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AnteMaxx

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  1. My 3D editing skills are very limited, so I can't speak to the ease or difficulty of such a task. But there are some very talented people working on BG3 mods at this time, and none of them have at least openly attempted importing assets from other games into BG3. No 100% new texture & 3D model armor mods have been released either, though at least one person created one for personal use. It would be a most welcome development should other modders manage to import assets from other games to BG3. If people are interested in discussing this subject, I recommend checking out Larian's BG3 modding Discord channel: https://discord.com/invite/larianstudios
  2. All current weapon and armor mods use assets already in BG3. By combining different assets and doing some light 3D editing you can create some pretty unique equipment. But that's as far as any mods have currently gone. Perhaps after full release, BG3 might attract modders with sufficient skill to create entirely new pieces of armor. As for Drow armor. The only Drow equipment in BG3 are the equipment already available to players. There are no unused datamineable Drow assets. And the available Drow assets aren't very well suited for 3D editing either, so unfortunately as far as the EA is concerned, all new Drow equipment will likely be limited to alternative colors, at most.
  3. As the only currently available method to recolor weapons would be to import assets from a much earlier patch, it is highly unlikely that any modder would release such mods. So unfortunately we will need to wait for proper mod tools to make weapon recolor mods.
  4. In regards to equipment mods. The reason for mods to favor the Humanlike races, is that BG3 uses unique visual assets for each race and gender combination, and each of these has to have a unique visual resource entry. I go into more detail in my Sample 3D Equipment Mod, but as a simple example. If I made an armor mod that only removes one thing from the armor, sleeves for example. I would need to 3D edit 12 files: HUM_F, HUM_M, HUM_FS, HUM_MS, GTY_F, GTY_M, DWR_F, DWR_M, HFL_F, HFL_M, GNO_F, GNO_M. FS and MS are for the strong body type that Alana's Pinnacle Bodies currently enables. Dragonborn will also be added later, so if Half Orcs use the strong body, that would be 14 different 3D file to edit, to make one sleeves armor available for all races and genders. Humans, Elves, Half-Elves and Drow, and Tieflings in most cases, use the same armor visuals. So making armor for them is much easier, and most players play as those races. For the shorter races to have more mods would require a greater time investment from the modder and/or a personal interest in those races. Of course if no 3D editing is required, it is much easier to make the equipment available for all. The same reasoning mostly applies to body and face mods. EDIT: As for the male and female armor mods, in addition to the above points. Currently there are very few armor/clothing visuals that are unique to males, but there are a lot that are unique to females. Several patches back, there were suit type visuals that were only for male, but they eventually were extended for females as well. Dress type visuals are still only available to females.
  5. Weapons no longer use DDS textures, as Larian moved to mostly virtual textures a few patches back. You also cannot edit the colors in the lsx files either, as the textures are fully colored, unlike armor which has RGB colors applied to a mostly colorless textures. My Basket Full of Equipment has recolored weapons, but those were made before the change to virtual textures, and they currently function as I imported all required assets from an earlier patch. This is a problematic solution, that I cannot recommend.
  6. You can check out Baldur's Gate 3's Cheat Engine table. It might have some cheats that would work: https://fearlessrevolution.com/viewtopic.php?t=13996
  7. There used to be a CheatEngine table that had an approval cheat, but that was broken by Patch 5. Fortunately, this problem was fixed a few days ago and now after over a year of not having an approval cheat, we once again do have it. You can find the CheatEngine table here: https://fearlessrevolution.com/viewtopic.php?f=4&t=13996&sid=3676f4974bdd36f24f92ddebb831d189&start=900
  8. If the armor has <node id="MaterialOverrides"> make sure the ForcePresetValues is set to False. Or just delete <node id="MaterialOverrides">.
  9. Weapon colors are entirely determined by textures, and in Patch 6 Larian moved from DDS textures to VirtualTextures, which we cannot edit. The custom colored weapons in my Basket were made by importing Patch 5 assets and textures, but this is a bad way of doing this and 5 of my weapons broke in Patch 8, and I had to remove those. So unfortunately weapon coloring will have to wait until after full release and the release of proper mod tools.
  10. All recovery spells are available for all classes. It might be possible to make a spell that recovers Sorc Points, Tides of Chaos and Barb's Rage, but I can't confirm. Even if it is possible, making one isn't currently on my list, but I will keep the suggestion in mind.
  11. This would most likely require editing each individual spell. So likely not going to happen, at least not anytime soon. My Basket Full of Equipment mod has a ring that let's you recover spent spell slots free of charge. It only works out of combat so there is still some strategy involved in how you use spells during combat.
  12. If you are interested, you should check out my Sample Equipment Mod. Since you already know enough to change colors, you should have all the necessary skills to advance to making actual BG3 armor mods. BG3 could use some more of those.
  13. VectorParameters were changed to Vector3Parameters. Prior to Patch 8 they were like this: <node id="VectorParameters"><attribute id="Color" type="bool" value="False" /><attribute id="Custom" type="bool" value="False" /><attribute id="Enabled" type="bool" value="True" /><attribute id="Parameter" type="FixedString" value="Leather_Primary" /><attribute id="Value" type="fvec4" value="0.3 0.3 0.3 1" /></node> After Patch 8: <node id="Vector3Parameters"><attribute id="Color" type="bool" value="False" /><attribute id="Custom" type="bool" value="False" /><attribute id="Enabled" type="bool" value="True" /><attribute id="Parameter" type="FixedString" value="Leather_Primary" /><attribute id="Value" type="fvec3" value="0.3 0.3 0.3" /></node> So add 3 between Vector and Parameters, change fvec4 to fvec3 and remove the 1.
  14. In Patch 7 mod files were moved from Documents to AppData, you need to delete the mods located in this new file path. More info here: https://www.nexusmods.com/baldursgate3/images/442
  15. Please use the actual item names when requesting variants. There are a lot of armors that could be could "bikini armor". In version 6.2 a sample of 4 pantie variants were added. Among them 3 armors that could be called "bikini armor".
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