
Yhekal
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Hi, Does anyone know how to customize the appearance of armors via mono behaviour files? I must say I am stuck at the moment... I tried to change the main body part/torso of padded armor and swapping it with chainmail main body part/torso. I changed the "MeshName" (to M_HUM_MA05_Body) as well as "m_PathID". But nothing happens... I tested and even with whole "SubMeshSettings" section of below file deleted, the appearance still works... o_O' Why? The only thing I've noticed is that when you change "ModelSuffix" to something else - for instance from "PA01" to "MA05" - it changes the whole appearance of the armor (not only said main body part/torso) Any ideas? What am I doing wrong?
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Yhekal replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Looks great @Kvellen !!! Thank you SO much! -
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Yhekal replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hi @Kvellen would you be up for two more challenges? 1. Aloth portrait from PoE 1 into Deadfire - would you be able to make it so it's a bit more in style of PoE 2? Don't know really what should be done to achieve this - any ideas? Changing background?? For sure resizeing and watercolor version. Can you also make a version that is unchanged and just resized and with watercolor? 2. Would you be able to put spiked armor on the barbarian character? (swap bald guy with barbarian) Thanks! -
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Yhekal replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Thank you @Kvellen love it! You should be hired by Obsidian my Friend. -
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Yhekal replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hello @Kvellen Would you be so kind and help me once more? I would like this portrait of Thaos to be adjusted so it can be used in "Deadfire" (with right size, watercolor version included and etc.). Also, could you make him a tad younger? Maybe black beard instead of white/gray? Similar to the image below? Thank you in advance and have a great day. -
*sigh*... yeah, I am in over my head it seems. Tried to insert 'string skinOverride: "Aloth" ' in characters.unity3d MonoBehaviour : Game.NPCAppearance (Assembly-CSharp.dll) (0xFFFFFFDF) (assets/prefabs/characters/prototype/player_new_game.prefab), but that does not change anything in-game. Maybe I am not in the right file, or there is some other reason... Who knows.
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Hi @Kvellen Thank you for your answer. Indeed, it's as you say. I checked -> The colors in characters.unity3d do not match Aloth's actual skin color. They are overridden by "skinOverride: "Aloth" ". The question is - where & how can I use this line of code? Ideally, I would like to simply use it in "player_new" part of characters.gamedatabundle JSON file (so far does not work, maybe I put it in a wrong place?). So only my character has the "fixed" skin color, but all NPCs don't.
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Hi, Is there a way to find the exact (rgba) value of Aloth's skin color? So I can add it to possible wood elf skin colors inside of characters.gamedatabundle JSON file? I made Aloth's head available for PC at character creation, however his head has does not match any of possible skin colors, which after all this effort feels anticlimatic... I've loaded a save with Aloth in the party and his body color matches the head color perfectly. Would someone be able to help? Thx.
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Yhekal replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That looks great @Kvellen! Thanks a million!