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Yhekal

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Posts posted by Yhekal

  1. I also tried to swap 'a_pa01' file (basic padded armor) within items.unity3d with 'a_waidwen' file details (lax2_characters.unity3d). After armor is equipped the character body is invisible... 🫣 

    I changed "m_Name" to "a_PA01", that seems to not be enough.

    Spoiler
    {
      "m_GameObject": {
        "m_FileID": 0,
        "m_PathID": 0
      },
      "m_Enabled": 1,
      "m_Script": {
        "m_FileID": 0,
        "m_PathID": -5827726737468822885
      },
      "m_Name": "a_PA01",
      "ModelData": {
        "Model": "Assets/Art/LAX02/Character/SpecialNPC/Waidwen/LAX02_Waidwen_V01.fbx",
        "ClearOutModel": 0,
        "UnityAssetGuidString": "965ba8be5c4e6704c97bc9aa0e1c6a4d",
        "OriginalModelPath": "Assets/Art/LAX02/Character/SpecialNPC/Waidwen/",
        "OriginalModelName": "LAX02_Waidwen_V01",
        "ModelSuffix": "",
        "ModelBaseFolder": "",
        "SubMeshes": [
          {
            "MeshName": "ST_w_MA05_BodyB",
            "MaterialOverride": {
              "m_FileID": 0,
              "m_PathID": -4212208712375420872
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              "m_PathID": 8044097005641004630
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              "m_PathID": 3813819353919151374
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              "m_PathID": -9025648496632056692
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          },
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            "MaterialOverride": {
              "m_FileID": 0,
              "m_PathID": -7694861838825398493
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            "MeshName": "ST_w_Hair22",
            "MaterialOverride": {
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              "m_PathID": 77868594347388818
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          {
            "MeshName": "ST_w_Head02",
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              "m_FileID": 0,
              "m_PathID": -6618958643416185060
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            "OVSMaterials": [
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                  "m_PathID": -6618958643416185060
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                },
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                  "m_PathID": -191777046240576226
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              }
            ],
            "SubMeshType": 0,
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            "Hidden": 0,
            "IsEmissive": 0
          },
          {
            "MeshName": "ST_w_Head02_Eyes01",
            "MaterialOverride": {
              "m_FileID": 0,
              "m_PathID": 77868594347388818
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            "OVSMaterials": [],
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          },
          {
            "MeshName": "ST_w_Head02_Lashes01",
            "MaterialOverride": {
              "m_FileID": 0,
              "m_PathID": 77868594347388818
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            "OVSMaterials": [],
            "SubMeshType": 0,
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            "Hidden": 0,
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          }
        ]
      },
      "FemaleOverrideModelData": {
        "Model": "",
        "ClearOutModel": 0,
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        "SubMeshes": []
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        "SubMeshes": []
      },
      "PartialModelVisualData": {
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      "HidesFacialHair": 0,
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        "GuidString": ""
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    }

     

     

  2. 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?

    Spoiler
    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<$Material> MaterialOverride
           0 int m_FileID = 1
           0 SInt64 m_PathID = 1987350283907025281
          0 MaterialState OVSMaterials
           0 Array Array (0 items)
            0 int size = 0
          0 int SubMeshType = 0
          0 vector SpecificToSubRaces
           0 Array Array (0 items)
            0 int size = 0
          0 int VFXMeshTag = 0
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          1 UInt8 IsEmissive = 0
        [2]
         0 SubMeshSettings data
          1 string MeshName = "F_HUM_PA01_Boots"
          0 PPtr<$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
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          1 UInt8 IsEmissive = 0
        [5]
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          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 = ""
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        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
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     0 VisualEffectModifiersGameDataReference VFXModifiers
      1 string GuidString = "00000000-0000-0000-0000-000000000000"

     

     

  3. 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! :) 

     

    male_human_b2_convo.png

    male_human_b2_lg.png

    male_human_b2_si.png

    male_human_b2_sm.png

    male_human_n_convo.png

    male_human_n_lg.png

    male_human_n_sm.png

    portrait_aloth_lg.png

    portrait_aloth_sm.png

  4. 1 hour ago, Noqn said:

    Ok, weird. Open your file explorer and put %Appdata% into the address bar and hit enter. You should now get to something like `C:\Users\Yhekal\AppData\Roaming`

    Is there a folder named "Apotheosis" in there? If so, delete it and run Apotheosis.exe again

     

    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.

  5. *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.

  6. 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.

  7. 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.

     

  8. That's a remarkable work @Kvellen, thank you! 😍

    Also provided links to websites look very interesting, although I doubt I am going to have any use of them considering my limited skills in the subject.

     

    Just if it's not much of a hassle - would you consider changing the background color from greenish (beardless portrait with brown eyes ofc) to one present on portraits below (or similar)? Would look better (imo).

    Once again, big thanks!

    1.png

    2.png

    • Like 1
  9. Wow! That's great! Thanks! 😄

     

    That being said, I was hoping the background to be more 'Deadfire' in style - kinda blurred, not really representing anything - and there is some kind of tree in the background?

    Also the head is not centered for some reason in the smaller versions of the portrait. Looks a bit odd to me.

     

    Would someone be so kind and redo it a bit more? I attach original portraits as reference.

    BXaBWi6.jpeg

     

    1520094349474.png

  10. Hi!

    I have a lore type of question - why some of the "Savannah Folk" portraits one can find in-game have european/meadow appearance?

    I was under impression that Savanna Folk look like pre-Columbian Mesoamericans. On PoE wiki one can come to different conclusions.

    Reference:

    https://pillarsofeternity.fandom.com/wiki/Savannah_folk

    Notable characters and portraits.

    Also, Xoti does not look Mesoamerican to me... (I might be wrong ofc).

    Cheers.

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