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? 0 MonoBehaviour Base 0 PPtr<GameObject> m_GameObject 0 int m_FileID = 0 0 SInt64 m_PathID = 0 1 UInt8 m_Enabled = 1 0 PPtr<MonoScript> m_Script 0 int m_FileID = 0 0 SInt64 m_PathID = -5827726737468822885 1 string m_Name = "a_PA01" 0 FBXModelData ModelData 1 string Model = "Assets/Art/Character/Male/HUM/Body/PA/M_HUM_PA01.fbx" 1 UInt8 ClearOutModel = 0 1 string UnityAssetGuidString = "516551e57e1c88341aecbc61cbd919c1" 1 string OriginalModelPath = "Assets/Art/Character/Male/HUM/Body/PA/" 1 string OriginalModelName = "M_HUM_PA01" 1 string ModelSuffix = "PA01" 1 string ModelBaseFolder = "Assets/Art/Character/" 0 SubMeshSettings SubMeshes 0 Array Array (7 items) 0 int size = 7 [0] 0 SubMeshSettings data 1 string MeshName = "M_HUM_PA01_Belts" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = 2499094651070918656 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [1] 0 SubMeshSettings data 1 string MeshName = "M_HUM_MA05_Body" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = -312933973847514511 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [2] 0 SubMeshSettings data 1 string MeshName = "M_HUM_PA01_Pants" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = -2128724228722567437 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [3] 0 SubMeshSettings data 1 string MeshName = "M_HUM_PA01_Sleeves" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = -8523245015058995600 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [4] 0 SubMeshSettings data 1 string MeshName = "M_HUM_PA01_Straps" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = 2499094651070918656 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [5] 0 SubMeshSettings data 1 string MeshName = "M_HUM_PA01_boots" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = -7172096869361198052 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [6] 0 SubMeshSettings data 1 string MeshName = "M_HUM_PA01_Gloves" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 0 0 SInt64 m_PathID = 1435059890434776106 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 0 FBXModelData FemaleOverrideModelData 1 string Model = "Assets/Art/Character/Female/HUM/Body/PA/F_HUM_PA01.fbx" 1 UInt8 ClearOutModel = 0 1 string UnityAssetGuidString = "04e18d338dd62584ba95453f1cf29fa9" 1 string OriginalModelPath = "Assets/Art/Character/Female/HUM/Body/PA/" 1 string OriginalModelName = "F_HUM_PA01" 1 string ModelSuffix = "PA01" 1 string ModelBaseFolder = "Assets/Art/Character/" 0 SubMeshSettings SubMeshes 0 Array Array (7 items) 0 int size = 7 [0] 0 SubMeshSettings data 1 string MeshName = "F_HUM_PA01_Belts" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = 2499094651070918656 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [1] 0 SubMeshSettings data 1 string MeshName = "F_HUM_PA01_Body" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = 1987350283907025281 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [2] 0 SubMeshSettings data 1 string MeshName = "F_HUM_PA01_Boots" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = -7172096869361198052 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [3] 0 SubMeshSettings data 1 string MeshName = "F_HUM_PA01_Gloves" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 0 0 SInt64 m_PathID = 1435059890434776106 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [4] 0 SubMeshSettings data 1 string MeshName = "F_HUM_PA01_Pants" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = -2128724228722567437 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [5] 0 SubMeshSettings data 1 string MeshName = "F_HUM_PA01_Sleeves" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = -8523245015058995600 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 [6] 0 SubMeshSettings data 1 string MeshName = "F_HUM_PA01_Straps" 0 PPtr<$Material> MaterialOverride 0 int m_FileID = 1 0 SInt64 m_PathID = 2499094651070918656 0 MaterialState OVSMaterials 0 Array Array (0 items) 0 int size = 0 0 int SubMeshType = 0 0 vector SpecificToSubRaces 0 Array Array (0 items) 0 int size = 0 0 int VFXMeshTag = 0 1 UInt8 Hidden = 0 1 UInt8 IsEmissive = 0 0 FBXModelData LowPolyModelData 1 string Model = "" 1 UInt8 ClearOutModel = 0 1 string UnityAssetGuidString = "" 1 string OriginalModelPath = "" 1 string OriginalModelName = "" 1 string ModelSuffix = "" 1 string ModelBaseFolder = "" 0 SubMeshSettings SubMeshes 0 Array Array (0 items) 0 int size = 0 0 FBXModelData LowPolyFemaleOverrideModelData 1 string Model = "" 1 UInt8 ClearOutModel = 0 1 string UnityAssetGuidString = "" 1 string OriginalModelPath = "" 1 string OriginalModelName = "" 1 string ModelSuffix = "" 1 string ModelBaseFolder = "" 0 SubMeshSettings SubMeshes 0 Array Array (0 items) 0 int size = 0 0 PPtr<$CharacterModelVisualData> PartialModelVisualData 0 int m_FileID = 0 0 SInt64 m_PathID = 0 1 UInt8 HidesHair = 0 1 UInt8 HidesFacialHair = 0 1 UInt8 PartialHair = 0 1 UInt8 MoveEars = 0 0 float OverrideScale = 0 0 vector HidesSubMeshTypes 0 Array Array (0 items) 0 int size = 0 0 PPtr<$Texture> CharacterCreationThumbnail 0 int m_FileID = 0 0 SInt64 m_PathID = 0 0 VisualEffectModifiersGameDataReference VFXModifiers 1 string GuidString = "00000000-0000-0000-0000-000000000000"
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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! -
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Yhekal replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hello, would somebody be so kind and give this guy some proper clothes? Perhaps Ixamitl-like outfit? See below example. Watercolor version would also be most welcome. Thanks!