Realistic Teeth v. 1.2b by Brumbek – September 3, 2010 Table of Contents: 1. About 2. Warning about Compatibility, Read This! 3. Special Thanks 4. Installation 5. Compatibility, Additional Notes 6. FAQ 7. Technical Notes - How This Was Made 8. Version History 9. Legal About This mod replaces the default unrealistic teeth “strips” with accurate 3D modeled teeth. I made this mod because DA’s powerful characters deserve to have equally powerful teeth. How can anyone be taken seriously when they speak by chomping two ugly blocks of polygons together? I mean seriously! But have no fear! Now you can witness the making of Ferelden history in full true-to-life teeth clenching realism! So get ready for a new, unique experience. Get ready for…Realistic Teeth! Warning about Compatibility, Read This! This mod works 100% perfectly with the original Dragon Age: Origins Campaign. However, faces (.mor files) not specifically created for my mod will NOT retain all their unique appearances while using my mod! All the facial structure settings will revert back to the default appearance. However, all hair, colors, tints, and materials settings will work. The end result is decent looking NPC faces that do seem just a bit generic upon closer inspection. This does not break the game at all and is merely aesthetic! View the screenshots for examples of what I mean. You must decide if this trade-off is acceptable to you. I recommend if you're going to play the official DA: Origins campaign, use my mod and only other face replacers made to work with my mod. If you're going to play a stand-alone DLC like Leliana's Song, large new quest mod, or Awakening, disable my mod if my mod hasn't spoiled you. Note that the player character's face will revert to the default look when using my mod on an existing character. To fix this you can create a new face in the toolset and replace your face or start a new game and create a look-a-like face then copy it over to your existing character. There are several tutorials online explaining how to do all this. Here's one. Dracomies' Dragon Age Redesigned users: Sadly, Dracomies has chosen not to make a compatible version of his mod at this time. So either use my mod or his mod but not both. If you are sad about this, please message Dracomies and ask him nicely to please reconsider making a compatible version. Note that mods that change .mop files (character creation presets) work 100% with this mod. Besides mods that add new NPCs there are countless mods that replace existing NPC faces. As said above, all these face replacer mods will only retain their hair, colors, tints, and materials settings unless their author specifically releases a Realistic Teeth version or if their author releases an .mrh file for you to tweak and export yourself (instructions below)! Face replacers that use custom face textures will need to be edited to use my textures. The reason I can’t make the DLC or Awakening work with my mod is because BioWare never released the source .mrh files for these. I've talked with BioWare and they claim they are busy right now but maybe they'll release the assets later... MESSAGE TO MODDERS: Making your mod compatible with Realistic Teeth is not hard. All you have to do is recompile all .mor files while having my mod installed. Specifically, open the Toolset, do File -> New -> Morph. Then click on "Batch Export Local" toward the upper-middle-right of the screen. Then select the folder where you have all your new .mrh files stored. Then package these into an archive and upload it to dragonagenexus.com as an "Optional" file. If your mod uses new face textures, you can use my Photoshop textures resource to make yours work with my mod. Special Thanks This mod would not have been possible if not for the totally awesome import/export tool for 3DSMax made by Eshme. Moreover, Eshme went above and beyond by helping me step-by-step as I tried to get this mod working. Thank you so much, Eshme! This mod is dedicated to all people like you who help new modders figure things out! Secondly, thank you to DarthParametric who gave me some guidance months ago and recently. Thanks for Nattfodd who also gave input on technical matters. Thanks to JOG for his great White Teeth mod that I've incorporated into my mod. Thanks to Endeavour1934 for his great input and help on texture stuff! Get his awesome mod. Thanks to callidus for the Leliana face morph mod that I used for Leliana's face in version 1.1. Version 1.2 uses BioWares default Leliana face. Thanks to Marlboro Man for spotting errors in version 1.2. BioWare's default morph system shipped with a bug that prevented Leliana unique shape slider from working properly in the Toolset. EJ42 fixed this and released a small fixpack. I've taken his fixpack and used my new teeth as a base. Now you can use my new teeth and the fixed Leliana slider! A huge thanks to EJ42 and his original fixpack! Great work on that! Installation Download the main archive and unpack it to your override directory located at: ...