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Mutlam

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Everything posted by Mutlam

  1. If anyone ever stumbles upon this and has a similar issue I found a decent workaround. Essentially I was already on the right track with the vertex weights. What I ended up doing was to assign all the vertices in the eyes to a vertex group connected to a static bone in the armature, in my case I just used Head_M. Then by adjusting the weights you have full control over the animation strength e.g. if they are assigned as 0.9 for eye_l and 0.1 for Head_M you get almost the full movement, but if you go for 0.1 eye_l and 0.9 Head_M there's barely any movement at all. Having them at 0.5 nd 0.5 caused some issues with normilization upon exporting the meshes, so I thought this wasn't a viable solution for some time and I was lucky to try some different weights, which made me realize that the problem wasn't the solution itself but just some exporting weirdness.
  2. So I know I'm a bit late to this, but just in case you haven't figured anything out yet, here's how I'd go about it. First of all tools used: Blender with the GR2 plugin and BG3 Modders Multitool For testing find a sword to replace. I used the everburn blade so thats WPN_HUM_Greatsword_B_1.GR2 I found this using the BG3 Modder Multitool searching my indexed files for Greatsword. Unpack that mesh and open it alongside your weapon in Blender. align your mesh with the original one and make sure to set the origin to the same position. Don't forget to Apply transforms just to be sure. Replace the original mesh with yours and check the export properties for BG3 so it exports correctly. Export as .GR2 with the name of the weapon you want to replace. This way you should have a Mesh with an Armature that works correctly with BG3 Now I put that directly into my game files at \Baldurs Gate 3\Data\Generated\Public\Shared\Assets\Weapons\Resources and voila: My example Mesh is something I made for 3d printing so no textures obviously This is of course only the first step but at least you made sure you're Mesh is set up correctly. I personally haven't worked with Larians official modding tools yet but I think your Mesh should import correctly now. Don't forget to delete the mesh from your game files unless you want to replace that weapon permanently. Another advantage of this is that it's now set up to hotload so you can edit the mesh export again and the weapon in game updates when the mesh is loaded again e.g. by unequipping and equipping it again. All in all this took about half an hour, so once you're familiar with the tools it's pretty quick and easy Hope this helps
  3. Hello together, So I've been working on a head recently, that I've adapted from this mod. I did some general edits. Fixed up the skeleton in blender and am pretty happy with it over all except for one issue. The eyes go a bit crazy in dialogues and cutscenes. Here's my best guess as to what happens: so the eyes are significantly larger than those of vanilla heads which means if the eyes bone rotates, let's say 25° this translates to a slight shift in regular eyes but significantly more movement here because the radius is so much bigger. So what I want to try is to tone done the eye movement for this head. Ideas I had so far were things like decrease the vertex weights on any vertices in the eyes mesh but they go back up on export. I guess they are normalized for bg3. There is some option on export for this but that doesn't do anything for me. Another thing I thought of was editing the eye bone in the skeleton, but on that front I have no idea how to do it. So if anyone has any ideas or knows a solution that would be much appreciated.
  4. I was asked by someone else to upload the mod so here you go: https://www.nexusmods.com/fallout4/mods/27475/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D27475%26preview%3D&pUp=1
  5. I actually created a mod like this a few months ago. It's pretty much exactly what you talked about. Consumables that play the NPC dodge animations (one for each direction), consumes a little bit of AP and gives you a short time of invincibilty. I never managed to find a way to use it in a comfortable way however and stopped working on it. But it is usable at its current state. If you're still interested in something like this and want me to, I could upload it.
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