Dragon Age 2

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fasterdisasters

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fasterdisasters

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About this mod

This mod changes the look of the Kirkwall Guard Armor to look like Aveline's Guard-Captain Armor.

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I love the look of Aveline's armor, but did not love that it didn't match the rest of the guards at all. The MasA and MasB models on the other hand are very similar, so I replaced "gen_im_npc_arm_hum_cht_krka" with the MasA model (no shoulderpads) and "gen_im_npc_arm_hum_cht_krkb" with the MasB model (with shoulderpads). In vanilla, there's no visible difference between the two items; this means there's now some variation in the appearance of the guards, but they still look like they're all part of the same organization. I've also unified their equipment, so all sword-and-shield guards have the Kirkwall Shield and the City Guard Sword.

However, in order to make the changes universal, I had to manually edit the utc file of almost every guard, and changed the appearance of the ones that were classified as single model "creatures" into "humans" who could wear the armor. I haven't run into any issues with memory or loading from this, but mid-act installation can result in what I'm calling "Casual Friday": Every guard who was previously a creature is going to be walking around Kirkwall in their underwear. For this reason, I suggest installing this on a new playthrough (before reaching the Gallows) or before the first time you load into a new act.

Also included with the main files is a clean retexture of the MasA and MasB armor models (gloves, boots, and helmets are untouched), for anyone who, like me, has an issue with the Kirkwall Guards wearing the Grey Warden logos. These are 1024x1024 textures, as I was concerned about memory issues from having dozens of newly-human NPCs wearing high res armor in one spot. As far as I can tell, only one unique set (Surfacer Stone Armor) uses the MasA model, and two generic armor sets (Commissioned Plate Armor and Elven Plate Armor) use the MasB model, but these will have the new textures as well. These textures are totally optional; if you don't want them, just don't put them in your override folder.
These are my first attempts at retextures (which might be obvious), but I kept them as close to how they look in the base game as possible while still matching each other and the look of Aveline's armor.

Ironically, I couldn't make Aveline's Act 1 armor cooperate. The only way I could start to guess to make it work would be to change that armor model throughout the entire game or edit her files, which raises compatibility issues. However, if you have Diversified Follower Armors or another way to change her equipment, I've included an additional download to use the console to obtain a set of guard armor using stats from items found in Act 1. There aren't any restrictions beyond some very low stat requirements, if you want Hawke to be running around looking like a guardsman for some reason.

The other additional download includes minor edits, with one for Lia to wear the guard armor if she's encountered in Act 3 (which requires the Armor For All file from Diversified Follower Armors, otherwise she'll just be a floating head), as well as a .mor edit to change her hair, because I think it's unprofessional for a guard to be walking around with unbrushed triple pigtails. That's just me, though. There's another file to change Lieutenant Harley's triple pigtails as well (the guard from Raiders on the Cliffs in Act 2).

Full disclaimer, this is my first mod, and while I have tested it, it's totally possible I made some mistakes. Let me know if you notice any floating heads, guards abandoning their post, or anyone who didn't get the memo on the uniform change.

(Note: in the screenshots you can see Aveline's Armor - High Resolution Textures - HR HD HQ by Annabellya. My mod does not edit Aveline's armor or textures in any way.)



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Known Issues:

- Sometimes the heraldry on guards' shields will be missing, or the shields will fail to load entirely. I have no idea what causes this, and the issue normally goes away on reload, so I don't currently plan to spend any more time trying to fix it.
- Guards will occasionally take their helmets off during cutscenes. This isn't usually an issue but apparently there's several sets of identical twins and triplets in the city guard. If that bothers you, I apologize, but I don't know how to change that.
- Not an issue in my opinion but important to note: The Guardsmen Pretenders (Act 1 Hightown Gang) wear the old model. This is to keep them from crashing your game when waves and waves of them fall from the sky. I have no intention of changing this.

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Installation:
Place "KWG - MasAB Replacer.erf" and "KWG - NPC Edits.erf" into your override folder. You must install both to get the results from the screenshots: The Replacer erf changes the model of the Kirkwall Guard armor and the NPC Edits erf unifies the look across all guardsmen. Installing the retextures and the uniform works the same way: just drag and drop into your override folder.
I left the Lia and Harley edits as loose files for ease of installation: just put the files you want in your override.

To uninstall, simply remove the relevant files. If you want to uninstall the main files, I suggest waiting until you are about to start a new act: I'm not sure exactly how uninstalling will affect the creature NPCs who had their model ID changed. Once you're in the new act, NPCs will load in as they would in vanilla.

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Compatibility:
This mod only uses and edits vanilla assets, so it should be compatible with any mod that does not edit the following files:
gen_im_npc_arm_hum_cht_krka.uti
gen_im_npc_arm_hum_cht_krkb.uti
ave100cr_donnic.utc
ave121cr_jeven.utc
ave200cr_donnic.utc
ave221cr_brennan.utc
ave300cr_donnic.utc
ave310cr_brennan.utc
ave321cr_guardsman1.utc
ave321cr_guardsman2.utc
ave321cr_guardsman3.utc
ave321cr_guardsman4.utc
ave321cr_guardswoman.utc
clf221cr_jalen.utc
clf260cr_guard1.utc
clf260cr_guard2.utc
clf260cr_guard3.utc
clf260cr_harley.utc
dae010_lowtown_guard.utc
dae021_keep_guard_1.utc
dae021_keep_guard_2.utc
dae021_keep_guard_3.utc
dae021_keep_guard_4.utc
dae120cr_hf_guard_1.utc
dae120cr_hm_guard_1.utc
dae120cr_hm_guard_2.utc
gencr_city_guard_2h.utc
gencr_city_guard_2h_f.utc
gencr_city_guard_archer.utc
gencr_city_guard_archer_f.utc
gencr_city_guard_commmander.utc
gencr_city_guard_ws.utc
gencr_city_guard_ws_f.utc
lgt110cr_coa_kirk_guard.utc
mag110cr_guardsman.utc
mag110cr_guardsman2.utc
pro000cr_captain_wright.utc
pro000cr_colonel_ewald.utc
pro000cr_guard .utc
pro000cr_guard_amb.utc
pro000cr_guard_archer.utc
qcr210cr_guardman.utc
qcr210cr_guardsman_m.utc
qun210cr_guard.utc
ser120cr_market_guard.utc
ser120cr_market_guard_talk.utc

Headmorph edits for any of the above NPCs will work fine, as long as it only edits the .mor and not the .utc file.

Additional files edit:

one300cr_lia.utc
ef_one_mo_lia.mor
hf_clf_harley.mor