\Documents\Bioware\Dragon Age\packages\core\override\. If you wish to use my optional "Dingy Dog" or "Mellow Yellow" teeth texture pack, download one of them and unpack the archive to your override folder and allow everything to overwrite the old. To uninstall my mod, delete the “Realistic_Teeth” folder in your override folder. Compatibility, Additional Notes As of version 1.2, JOG's Whiter Teeth has been incorporated into my mod. You do not need his mod. Technically, you can keep his mod installed since my files will supersede his. Just make sure you install his mod to the same override folder you install my mod. This way my files will be used for the conflicting ones instead of his since mine are newer. Dr.DJ's Teeth Whiten and tmp7704's "neutral teeth" are not compatible with my mod, but they also aren't necessary. The DLC called "The Stone Prisoner" that adds Shale as a companion is fully compatible with my mod. Big thanks to veteran_gamer for checking this out for me! Be sure to check out his Resized Shale mod. This mod is not compatible with any other mod that alters the default face textures for any of the races. Although it is quite easy to make any new face textures compatible by simply copying and pasting my new teeth art from my textures to the new face textures. I have provided an optional download of all my source teeth textures in Photoshop .psd format for this very purpose (you’re welcome). This mod is not compatible with any mod that alters the face morph system made up of roughly 400 files. For instance, if there was a mod that changed how the cheeks morph, it would be incompatible. Instructions for making it compatible can be gleaned from reading the “How I Made this Mod” section of this readme. That being said, I believe my mod is the only one that edits all these files. This mod is compatible with mods that are lame, although they aren’t recommended and may upset the positive teeth vibes exuded by my mod. FAQ What performance hit does this mod cause? My new teeth are high-polygon and slightly more than double the total polygon count for every near NPC face. Therefore, there might be a performance hit. Although, DA is not a very graphically intense game so anyone with a good graphics card shouldn’t notice hardly any FPS drop. I don’t like the way these teeth look. Will you make them look differently? That depends. If you mean how the textures look, such as bright white or dingy, I’ve already released different texture packs. If you mean the actual shape of the teeth, no, I won’t be changing them. The largest reason for this is due to technical limitations. Altering the teeth’s appearance requires re-editing about 250 files! This takes many, many hours and is most annoying. I would love to have, say, five different styles for you to choose from, but this just isn’t going to happen. Therefore, the look of the teeth is set in stone (or bone???). But this is ok as you will learn by reading the next question’s answer. I’m unsure about the design of these teeth. What did you base these on? These teeth are in fact based upon my Real Life teeth. No joke. In fact, they are almost the spitting (chewing???) image of my teeth. And I want you to know that I actually have perfect teeth. I kid you not. I’ve had many dental professionals comment that my teeth are actually better than textbook quality! Yes, friends, it’s true. I, Brumbek, may have many issues that involve funny letters like OCD and ADD-HD (I don’t pay attention much but when I do it’s crystal clear! …get it?). But one thing is true: I have perfect teeth. I really missed my calling in life. I should have been a teeth model…it’s probably my biggest regret. But enough of my problems. Just know that if you don’t think these teeth look realistic, then you are wrong, dead wrong, figuratively speaking. How long did this mod take? Oh, just a couple minutes...or actually around 60 hours. Yeah, it got quite tedious...but I just care so much about you all that I kept at it and now the former agony has turned to joy or something... Wow, you really do have fantastic teeth. How can I have teeth like yours? Well, some of it is genetics, I’m afraid. That being said, the important thing is to take care of whatever teeth you currently have. You absolutely must brush your teeth in the morning and at night. You may wish to brush after eating Breakfast rather than upon waking. Also, be sure to never eat or drink (except water) after brushing at night! Using mouth wash is also recommended. You can use a brand like Listerine or a more natural product that doesn’t have alcohol in it. Also, you must floss at least once a day. Flossing is crucial! I floss right after brushing at night. I also recommend carrying floss around with you in a pocket or purse. This way you can go into the restroom and floss after a meal, such as lunch. This really helps. Also, very importantly, if you drink any non-water beverages, be absolutely sure to have water nearby to wash your mouth out with after drinking said beverages. If you drink soda or fruit juice, never go more than 5 minutes without washing your mouth with water. Naturally you also want to get your teeth professionally cleaned every six months. If you grind your teeth be sure to have a