The entire Lodwyn armor model has been divided into parts, which allowed for the following:
Fixed the first-person perspective, now all parts correspond to the original Lodwyn armor parts (screenshot)
Gloves and boots now display separately and can be used with other armor, if desired
The cuirass is still represented as a whole set, but only from the third-person perspective (this can be fixed, but it would really take a week or more, and since it doesn't cause any bugs or inconveniences, I decided to leave it as is)
It's possible that you don't have the premium edition of the game. My mistake was linking this set to paid armor - sorry about that However, the tool from GitHub (link is in the mod description) should help with this
I have a, hopefully, small request. It would be nice if there was a way to get the Blackwing Armor without killing someone. And with the stats would be awesome but even if just had the look of it on another piece, that would be great. I hate when they lock stuff like this behind gameplay/roleplaying decisions!!! I mean realistically he'd probably give it to you if you don't kill him!
Looks awesome and Works like a Charm much love to you man <3 Just one thing... is it maybe possible to get her Hood and Mask as well? Maybe by linking it to the Godlike features or something?
It would be great if you could send screenshots of the item you'd like to see, since I haven't encountered this character in-game yet (to be honest, I've only played for a couple of hours), so I need to understand what we're talking about here xd
Without any spoilers this is likely the best way (art station of the guy who made the model pics as refs) the character does not show up till later in game.
The game already has a built-in feature for changing companion outfits, so theoretically, it should be easy. But let's not forget that this is UE5, and modding it, in my opinion, is the worst thing on earth. So, I’m unlikely to make such a mod xd
Youre the first person whos actually talked about modding for UE5, this probably isnt the best place to ask this but im dying to know what about it is so bad for modding? I always thought that UE in general was supposed to be so mod friendly. This mod is awesome btw! Thank you for sharing your talents with us!
@chasemm18 I've never made mods for UE before Avowed, especially with UE5, but based on what I've attempted, I can confidently say it's a very tedious process - far more cumbersome compared to many other engines. Recently, I did a similar mod for KCD 2 (CryEngine), and it only took me about 30 minutes, lol
In contrast, for Avowed, I spent roughly two entire days (!) to complete this mod, mostly because you can't simply open the pak files and edit things directly - you need specialized tools (and, oh god, there are dozens of them), many of which either don't support UE5 or have become incompatible due to engine updates. Additionally, in Avowed's case, I'm genuinely convinced the game's code was written by beginners, which is evident in the game itself, but even more painfully obvious when looking at the actual code
The other hand, once you master all the tools and understand the hidden pitfalls, modding with Unreal Engine might eventually seem simpler and faster. You can reuse tools and methods across different projects, which is quite beneficial in the long run. But for me, it's a nightmare - there's simply too much initial time investment required to learn even the basics
On a side note, I've simultaneously been trying to create a mod that extends the duration blood splatters remain on the ground (I honestly don't understand why this is an issue in almost every game). This has already consumed a significant amount of my time, and I still haven't made much progress
17 comments
The entire Lodwyn armor model has been divided into parts, which allowed for the following:
The cuirass is still represented as a whole set, but only from the third-person perspective (this can be fixed, but it would really take a week or more, and since it doesn't cause any bugs or inconveniences, I decided to leave it as is)
However, the tool from GitHub (link is in the mod description) should help with this
I have a, hopefully, small request. It would be nice if there was a way to get the Blackwing Armor without killing someone. And with the stats would be awesome but even if just had the look of it on another piece, that would be great. I hate when they lock stuff like this behind gameplay/roleplaying decisions!!! I mean realistically he'd probably give it to you if you don't kill him!
Anyway, thanks!
Maybe I'll make time for this in the future, but no promises, sorry
Looks awesome and Works like a Charm much love to you man <3
Just one thing... is it maybe possible to get her Hood and Mask as well? Maybe by linking it to the Godlike features or something?
I'll take a look about the mask, but no promises :p
Without any spoilers this is likely the best way (art station of the guy who made the model pics as refs)
the character does not show up till later in game.
I wander if someone would add armor mods for companions too in the future I don't know how hard is to do it, maybe is imposible right know.
The game already has a built-in feature for changing companion outfits, so theoretically, it should be easy. But let's not forget that this is UE5, and modding it, in my opinion, is the worst thing on earth. So, I’m unlikely to make such a mod xd
I've never made mods for UE before Avowed, especially with UE5, but based on what I've attempted, I can confidently say it's a very tedious process - far more cumbersome compared to many other engines. Recently, I did a similar mod for KCD 2 (CryEngine), and it only took me about 30 minutes, lol
In contrast, for Avowed, I spent roughly two entire days (!) to complete this mod, mostly because you can't simply open the pak files and edit things directly - you need specialized tools (and, oh god, there are dozens of them), many of which either don't support UE5 or have become incompatible due to engine updates. Additionally, in Avowed's case, I'm genuinely convinced the game's code was written by beginners, which is evident in the game itself, but even more painfully obvious when looking at the actual code
The other hand, once you master all the tools and understand the hidden pitfalls, modding with Unreal Engine might eventually seem simpler and faster. You can reuse tools and methods across different projects, which is quite beneficial in the long run. But for me, it's a nightmare - there's simply too much initial time investment required to learn even the basics
On a side note, I've simultaneously been trying to create a mod that extends the duration blood splatters remain on the ground (I honestly don't understand why this is an issue in almost every game). This has already consumed a significant amount of my time, and I still haven't made much progress