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Yhekal

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  1. 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"
  2. 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!
  3. Thank you @Kvellen love it! You should be hired by Obsidian my Friend.
  4. No worries, it might be something wrong on my side as well. I might try reinstalling the game.
  5. That made the first window popup, thanks. Sadly, it still does not work (second step - extracting icons). Window is grayed-out, gave up a after 20 min of waiting.
  6. Still doesn't work.... Does if matter from where on my computer I am running this app? Edit: It did not ask me for gamepath?
  7. Hi, Any ideas why the mod won't start? The start screen is gray after I click "OK" and nothing happens.
  8. 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.
  9. *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.
  10. 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.
  11. 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.
  12. 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!
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