custom mouth guard made for sleeping, too. Your dental professional can tell if you grind or not. So there are my tips! Take care of your teeth because one day they might take care of you! ??? Wow, you not only provide an awesome DA mod, but you offer free dental advice! You are great! Well, thanks, although this isn’t really a question. But still, I’m just glad to serve. Actually, this mod was quite an intellectual challenge. I attempted to make it twice before this final and successful attempt. The first time was way back when DA came out, but I quickly realized there weren’t any proper tools to import/export models into 3DSMax. I tried again in January once I saw there were some new tools developed. But I quit pretty quick because the file structure for faces was quite confusing and I had other more pressing mods (for Elder Scrolls: Oblivion) to work on. Finally, in June I determined to make this mod work no matter what. By this time Eshme released the totally AWESOME import/export tool for 3DSMax. So with the help of several people, chiefly Eshme, I somehow managed to make this all work (except for the unfortunate compatibility issues beyond my control). So the lesson, kids, is quit the first two attempts but come back, ask questions, and persevere, and the third time will be the charm! Technical Notes - How This Was Made I have documented my process of mod creation, so that generations to come can marvel and learn my dark arts. Or something like that… The Actual Teeth Modeling The actual creation of new teeth was the easiest part of the project. I did a little research on how to make 3D teeth shapes, and I actually downloaded a couple free and anonymous 3DSMax low-res teeth files to check out. I used one of them as a sort of base concept for my mesh, although I retained practically none of the original structure. The actual teeth sizes and shapes were created based on my teeth. The gum work was the trickiest part to model. Initially I had two entirely separate meshes for the gums and the teeth, and they didn’t share any vertices at all. This looked ok, but I decided it would be better to merge the two and weld the vertices together where the teeth and gums meet. I considered shaping the gums a bit more, but since my teeth were already very high-polygon, I decided to leave the gums fairly plain. This decision was also partly because the gums are rarely seen in-game. I only created ½ of the mouth horizontally so I could then mirror on the X-axis and weld them together. I considered making each side unique, but perfect teeth are naturally symmetrical. I also copied the lower teeth from the upper teeth. However, I had to modify the front teeth since they differ in size and shape from the upper. But the back molars I kept nearly identical to the upper teeth. Texturing the Teeth The UVMapping didn’t take too long. I opted for a sort of cheater’s method that does introduce some mild distortion. Rather than take the time to flatten each tooth and map it to its own unique texture space, I simply placed all the teeth on top of each other and created seems on the back of each tooth that the player will never see. Likewise, for the gums, I just flattened out the UVMap itself rather than work with the actual mesh. The main reason I used this easier method was due to the limitations I was working with. I had to make my new teeth fit onto the existing textures. I really wish I could have made a whole separate 256x256 texture for my teeth, which would have given me enough room to texture each tooth uniquely and have the gums also have their own space. However, there wasn’t enough room so I used this sort of hack-job method. The good news is the teeth look fine with this method since they don’t use highly stylized or unique art but are rather almost pure white/yellow and the gums are mostly a consistent pink/red. [At the end of the project I actually went back and redid the UVMapping to make it better and almost proper. I initially thought I couldn’t edit the UVMap without redoing the changes in all 250 files, but it turns out I can edit the 8 base race files just fine without having to redo the other 240 morph files. So this will allow quite easy future changes to improve the UVMapping.] Finalizing the Teeth Structure I realized it was vitally important get the new teeth as perfect as possible because I would never be able to go back and change them, since this mod requires copying and pasting my new teeth into over 250 files. However, I also realized I could at least change the texture [and UVMapping it turns out], so I would easily be able to make less white, unhealthy looking teeth quite easily. It’s just that I could never alter the actual teeth/gums geometry, because even the most basic edits must be copied over into all the 240 morph files or the morph system breaks. [It turns out you can alter the 8 base race files teeth positions fairly liberally so long as you don’t delete, weld, or break elements. So if a user really wanted, say, the Elf Female teeth to be more or less “sharp” or whatever, you could achieve this I believe.] Starting to Edit the Morph Files Now