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Fhav6X

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About Fhav6X

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  1. A mono loosing data ... That sounds like you are using an old uabe version (2.2a and older). If it is v2.2d, try it with 2.2c or 2.2b. Sometimes you have to restart uabe to show modded data. So after importing just close the programm and restart. Don't bother editing the raw files. It will only lead to more problems.
  2. Yes, it is applicable for PoE 1. It should be possible to replace the NPC backers with something else. Yet, considering the amount of this npcs, I think it is to much to bother with.
  3. The heads in the game are one model. Therefor one can't switch parts like ears between them. One would need to make a new model that fits the skeleton files of the existing body. At the moment I don't know of a method to do that. I do know that there has to be a scaling factor for models somewhere. I just don't know where. As for the godlike heads... Yes, they can be switched, but the human color maps ("paint job") don't fit properly. Making them fit is a lot of work (one I currently don't have time for).
  4. It would be easy to create a duplicate of the flail's "AppearancePiece" prefab, one without the ball, but.... Flail seem to be the only weapon class that does not have an "AppearancePiece" prefab. They are generated differently. And I have no clue how.
  5. @ Boeroer You are lucky the flail model is divided in separate parts, which makes it very easy to deactivate the ball. But you will probably have to reinstall, patch and reapply the mod every time a new game patch comes out. ball and chain unballed.rar
  6. Yes, it's possible to replace, remove, or add pieces of an outfit, rather than just swapping one for another entirely. At least this is the case for some of them. Yet what you did was, renaming a "somewhat meaningless" file reference. As you have already realized you need to edit the mesh files, mostly located in the assetbundles that end with "characters. unity3d". "MonoBehaviour : Game.CharacterModelVisualData" prefab files just tell the game where to find the game object and avatar files (which them self reference the mesh files) and how to apply material files (which contain the textures). The SubMeshSettings of the MonoBehaviour just tells the game which material file is applied to the mesh. If a wrong or different mesh name is set here the game just apply the default material file for the actual mesh file. In other words, no change visible. If you want to change a mesh you really have to replace the mesh file in the corresponding "characters.unity3d" assetbundle. A change to the MonoBehaviour is only necessary, if the previous material file no longer fits to the replaced mesh. Then you have to look up, what the material file of the replaced mesh is, note its "SInt64 m_PathID" ( in uabe you can see those for each file on the right under Path ID) and replace it in the SubMeshSettings.
  7. @ AndreaColombo I hope it is to your liking. I only change his eye color the menu screen since the ingame model is far too small to even see it. This way the mod alone should be also more compatible with game patches since there haven't been any changes to the affected assetbundle since at least poe2 v3. PS: I guaranty you it is definitely a deliberate change. For anything to be tintable in this game, one need a tint map file, that tells the game what and where the tint should be applied. This was also the reason godlikes were not tintable. They didn't have those tint map files. I had to create several for each godlike. Without those files you see only the main predefined texture for the object. For Tekehu's eyes it is the dark eyeball with a turquoise iris. A change of those predefined textures can only be deliberate. tekehu eye ungreen.rar
  8. @ AndreaColombo Tinting only affects generic characters the player creates. Tekehu's eye color is his actual color. If it was different before, then it was changed deliberately to its current state. I can change its color, but I don't know what it was before. It would help, if you happen to have a picture to build on.
  9. Copying just the relevant bundle files should do the trick. The bundles are "characters.unity3d", "character_hd.unity3d", "character_headandskin_hd.unity3d" and "items.unity3d". All are located in the assetbundles folder
  10. @ ceilingfan If by Unity asset extractors you mean Unity Asset Bundle Extractor (UABE), then that is what I have used to create the mod. It is also the only one I know that can import files into the bundles. Simple extraction is pointless. What the exe files do is, adding new files and modifying existing ones inside several assetbundles. One could, in theory, simply replace the assetbundles with the modified ones. Due to the gigantic size of the bundles I can't upload those. The exe files are the best distribution option available. You could try to install the game (base game is enough) on a windows machine run the mod and then simply copy the modified files to your mac game.
  11. I have started a new game and reached the point where I can start sailing. I picked up some crates to the east of the starting point and Furrante's ship was already on my toes. I had to do something else and left the game in that state for an hour or so. When I came back, Furrante's ship was moved onto Maje island and got stuck their. A reload fix it quickly, but still this seams to be a way to skip this interaction. Here is a picture of it. I'm on latest gog v5.0.
  12. As of now I can only use the head models that are already in the game and swapping textures doesn't always look good. The game engine so far refused to accept new models. My biggest success looked like that with pretty much the same diagnoses. The poor character entered game crash nirvana shortly after I tried to leave a building with it.
  13. It has been a lot more time then expected, but it is now online. https://forums.obsidian.net/topic/109494-mod-tint-god/
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