Unique Tav, Kaz Virtual Tav, Custom Races, Trip's Shaders, etc... all are things I've never really gotten into, up until now.
They are new systems to me, so I don't know all the compatibilities or conflicts that you guys might.
I initially didn't want to spend time doing something like this because it takes away time I could spend just making and refining my mods or playing the game, but I feel like I owe it to you guys and I owe it to myself to understand these things a little more.
This is going to be a place where I can compile my personal experience testing all these things and, hopefully, where you guys can contribute to as well to. By the end of this we might have a nice list of what works and what doesn't, granting us all a better understanding!
For testing I'm only going to be loading into Character Creator for a fresh playthrough and seeing if my mod loads in!
Okay so! To start this off I'm going to be writing down Ripped Body Retex (KTav version) compatibility tests results.
-My mod with original Unique Tav data files in game directory with KTav and Trip's shaders installed through BG3MM
Results: Success
Even with unique tav's original data files, KTav/my mod will overwrite the body texture!
KTAV Test 2:
-My mod with 'Discreet tattoos for Kartoffel's Unique Tav framework' by Cantforgetit with KTav installed
Results: Success
The main idea of this test was seeing if tattoo mods built for Kart's Unique Tav are still compatible with KTav and also my mod. They are.
KTAV Test 3
My mod with previously stated tattoos and 'Magic Mirror Menu' by klementineQt and KTav installed
(For this test I loaded into a previous test playthrough because I needed to use the mirror)
Results: Conditional Success
I found that if MMM is last/after KTav in the load order then it will override my mod body textures thus not working
But with Ktav last/after MMM, both worked fine for me.
Now for my findings testing out the .pak version of my mods.
-My pak mods with Trip's Shaders installed with BG3MM
Results: Success
Trip's shaders do not conflict with the pak version of my mod!
PAK Test 2:
I'm going to be testing my .pak retextures with a few custom races I've downloaded previously to make patches for in other mods. In theory, if the race in question uses the same body textures as vanilla then they will also be replaced, so that's what we're going to test!
-Half Angel (Aasimar 5e) by DarthRen Results: Success
-Half-Dragon by johauna Results: Failure
-LoD 'Reborn' race by Z4hr4 Results: Success
So far, I'm finding a lot of success in these tests so I'm starting to believe there's not a lot of inherent conflicts..
This will be an ongoing test and I'll continue to refine this page, but if these help you out or you have more findings to share then please let me know!
If you are still having issues, please tweak your load order, making KTav as close to last as possible and test if it works, and if you're using the .pak files make sure you have no mods that inherently change how player body textures get used!
For example: Player and NPC - Old Shaders by KickingWriter is a hard-conflict. It utilizes the pre-patch 5 files and structure for body textures. (Thanks to Bagarete for testing/figuring this out).
Which prompts me to start a conflict list.
TL;DR
- KTav and my retextures work with most (if not all) Unique Tav compatible mods that are not body retextures! That means tattoos, makeup, body mesh are all compatible!!
- PAK version retextures can affect custom races if the race in question uses vanilla body textures.
Conflicts (PAK Version):
- Player and NPC - Old Shaders
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