.&lt;br /&gt;
&lt;br /&gt;
* Open Sql Server Management Studio Express.  I'm not sure if the default installation installs this or not.  If not, it can be downloaded from Microsoft.&lt;br /&gt;
* Connect to the BWDATOOLSET server, assuming that you kept the default options.&lt;br /&gt;
* Expand Databases&lt;br /&gt;
* Expand bw_dragonage_content&lt;br /&gt;
* Expand Tables&lt;br /&gt;
* Right click and select open on the dbo.Modules table&lt;br /&gt;
* This will bring up an excell-like window.  Find your module, right-click on the row, and select delete.  Say ok to the confirmation.&lt;br /&gt;
* Module is now PERMANENTLY removed.  Absolutely no way of recovering it.&lt;br /&gt;
&lt;br /&gt;
Now depending on the size of the Module, you just orphaned a bunch of resources.  Areas, placables, conversations, they all get placed into the database.  And once you remove the module ID, you just lost your ability to remove these resources.  Now do keep in mind that 95% of this junk is just text, so it hardly takes up any room.  It's not really a major issue.  However if you [[How-tos#Delete resources|delete out the resources]] within the toolset before you remove the module reference you should avoid this.&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
        //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
        AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
        Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
[[category:tutorials]]&lt;/div&gt;</summary>
		<author><name>JackFuzz</name></author>	</entry>

	</feed>