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RadZkin8008

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Everything posted by RadZkin8008

  1. Can anyone tell me which file/s contain/s the code/s for the visor up/down animations upon drawing your weapon? I'm still trying to generate the feeling that the two zoul helmets are one (so you don't have to carry around both for the real deal experience), so to achieve that I was thinking it would make a lot of sense if I just added a visor animation to the open variant, so I get the feeling that Henry is walking around with it's visor open and see that model when entering the inventory outside of combat, but closes the visor when drawing his weapon. The model switch in the inventory doesn't matter because once engaged in combat I hardly ever enter the inventory anyways. Because, also with other helmets, it just doesn't make any sense that upon drawing a weapon he closes a visor that's already closed when he equippes the helmet... My ultimate goal, though, is to make the two models dynamic: show the open model in the inventory when visor is up/weapon sheathed and the closed model when weapons are drawn. Actually, now that I think of it, it would be so awesome if that would happen to all of the helmets in the game! Although I also realize the extent of such a mod... If anyone has any idea how to realize that, any help is much appreciated!
  2. Okay, so far I've made pretty nice progress! I've managed to work around the hood idea by using ctobias' mod "Hoods and Scarfs UP (dynamic)" (https://www.nexusmods.com/kingdomcomedeliverance/mods/483?tab=description&BH=0) and removing Radzigs hood, which was the reason for the idea in the first place, from the mod. Anyone who might have a similar idea: use the mod and just replace the modded lines of those hoods you want NOT to be affected by the mod with the original lines form the original file. Works like a charm. In order to make the Zoul helmet dynamic, I would have to do something similar like the author of the previous mentioned mod did and connect both items to certain pre-conditions. As of this point that supercedes my skills. Help and/or ideas much appreciated! Before I can't manage to realize the previous project, I'd stick to the original skin of both the Zoul helmet as well as the other one. Attempts to replace both the material and/or model of the helmet didn't work as in literally nothing happened. It still looks the same. My idea was to leave the original item as it is, with stats and just replace the look of the base-helmet. As far as I've found out, the material of the WH-helmet is indeed only that of the arched bascinet (ring seems to be something else, not connected to the skin), so that's why my first approach. Now I don't know what else to do. Help and/or ideas much appreciated! Same thing as with the previous project. I just have no idea, where/how to influence the stats of a material/model in general. Sandbox shows but doesn't let me change anything. Help and/or ideas much appreciated! Managed to succesfully make the armor disappear visually and works perfectly! Thanks to Verter's mod "Invisible Lords of Leipa cuirass and Visible waffenrock belt" (https://www.nexusmods.com/kingdomcomedeliverance/mods/1208) I've learned what's responsible for the existence of items visually. Unfortunately it didn't help with my other projects. Seems to be a bit more complicated than just two entries... -.- Dropped that idea (as for now) because I'm really happy with the results of the previous project. It was meant as a fallback plan, in case I can't manage to make the brigantine disappear: If I cant make it go away, I just stick to it, keep the beautiful belt of the waffenrock while getting rid of the bulky looks of waffenrocks over armor which I really don't like... Well this one seems to still be a unicorn as of this point... Help and/or ideas much appreciated! Thanks again to the afore mentioned modders, couldn't have done it without their work!
  3. Claim ID:666000 Name: RadZkin8008 Mods: Learning to mod, visual mods, basic item behavior
  4. Hi there, I could really use your help, since I'm new to modding but already got hooked hard! I'm already far enough to understand the mechanics of installing mods and how they relate to the game but apparently am missing A TON of additional info... especially on the different tables and which relates to what in the game and concerning items. I'm only interested in visual modding of exisiting models, i.e. changing certain aspects of a garment (i.e. change colors), replacing existing models with other ones (i.e. Sir Radzigs sword texture on Queen Sheba Sword) and basic garment behavior (i.e. hoods up) and I don't want to get into creating new textures and models from scratch (yet). My recent projects would be the following: Make (only) the Black hood (highest stealth stats) dynamic (hood up, when helmet slot not occupied). Get the Zoul helmet to be dynamic (use model with visor up when unarmed and model with visor down, when armed). Extracting the texture of another houndskull (mod) and putting it on that new dynamic one. Replace the arching bascinet of the Warhorse Helmet with an italian bascinet, without losing the ring of course. Change color on the whole Warhorse armor (i.e. make it black or green themed) Make the Warhorse brigandine invisible, so the Belt on the Warhorse wappenrock is fully visible without losing the arming properties of the brigandine. Change the Warhorse wappenrock into a hood with the original belt. Change the Grand bascinet (with holes) into Sir Radzig's Helmet. I have already come across numerous mods that would provide the bricks and foundations for these projects and which I can use to replicate certain steps but I'm simply lacking the understanding of the individual "jobs" of the different tables and I don't understand how to reverse find item-entries within the data folder of the game through their id in order to be able to pinpoint the various tables that need to be changed. If you know what I mean... I'm more than willing to learn and try and error for myself but I really need one or two pushes in the right direction so that I can navigate better through the depths of the various texture- and property tables. Any help would be greatly appreciated and thanks in advance!
  5. In case you still need it, a little help: I'm fairly new to modding myself but I've managed to change the look of a mod (that changed the stats of an item). What you want to look for is not the item id that you've provided but the ui_XX_XXXX one. That's what makes it look the way it does. So what I did was: If the item you are looking for is not in it, you can download the "cheat" modhttps://www.nexusmod...erance/mods/106 You can install the "cheat" mod by spraguep and use the in game console command (` key). Use the command cheat_find_items token:[item keyword here] This will give you a list of all found items containing that keyword and their item ids. That gave me the item ui. What I did then was: 3a. Navigate to your KCD data folder (something like C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Data) Find and copy Tables.pak to another folder (on your desktop or somewhere else). Then extract Tables.pak using a compression tool like winrar, winzip, etc.3b. This will extract the Tables.pak so you can browse and open the files it contains. [...]3c. Run a search (Search > Find...) for the item ID. This should bring you to the item's entries. Once you've found the respective entries, change the item ui of the warhorse helmet into the item ui of your desired helmet. Stats remain the same, looks changed. On a last note: From your entry it wasn't clear if you've modded the original files or if you have created a new mod file, so just in case you don't know, be aware to always use mod files in the Mods folder, never change the original files! Source: https://forums.nexusmods.com/index.php?/topic/8616823-how-do-i-make-a-retexture-mod/?hl=%2Bmod+%2Bhelp&do=findComment&comment=80153008
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