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edvin76

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  1. 2 mods are fixing this one is comapnion custom portraits and the other is the community patch i think
  2. You instantiate a new blueprint and you can use an existing blueprint to copy anything you need in terms of properties and at the end you add it to the blueprintcache: BlueprintItemEquipmentHead sourceBp = Utilities.GetBlueprintByGuid<BlueprintItemEquipmentHead>("51500154900d46ac9bd4d7ef758b3808"); BlueprintItemEquipmentHead bp = new BlueprintItemEquipmentHead() { AssetGuid = new BlueprintGuid(new Guid("23d1cef87afd45b795b1a86398eeb10a")) }; // bp.m_DisplayNameText = DescriptionTools.CreateString("ITEMNAME", "Angel's Love"); //bp.m_DescriptionText = Helpers.CreateString("ITEM_DESC", "Grants its wielder a +2 enhancement {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Dexterity}Dexterity{/g}. Bonuses of the same type usually don't stack."); // bp.m_DescriptionText = DescriptionTools.CreateString("ITEM_DESC", "If an angel falls in love, they can bestow the essence of their halo to someone they are in love with. "); bp.m_Icon = sourceBp.m_Icon; bp.m_EquipmentEntity = sourceBp.m_EquipmentEntity; bp.m_IsNotable = true; bp.m_Cost = 100000; bp.m_Weight = 1.0f; bp.m_InventoryPutSound = "CommonPut"; bp.m_InventoryTakeSound = "CommonTake"; bp.m_InventoryEquipSound = "CommonPut"; bp.CR = 13; bp.m_ForcedRampColorPresetIndex = 9; ResourcesLibrary.BlueprintsCache.AddCachedBlueprint(bp.AssetGuid, bp as SimpleBlueprint);
  3. custom npc portraits will back them up in the portraits folder if you make a new character with your desired portrait
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