I'm sick and stuck at home so to cure my boredom and for my own aesthetics I gave Zevran some silver earrings.
[Download here under optional files if you want it for yourself]

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I'm sick and stuck at home so to cure my boredom and for my own aesthetics I gave Zevran some silver earrings.
[Download here under optional files if you want it for yourself]

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Update: v2.0
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
New major features:
The ability to change some textures that were previously restricted to the head's MAO, meaning you can have a default on most heads but change to a different one on whichever you like (makeup/face and scalp skin tint masks, brow/stubble and crew cut masks, and scalp skin texture (with the ability to blend it with another scalp texture like we do with face complexions)).
Apply scalp tattoos!
(General) Raised tint filename length restriction from 10 characters to 128, because 10 characters was abysmal.
(General) Lots of model filters for anyone who makes/edits levels.
I started a new post because the old one was getting too big. See previous updates here.
do you know of any beginner tutorials for creating headmorphs in the toolset? i've only found ones on creating levels :(
Here you go!And here are the game’s vanilla headmorph files, shared by BioWare, if you’d like to fiddle with them.
You can check out this part-way tutorial series over at @dragonagemods with more detail, although it’s not complete -
Part 1
Part 2
Part 3
Part 4
Part 5
Replacing PC head
Zevran Curls
Mashed up a curly hairstyle for Zevran using simpliciaty‘s diara hair. (Who is cool with that, I checked.)
NOTE: This mod is not compatible with other Zevran headmorphs! You can, however, delete the .mor file in this mod and make your own using the hairstyle of course.
[DOWNLOAD]
Various Tabris Family Morphs (No Mods Required)
Took a break from my work on the unofficial remaster to make a highly requested demanded set of headmorphs for the Tabris family, like my Various Cousland Family Morphs.
[DOWNLOAD]

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass featur
Removes restrictions on headmorphs in the Toolset: combine features, use features from all heads, put beards on all heads, and bypass feature snap in the CC. Restores unused sliders and makes hair selection easier.
After much back and forth finding more restrictions to rip out and more stuff to put in, I finally finished my Toolset mod! There are so many things that the headmorph file structure allows that the Toolset didn't...until now :D Two options are available, one where it's possible to ignore any change you don't want to use, and one with a couple of extra changes that will alter how you use the Toolset. Both options also have compatibility files to work with IceBuckets' DA2 character creator mod.
Option 1: Easy Unlock
All modded hairs and beards show up in the default filter in the hair/beard picker. All tattoos show up in the tattoo mask picker.
Feature Selection has an expansion where all the eye/nose/head sliders from all base heads are available to all heads, can be blended together, and will not snap to 100% in the CC.
You can put beards (or earrings masquerading as beards) on everyone. (Of the heads that are not HM/DM, these will only be visible on EM MOPs in the CC, but will work on all heads in MORs.)
Beards won't lock mouth/cheek/jaw sliders on anyone. There are additional sliders to avoid specific head shape changes in the CC.
Some hairs (Duncan's and a few from tmp7704's Tucked Hair mod) have different or removed scalp hair so as not to exceed their hairlines.
Specific hair tint mods that have renamed prefixes will no longer have the "white scalp issue".
Restoration of 13 unused morph targets and expansion of two head-specific sliders to be available on all heads (Elf Ear Shape and Neck Apple). The Elf Ear Shape edit from tmp7704's Elf Update also gets its own slider in addition to the vanilla Elf Ear Shape.
Cosmetic renaming of some sliders.
Option 2: Manual Mode
(In addition to and replacing some of those from Option 1)
Scalp hair pattern is chosen manually instead of being locked to full coverage when a hair is applied.
Scalp tint is chosen manually instead of being generated from the hair tint's name, making it possible to avoid all instances of the "white scalp issue".
A bunch of images under the cut:
Lookit em, rocking their individual jewellery textures ;u; I really wish it was possible to get followers to stand closer together in DAO; this is as good as I could get with the flycam without making the warden ginormous. I promise they do have different textures 😂 They're all wearing the Calpernia Circlet by commanderstrawberry; Morrigan has the default "gold and white pearl" textures; my Goff Elf has the "silver and black pearl" textures and Wynne has the "gold and red gem" textures.
This is just a lil showcase for Toolset Unlocked's v3.0 update, which lets you choose accessory textures on a per-headmorph basis!
DAO modding tip: batch exporting headmorphs
Maybe you just finished a giant set of new headmorphs and don't want to go through them one by one to export them, or maybe you want to make all your headmorphs compatible with Realistic Teeth.
Good news! You can batch export an entire folder of MRH files to whatever they're set up for - MOR or MOP.
Just start a new headmorph using File -> New -> Morph, but before you choose the base head (the option will grey out if you do choose a head), click on "Batch Export Local" over to the right.
It will ask you to choose the folder in which the MRH files are stored, and then it will start exporting! If you have the Object Inspector open you'll see your different MRHs flash past, and it's not a terribly fast process, but it's still a lot quicker than exporting manually.
This can also be used to create a versions of your headmorphs that are compatible with, for example, Brumbek's Realistic Teeth mod. All you have to do is temporarily place Realistic Teeth in your override folder, perform a batch export, then uninstall it again if you don't want to keep it (or do it the opposite way round if you do use Realistic Teeth and want to make vanilla teeth versions). Voila, instant compatible headmorphs! (The same is technically true of mods like tmp7704's Elf Update, but in practice it requires manual tweaking, so it's not a quick install-export-uninstall process.)
In my experience the exported headmorphs don't end up in the usual place MRHs export to when done manually - mine end up in the documents core override's toolsetexport folder instead of my personal module. I don't know if this is different depending on setup, but if in doubt, check the logs (View -> Other Windows -> Log Window) and it'll say there.