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nfcintra

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Posts posted by nfcintra

  1. i was trying to remove the shoulder pads but wihtout sucess.

     

    seems it bugs turns all dark gray when using exports with alpha, tryed already a lot of presets and just goes fine with classic BC1

     

     

     

    that means no transparence (peaces removal)

  2. Can i make a suggestion?

     

    I would love to see deacon just added the normal backpack and sunglasses.

     

    Also i would like to have crossbow and sniper, its possible to move sniper to second slot, or even to the weapon 1 slot? The knife works just fine for me.

     

     

    Where can i find the assets editor present on that tutorial?

  3. What about a mod that allow us to Use more slots on wardrobe? or a script that makes that function.

     

    Outfit changer is great! but breaks some things like hair grown and beard, cause will always load at the point you saved.

     

    And cutscenes breaks it too.

     

    Its always better for imersion dont use much script menus.

     

    Plus, the outfits on wardrobes got bugged that is not new to anyone. a have like 3 working right now.

    If i try to delete and save too much, it goes to one.

  4. yes.

     

    Hello,

     

    I have never used resorep.

     

    But I managed to make simple recolor mods with Blacksmith and Forger.

     

    Here is the documentation I used to get started (It's was written for Odyssey, but most is still valid for Valhalla) :

    https://www.nexusmods.com/assassinscreedodyssey/articles/7

    https://www.nexusmods.com/assassinscreedodyssey/articles/10

     

     

    You can also check existing mods replacing textures.

     

     

    So far, I only worked with diffuse textures, and they where all DDS using BC1(DXT1) compression.

     

    Each time you have 3 files to edit :

    1) DiffuseMap_TopMip_0

    2) DiffuseMap_TopMip_1

    3) DiffuseMap

     

    (1) Is the highest definition

    (2) is 50% smaller than (1)

    (3) is 50% smaller than (2) AND it also contains all the smaller mipmaps

     

    The DDS files should be almost the same size as there ACV equivalent. (Only a few bytes of difference.)

    I usually export DiffuseMap_TopMip_0.DDS, import it with Gimp, edit, then use it to create the 3 DDS files.

     

    And here comes the tricky part. We have to tell Forger to copy each DDS file inside the corresponding ACV (inside the file .forge).

    But not the whole file, it is required to ignore the first bytes of the DDS file. And in the ACV, it is required to keep the first bytes, and also some bytes at the end.

    So in the Forger2 file, we tell at which byte address to start the copy from the DDS file with "DataFileOffsetHex",

    and at which byte address to start replacing data in the ACV file with "OffsetHex".

     

    To determine these offsets, we have to open the files with an hexadecimal editor. I don't know how to explain though. Most of the time I have to guess.

    So far, for my DDS files it was always "0x80" (which means 80 in hexadecimal, or 128 in decimal), but something changing for the ACV files.

     

     

    I hope this wasn't too confusing.

    .. those 3 little guys its a bit confusing for me, but i'm studing how... "FileID" / "OffsetHex" / and the "DataFileOffsetHex"

  5. I just found the files...

     

    but i dont know very well how to adress the mimap's on forger text yet...

     

    but I found some cloack files... hope it hides the cloak if save the diffuse maps as a transparent or the color that represents that.

     

    found the berseker cloack, and i hope it will work

     

    .Screenshot-23.jpg

     

    but itens will still be hidden on cloack is on.

  6. 1. A mod to fix the problem of quiver disapering. i did everythinh, quiver is gone for me.

     

    2. a mod to Persistent hood. In case they see you, dont change for no hood.

     

    3. Option in forger for color hair for each one, Example: Blond female, dark hair male etc;

     

    4. a mod to simple marker on enemies instead of being all red, and keeping no white textures when hiden.

     

    5. a mod to remove arrows from bloody horse

     

    6. A mod to KEEP SIZE of weapons as it is in the back. or to stay as it is in hand. Those predator bows are insane, they already big in the back why resize them biger on hands?

  7. Anyone knows how????

     

    you know... you can spawn like John, and you can individually change piece of his clothes using wardrobe function. but how do I get individual NPC assets to use this, like in outfit changer, or any other method even like Save Editor (wich is one i like most, cause you can play wihtout any mods)

     

    Its possible to expand the possibilites of using clothes using NPC hashs on main chars?

     

     

  8. SmhsLxv.jpg

     

     

     

    Hi everybody.

     

    Any one here is adiccited of this mod like I am?

     

     

    I have some questions and like to open space who love this mechanism called AMM.

     

     

     

    Firts think I was trying to understand.. is why entities that are dyable, we can load the base mesh (red, dyable), but the color sets ones always appers invisible as loaded in headgears(in general) in game.

     

    Tried to combine both, loading base entitie, plus colour set entitie togueter hoping they came with the color set. but only the base entittie appers.

     

     

     

    Also... i was thiking of making CROSSbows Customizable tooo. We have all entities adress. but they are not cusomizable, and i didnt find crossbowArray to force custom apperece( sure, theres is not hehehe)

     

    but I was wandering of reading the codes, and try to make a session to load custom apperece to crossbows too. What do you think? Someone who already is familiarized with AMM think it will be easy?

     

    I'll was thinking of making TOGGLE sessions too. One acessories like acc1, acc2 toggleable. To Toggle itens like glasses. I already do this. using Headgear combined with Capes. I put one invisible item in capeArray, them I chose it when just want headgear.

     

    When i want something more like hair in lower parts of headgear I load a hair entities etc...

     

    If i choose some kind hair. I can do that thing like toggleable glasses tooo. All need to do is put hair entitie i want in one of them,(same hair using with headgear off)

     

     

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