that I had my new teeth mesh done, I merged it into the base human male morph face (uh_uhm_bas_0.msh) in order to position it properly to replace the old teeth. I made sure it fit almost exactly over the old teeth in order to avoid any clipping issues with the morph system. I also made sure the top and bottom borders of the gums matched nearly identically with the original teeth. This was smart to do because it made for very easy visual alignment of the new teeth when merging into all the morph files. Then I saved a new 3DSMax file with just my new teeth properly positioned as a master merge file that I would use when merging my teeth into all the other files. What Files to Edit? It took a bit to figure out what to edit. In the end I found two sets of files requiring editing. The first set was all the base race files, eight in total. These control how each race looks in general. These are also the files that you pick from the drop-down list when you create a new morph in the Toolset. I actually started with the human male file, hm_uhm_bas_0, and merged my new teeth into this file for testing purposes. I ignored the other races until after editing the morph files. I will discuss in more detail how I edited and finalized all the base race files further down. The second set of files was all the roughly 240 face morph files. It wasn’t until quite a ways into the project that I realized I’d have to edit all these files. These are all the ones named like uh_xxx_xx_0 and all the ones named like uhm_xxx_xx_0. There are a total of 160 uh_ files and 80 uhm_ files. Extracting the Files All 240 morph files plus 8 race files actually contained three separate files I had to extract from the resource .erfs: an .mmh, .msh, and .phy file. So I extracted these from the meshdata.erf and modelhierarchy.erf. I also extracted materials and textures as prompted by the importer 3DSMax plugin. I placed all the .mmh, .msh, and .phy files in a single WIP directory. What to do with the Old Teeth? I realized I would have to remove or hide the old teeth somehow to make my new teeth work. I did a number of tests using the hm_uhm_bas_0.msh to see what changes would work. These tests were done without my new teeth. How I experimented was by having nothing in my override folder except the modified hm_uhm_bas_0. I kept exporting it and putting it in the override folder after doing slight tweaks and then loading the Toolset and seeing if the morph system worked by hitting “Randomize All.” If nothing moved, then the morph system was broken. Ideally I wanted to totally delete the old teeth after merging and attaching my new teeth. However, it became apparent from my tests that deleting the old teeth broke the delicate morph system. This appears to be due to how the engine numbers the vertices. You MUST maintain the same vertices order in all base race and morph files, but there’s more to it than that. It’s actually quite unclear to me even after working so much with the system. So realizing I had to keep the old teeth in the base race files, this created a problem since I obviously didn’t want the player able to see the old teeth! I tried simply moving the teeth back into the head. This broke the morph system and didn’t work. Why? Who knows…I guess it’s not just vertex order that matters. I tried flipping the faces on the teeth. That worked, but didn’t really accomplish what I needed. I tried scaling the teeth way down. That didn’t work. Then I tried using a tool I rarely use: “Align vertices to Axis.” This simply aligns all the vertices to the X axis (or whatever axis you want). That worked! After using that function the morph system still worked! I couldn’t believe it but was quite happy. And then, strangely, I was able to scale and move these X-aligned old teeth out of the way back behind the throat! So I honestly don’t understand how this worked…but it did and that’s what matters. So this would be my solution for the old teeth: after merging my new teeth, I would move them out of the way using this crazy axis alignment solution. In the course of my tests, I did manage to figure out that I only had to remove the old teeth from the 8 base race files. The 240 morph files could have overlapping old/new teeth because the player only saw what was in the base race. This was good news because it would save me quite a lot of time. Let me reiterate: the only files I had to actually remove the old teeth from (by remove I mean do the align to axis then move trick, not actually delete) are the race base files. Every single uh_ or uhm_ morph file I left the original teeth untouched with my new teeth overlapping. Starting Work So I decided the only base race I would edit was the human male. I’d leave the other races for after I knew the morph system worked. Anyway, after adding my teeth to the human male base race file and moving the old out of the way as described above, the morph system was mostly broken, but I knew this would happen. If I tried to change morph settings in the toolset, the face mesh would deform vertically and physically separate from the neck and back of the head. It looked like a mask you