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There's currently mods that add several Cleric domains, and I've seen Oath of Conquest, but is anyone working on a mod for Redemption Paladin? Given the themes of the game, and the fact that so many companions have redemption arcs of some sort, the fact that Redemption was NOT one of the Paladin oaths selected for the game is pretty egregious.
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[Mod Request] Rapiers dual wield with daggers
Ambaryerno replied to Phonon1's topic in Baldur's Gate 3's Mod Ideas
Honestly it's pretty trivial to do this. Find the main WPN_RAPIER or whatever it's named in the Weapon.txt file, and add "Light" to the Weapon Properties. -
I think an even better fit would be Oath of Redemption considering. In fact, its omission is outright egregious considering how central of a role the concept of redemption plays in most of your companions' arcs, and even the central plot itself.
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I'm trying to find the Sharran Provisions container in the TreasureTable file so I can add something to it, because the actual loot is incredibly lame considering what you give up to get it. However, I'm having no luck of it. I've tried all the SHA_####### tables, but none of them appear to match up with this container, which has a few alchemical ingredients. I've also tried looking at every container that DOES have alchemical ingredients with no luck there, either. I've noticed that there's a few containers that don't appear to be in the list (IE, the one containing the Spear of Night). Does anyone know where these other containers are, or what they're named? This is one of two things I need to finish the mod I'm working on, so any help would be greatly appreciated.
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Materials And Textures Not Loading Properly
Ambaryerno replied to Ambaryerno's topic in Baldur's Gate 3's Discussion
Tried a couple more things tonight: Used one of the UUIDs for materials on one of the built-in swordsLoaded the mesh in Blender and deleted any materials, then re-exported.Neither made a difference. -
Back in Early Access I started work on mod designed to replace the stock weapon models with more realistic designs. I also wanted to bring some of the named weapons from the first two games in as well. I'm not particularly ready or in a place to resume work on the full mod, but I at least wanted to get Varscona (my favorite sword in the franchise) into the game. I had it all working in EA, but I'm running into issues getting it to work in the full version. The model itself loads into the game, but it's not applying the material: All I get is this generic grid pattern. So far I've: Made sure to match caps between the file names and in the various LSF files. Tried the file extension for the images as both DDS and dds (at least one person has said it should be caps, but every other mod I've checked is lower case). Resaved the texture files to make sure they had the correct compression. Tried adjusting the dimensions of the textures and made sure they were specified correctly in the LSF file. Checked and rechecked to make sure that all the file paths and file names are correct in the LSF file. Rechecked the UUIDs to make sure they all matched up correctly (they should have in the first place, because I'm working from the original files from EA, and the materials worked there). Generated NEW UUIDs. Copied the material settings from another mod and updated the file paths, names, and UUIDs to the ones I generated for my specific textures. I've tried Larian's Discord channel but haven't gotten any sort of response, other than the thing about caps in the file extensions (which I had already checked). Does anyone have any ideas?
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spoiler Don't have to have sex with Morrigan?
Ambaryerno replied to spinspider's topic in Dragon Age: Origins's Discussion
I'm kind of surprised there was NOT an option to recommend Riordan instead. It's certainly a legitimate option, and it sounds like a very artificial way to force the player to make this choice. -
Waking Nightmare is one of my favorite CC spells ever. It won't necessarily stun her, but you can turn all her minions AGAINST her....
