Baldur's Gate 3

How to use the Unique Companion Equipment

Characters with Unique Skin Materials


Astarion: f1b8a726-9a0f-47c6-a40f-d6b404fad4b7
Gale: 7b4b07a7-11ec-4091-aeb3-f3fa882c766d
Shadowheart: dbebdd92-15b4-4993-b52c-89de5031c57a
Wyll: 60340678-80e3-4a79-87ff-286a9ece9fe7
Transformed Devil Wyll: 2e3e6588-450e-4db5-a451-61cb07326ca4
Karlach is already covered by the vanilla game but her uuid is: 6326d417-315c-4605-964e-d0fad73d719b

Right now Characters with non Unique Skin Materials

It already pre covers even the companions that don't have unique skin materials, just in case people want to make unique variations of outfits for them.
  • Note they will use the materials of their race until they are made unique

Unique Companion Assets is gradually giving these characters unique materials. * means it has been added
Laezel: 388e7492-618f-4b04-bb41-20105ca56579
*Halsin: c7f855a7-f04c-4aa7-be4f-dc12cd808c1b
*Minthara: 48fcb633-38b4-44dc-aaf3-370f7db4708e
Jaheira: b830f827-1f54-40b8-a268-f00b5241948b
Minsc: 261af4ba-f43b-4a5f-9351-4ef182084068

RootTemplate Example use

So these work same way as the races do, in order to use them we first have to tell them we don't want their parentrace showing instead. Using Gale as an example:

Under ParentRace:
                                        <node id="Object">
                                            <attribute id="MapKey" type="guid" value="7b4b07a7-11ec-4091-aeb3-f3fa882c766d" /> //Gale
                                            <attribute id="MapValue" type="guid" value="00000000-0000-0000-0000-000000000000" />
                                        </node>

Under Visuals:
<node id="Object">
  <attribute id="MapKey" type="guid" value="7b4b07a7-11ec-4091-aeb3-f3fa882c766d" /> //Gale
  <children>
<node id="MapValue">
<attribute id="Object" type="FixedString" value="00000000-0000-0000-0000-000000000000" /> 
</node>
  </children>
</node>
Swapping the 00000000-0000-0000-0000-000000000000 uuid on this example with the uuid of the outfit part (add more Mapvalues like normal if you want more than one part)

WAIT!

When using overrides name your skin mesh in blender after the vanilla name so for HUM_M_NKD_Body_A_Mesh it would be that name the .001 at the end doesn't seem to matter.

Also make sure your VisualBank entry for it is also the same naming scheme like below:
                        <node id="Objects">
                            <attribute id="LOD" type="uint8" value="0" />
                            <attribute id="MaterialID" type="FixedString" value="2ca3289b-373a-3d75-ea33-8356268cb37f" />
                            <attribute id="ObjectID" type="FixedString" value="HUM_M_NKD_Body_A.HUM_M_NKD_Body_A_Mesh.0" />
                        </node>

Making sure the MaterialID is pointing to the NPC's body material. The above is Gale.

Skin Material UUID Reference

Astarion: 48a1c35b-f542-cc9c-3572-0e419c7ab83a
Gale: 2ca3289b-373a-3d75-ea33-8356268cb37f
Wyll: a759533a-becb-021e-3dce-7cf64a9b8e76
Karlach without Glow: c15ed493-65f8-634a-4080-58b07fa15bae
Karlach with Glow: e9c3247c-c54f-7bd9-a5c1-ce38db0af4e4
Shadowheart: 07dc85eb-6215-8151-9a21-b611b1d5407a

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Written by

Padme4000

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