can put on and stretch. I should note only the first two tabs still worked where you can pick hair and skin color and such. The eyelashes also worked since they use meshes that don’t contain the face and teeth. The actual eyeballs also worked. The reason is because the eyes and eyelashes are based on different morph files than the rest of the face. I tested in-game to see what would happen. I was curious if the faces would be all stretched out in-game. However, in-game all NPCs would revert back to the base race position for facial features, with only the eyelashes and eyeballs being in the correct position. So hey, at least it didn’t look distorted or wacky… Editing the Morphs My next task was to open all 240 morph files, one by one, and merge my new teeth and export new .msh files. I didn’t actually know if this would work, but thankfully it did. I would have had to gone to much therapy if I spent countless hours only to have the morph system still not work, har har. Anyway, here is the exact process I did: I first went to the folder I stored all the 240 morph files in and created sub-folders for each part of the face, as named by the files themselves. Then I opened 3DSMax, started Eshme’s Import plugin, and then I imported the .mmh files one by one and saved them in a new folder as .max work files using the exact file names as the .max file names. I decided to first import and save all 240 before editing any because this type of batch work is much faster than starting and finishing each file one by one. When importing, I made sure to position the camera and viewports so that I could easily see the teeth for later merging of my new teeth. This was smart thinking and saved me lots of time. Once I had all 240 new .max files, I did the following (utilizing keyboard shortcuts for most steps): 1. Open the .max file. 2. Merge my master new teeth .max file. 3. Determine if the default teeth had been moved or changed. a. If altered, then I had to move and alter my new teeth to fit the old teeth exactly. b. If unaltered, then no work on my new teeth had to be done. 4. Then attach my new teeth to the vanilla face. 5. Select “Edit Normals” modifier and reset normals. (This step wasn’t necessary I don’t think.) 6. Select “Skin” modifier, select by vertices and by element. a. Select my new upper teeth element, select head bone, assign 1.0 weight. b. Select my new lower teeth element, select jaw bone, assign 1.0 weight. 7. Save as, then save into new “Done” folder using same file name. 8. Export making sure to get the correct name from the mesh. 9. Repeat all the steps for the next file… Let me add a word about the morph system. The files are broken up by face aspect. So you have for instance 10 or so files for the cheek region. These don’t alter the teeth because the teeth aren’t close enough to be affected. However, out of the 15 or so jaw files, roughly six of them do move the teeth position and shape in order to properly fit the new jaw position. What I mean is the morph system gives you the option to have a really low jaw for a character, but this means the teeth must shift down as well. So the jaw morph file also moves the teeth. Therefore, for these files I had to actually move and reshape my new teeth to fit the vanilla teeth adjusted position. So I had to pay close attention for all 240 morph files to notice which ones also affected the teeth position/shape. I ran into trouble during my editing of my new teeth for the jaw morphs when I tried to detach part of my teeth (for isolating upper and lower for easier editing). Doing this would make it so upon attaching to the vanilla face, the teeth would deform all crazy in the Toolset. So something about detaching messed up the vertex order, which messed up the morph system. So I had to be real, real careful to never detach or weld faces. That being said, scaling or moving always worked just fine. Let me make a note about the actual teeth morph files. There are 15 or so uh_tee_xx_0 files that correspond to the teeth morphs. You can go into the Toolset and play around with the Teeth tab 9 and see the options the vanilla morph system offers. I was able to actually make these options way cooler and more realistic since my teeth are realistically shaped. For instance, you have the option for missing front teeth or chipped teeth. The vanilla system had to sort of fake it using the lame strips of teeth. My system gives realistic chips and missing teeth. Try it for yourself. Create a new morph in the toolset and play around with the teeth sliders and see how awesome my teeth are. Anyway, after doing the tedious process of editing all 240 files, the morph system worked again. It was like magic. Actually, it’s like magic based on mostly understandable principles with just a bit of randomness thrown in to keep things exciting (aggravating???). Changing the Textures I still had a few more things to do before releasing the mod. I had to copy my texture changes into all the race textures. Basically, I had to edit the exact same bas_0 textures that JOG edited in Whiter Teeth. I chose to resize the main diffuse textures from 512x512 