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Help Wanted - Arms and Armor
Ambaryerno replied to Ambaryerno's topic in Dragon Age: Origins's Discussion
http://saxman.xwlegacy.net/images/Swords/Asturian.jpg Asturian's Might from the Warden's Keep DLC. As I've modeled the other two Warden swords on Viking-pattern weaponry, I've chosen to base Asturian's Might off the swords of the Migration Period. This provides a definitive family resemblance, while reflecting the greater age of Asturian's sword. That, and I absolutely LOVE Migration Period swords. They are some of the most beautiful works of art I've ever seen. -
Help Wanted - Arms and Armor
Ambaryerno replied to Ambaryerno's topic in Dragon Age: Origins's Discussion
A little bit of Sword Porn for you all: Current progress on the Arming Swords. Those models shown textured have been successfully brought into the game. They may need a few tweaks to textures and smoothing groups, but are otherwise good to go. -
Help Wanted - Arms and Armor
Ambaryerno replied to Ambaryerno's topic in Dragon Age: Origins's Discussion
Texture work on existing models is progressing while some issues with smoothing groups on the meshes are still being worked out. However Arms and Armor is STILL badly in need of assistance. One person simply can't model and texture ALL of the probably into the 100s of weapons and pieces of armor existing in the game, (particularly the armor) and I really need someone with a knowledge of animating, either to work directly on the mod itself or in an instructional/advisory capacity for new attack and talent animations that will eventually be needed. -
Mesh Troubleshooting Assistance Needed
Ambaryerno posted a topic in Dragon Age: Origins's Discussion
Ok, very bizarre and frustrating model issue. Three swords are posted above as a comparison. The first and second swords (from the left) are both overall a medium gray in color. Blades, guards, and pommels are all the same color. The Spec Map for the blades, guards and pommels are ALSO uniform in color. The first sword has a much darker Spec Map for troubleshooting purposes, while the second sword is a fair bit lighter. Therefore, one would assume that under lighting, the swords would be uniform in color, right? All three screenshots were taken in the same position, perspective, and lighting conditions. All I did was swap different weapons in and out and take the screens. Obviously, something is VERY wrong with the sword on the left. Under these lighting conditions, the blade, guard and pommel should all be the same color, as they all are the same color on the diffuse map, and are identical on the spec map. Yet here, the blade and pommel are obviously a bright golden color, with a bluish-gray guard. This is especially important when you consider swords 1 and 2 are both created with uniform color on the blade, pommel and guard. The second sword is in better shape. In fact, the color of the pommel and guard is almost EXACTLY right for a real sword (maybe a little less spec and a hair lighter, but the color is PERFECT for the high-carbon steel of these swords). I REALLY want to find a way to get this color carried over to every sword I'm doing. The problem here is the blade, which is a much lighter blue in color. Sword 3 is slightly different in that the blade and hilts are different colors. However even though the pommel, guard, and the rest of the hilt furniture are the same color and use the same spec map, you can still see that the pommel is lit a much lighter color than the rest of the hilt. I've posted the MAO settings I've used for all three of these swords below. Does anyone have any thoughts on what's going on? <?xml version="1.0" encoding="UTF-8"?> <MaterialObject Name="***"> <Material Name="Weapon.mat"/> <DefaultSemantic Name="Blend"/> <Texture Name="mml_tDiffuse" ResName="***"/> <Texture Name="mml_tNormalMap" ResName="***"/> <Texture Name="mml_tSpecularMask" ResName="***"/> <Vector4f Name="mml_vFalloffParams" value="0.00 1.00 1.30 1.27"></Vector4f> <Float Name="mml_fSpecularReflectionMult" value="0.54"></Float> </MaterialObject> -
Help Wanted - Arms and Armor
Ambaryerno replied to Ambaryerno's topic in Dragon Age: Origins's Discussion
Hilt detail of the Cousland Family Sword. -
Help Wanted - Arms and Armor
Ambaryerno replied to Ambaryerno's topic in Dragon Age: Origins's Discussion
Another sneak peak: The Sword of Duncan The sword of your fallen mentor can be recovered from the corpse of an Ogre lying in the snow on the fields outside Ostagar. A sword with a gaddhjalt-style hilt, it shares a similar design with the standard Warden Sword. The Warden will feature the same grip and pommel design, but with a spatulate guard, a shorter and somewhat stouter blade, and silver-colored hilts with a black grip. The guard still needs to be finished on this sword (ignore the texture you see in the image, I made the Warden first and used the same UV map as the base, I just haven't gotten around to changing the guard design yet so you're actually seeing part of the Warden's guard texture on it). -
Help Wanted - Arms and Armor
Ambaryerno replied to Ambaryerno's topic in Dragon Age: Origins's Discussion
Back on topic: If there's any modelers or especially texture artists out there who can work within the design aesthetic of the mod your assistance will be greatly appreciated.