to 1024x1024 in order to give my new teeth art more room. I also created alternate versions for people who prefer less white teeth and darker gums. Also, I had some fun on the infected and sick NPCs and made their teeth appear quite unhealthy and corroded. I also prepared Photoshop .psd files to release as a modding resource for those who want to make their custom head textures compatible with Realistic Teeth. Should I Alter Level of Detail 2 & 3 Files? Lastly, I considered editing the LOD level 2 files also for the base races. These models are lower poly but still have sort of visible teeth. You never see these up close, so it isn’t entirely necessary one could argue. So for now I’ve decided not to edit them. If I do change my mind, I’ll have to add a lower-res but still high-res version of my teeth for people who have great computers and want the best visual quality. I also decided not to edit the LOD level 3 models since I really didn’t think anyone could tell my teeth from vanilla from that distance. Realizing In-Game Faces Didn’t Work So with everything sort of done, I tested in-game and it became apparent that I would have to rebuild the .mor files for all faces. This was HIGHLY UPSETTING. My mod just became very incompatible. Grr. A Brief Overview of .mrh and .mor Files The way Dragon Age works is you create a new “Morph” in the Toolset and tweak your face all you want. Then you save a .mrh file which stores all the slider positions and facial features you’ve edited. Then to get that face in-game you export it to a .mor file which stores the precise locations of every vertex taking your tweaks into consideration plus total vertex count. Specifically, if you open a .mor file in the Toolset, you can find two spots that differ between the default .mor’s and my Realistic Teeth .mor’s. First, MESH_STREAM_VERTEXCOUNT, which lists the total vertex count, and second, MESH_STREAM_VERTEXDATA, which list four float values for each vertex. There doesn't appear to be any way to hack the existing .mor files to make them work with my new teeth. I suppose theoretically someone could find a way to open the .mor and recalculate based on my new mesh stuff, but that would require complex programming. So begrudgingly, I accepted that all .mor files would have to be re-exported using my mod. I realized this means any new or replacement NPC faces wouldn’t work without making compatible versions. I also realized this would make official DLC and Awakening not look right, since BioWare has stubbornly not released the source .mrh files for those. So after downloading all the source .mrh files and doing the batch export command, I had all 1,000+ new .mor files. They all worked great in-game. So mission accomplished…sort of. Finding a Better Solution by Breaking More Stuff Realizing my mod would be off limited value if no other mods worked with it, I endeavored to find a way to make the broken .mor files look less bad in-game, or even tolerable in-game. Testing replacer faces in-game, such as the great “Sacred Sten” replacement .mor, the face looked “ok” since it retained the custom hair, colors, tints, and materials of the mod but reverted to the default Qunari facial structure. But I noticed the only part that did work was the eyes and eyelashes. These moved into the correct position. However, this looked bad because you had eyes and eyelashes that didn’t correspond to the default race positions of the cheeks, nose, and skin around the eyes. Specifically the eyelashes tended to be right in the middle of the eyes, which looked very bad and could be easily noticed. This was unacceptable. So I tried to think of some solution. At this point I had accepted that new .mor files would never retain facial structure changes unless re-exported just for my mod. However, I wanted to minimize the damage and at least make the new .mor’s appear to be correct, if you didn’t know what a face was supposed to look like. It occurred to me that I could purposefully edit the eyes and eyelashes in order to make them not work without re-exporting a new .mor just like happens with the rest of the facial structure features. This would make the entire physical face revert back to vanilla positions meaning no more immersion-breaking “eyelashes in middle of eyes” issue. Editing the Eyes to Break Them First I extracted all the eyes and eyelashes resources and imported and saved them one by one as .max files. Then I tried to break the eye system by welding the vertices together in the existing eye files. This definitely broke it, but it turned out I could never get the system to work again even by welding the vertices in all 59 eye morph files. So bah, 30 minutes wasted. So for the eyes I decided to do my tried and true method: paste new geometry into the existing morphs. So I copied the eyes, reduced them in poly-count, and moved them behind the real eyes to hide them. Then I attached these new “inner-eyes” to all 59 eye morph files. For the 80 eyelashes files, I simply took about 16 faces from the eyelashes and moved them back into the forehead. I could have gone with less faces I think, or just one face, but I wanted to make the parts large enough to easily see so I could verify they were truly hidden in the head. This system for the eyes and eyelashes was basically the same method as I did for the 240 face morph files, except without a few steps. Specifically, I did the following: 1. Open the .max file. 2. Merge my master “inner eyes” or “inner eyelashes” .max file. 3. Attach my new “inner eyes” or “inner eyelashes” to the vanilla eyes/eyelashes. 4. Select “Edit Normals” modifier, select by vertex, select all vertices for my new “inner eyes” or “inner eyelashes” and reset normals. 5. Save as, then save into new “Done” folder using same file name. 6. Export making sure to get the correct name from the mesh. 7. Repeat all the steps for the next file… This worked and only took about 45 minutes for the eyes and 90 minutes for the eyelashes. So I successfully entirely broke the morph system when using .mor’s compiled without Realistic Teeth. And more importantly, I made the eye morph system work again when compiling .mor’s with Realistic Teeth. Workaround Successful Now faces based on .mor’s compiled without Realistic Teeth completely revert to the default position for all facial structure parts, which makes faces look at least normal if not a bit generic in-game. This tweak now makes my mod worth using with other mods, in my opinion. I can live with some new NPCs being a bit generic. And if a few crucial NPCs are looking too generic for me, I can always create a new .mrh from scratch for them, or better yet contact the mod author and ask for the .mrh files or a compatibility patch with re-exported .mor files. Alternate Appearance Packs From the start I’ve planned creating several different texture options. I’ve now made three: Pearly White, Mellow Yellow, and Dingy Dog. I’ve given them clever names because clever is the new black. Redoing UVMapping Yeah, so I should probably redo the UVMaps to make them proper and all pretty…can’t say I really want to though. For now I’m leaving them as is. Although someday I’ll change this probably. Update: so I finally redid the UVMapping and now the teeth have totally awesome mapping I must say. Now each tooth can be unique and such. I also got the idea to do some fake ambient occlusion from Endeavour1934. Packing into .erf’s I debated whether .erf’s were needed. They’re sort of annoying for mod development. But I opted for them just for kicks. After all, .erf first, right? Conclusion In conclusion, this was quite the project. It all started with my desire to add realistic teeth into DA before playing it. Maybe now I can actually play the game without cringing at every cut scene…until I play Awakening and have to uninstall my mod. Grr! Version History 1.2b – Minor update, doesn't require changing any compatibility packs. * Fixed oddly deforming teeth for dwarf female, elf female, and all kids. Thanks for spotting the problem Marlboro Man. This was just a simple mistake I made. 1.2 – Minor update, requires reconverting all custom face textures to use new face/teeth texture. * Fixed minor technical issue with human male old teeth. Nobody would ever notice this fix. * Incorporated Leliana Face Morph Fix by EJ42. Now you can use the Leliana unique shape in the Toolset without BioWare's wacky eye problems. * Likewise, I've recompiled BioWare's original Leliana and included the original face so as to be 100% true to BioWare's default vision for Leliana. * Completely redid the UVMapping for the new teeth. Now the teeth have proper texture mapping. The end result is the new textures include simulated Ambient Occlusion to make the teeth fade to black as they go back into the mouth. Big thanks to Endeavour1934 for the idea for this and for testing different texture options. * Now included is a Mellow Yellow texture option! It sort of looks goldish in the light, but it's the best that can be done with the engine. * I've included JOG's Whiter Teeth for distant NPCs for my default Pearly White texture pack and for the Mellow Yellow texture pack. Thanks JOG for the great mod. 1.1 – Major update, requires rebuilding .mor files. This should be final time rebuilding is needed. * Fixed seams on neck, nose, and more. Now all faces are perfectly smooth just like default models. This was my fault and due to resetting all normals on base races instead of just resetting normals on new geometry I added. Of course, this wouldn’t be an issue if BioWare had welded vertices…yes, I’m blaming them again. * Added Eyes and Eyelashes morph files in order to purposefully break these parts when using .mor’s compiled without Realistic Teeth. This fixes the wacky eye and eyelash problem and makes incompatible NPC faces appear quite decent in-game. * Added new texture options: Pearly White, Mellow Yellow, and Dingy Dog. * Added Alistair’s .mor, which I left out accidentally. * Added a proper .mor for Leliana that doesn’t suffer the BioWare-no-eyes bug. 1.0 – Initial release. Legal Do not distribute this mod without permission. Do not steal it. Do not taunt it. Legal tip of the day: If you ever get sued, be sure to counter-sue! Oh, and never, ever self-incriminate!