I think this is quite an easy task. did the same for female humen face 4. switched it to elf because i wanted to play as elf, but with her face. you just have to go into the file CharacterCreationAppearanceVisuals and modify the Race UUID value to what humen or elfs have in that part. if you tell me what face number it is o can post that modified part here
Wow, I don`t find that file. Maybe you can help. I would like to have female tiefling head number 2 on an female elf character. Mabe change with an female elf head number 2 ( the second elf head is quite ugly/funny). My appreciation and thx a lot.
Sure i can help. You need norbyte's export tool to get that file. it is stored in shared.pak in your data folder. shared and gustav.pak are the main files for your game. most of the things you want to mod are in there. Use norbytes export tool to export all the files in the shared.pak. you can get it here: https://github.com/Norbyte/lslib/releases/tag/v1.15.1 Here is a link to get to know how to use that tool: https://lucrorpg.com/party-size-extender-baldurs-gate-3/ you need to go to the pak / LSV rider and do the extract package thing. then go to the extracted shared.pak folder. There you go through public/shared/CharacterCreation/CharacterCreationAppearanceVisuals.lsx . Open it with a text editor like notepad. What you are looking for is within that file. You now have to look for the part that is the tiefling head no.2, copy it and replace the race value for tiefling with the one for elf, then it should appear in the charactercreation part for the elf race. Here is how you do it with some explanation: i havent got BG3 installed momentarily so i might be wrong, but i think the aprt for head 2 is this one: <node id="CharacterCreationAppearanceVisual"> <attribute id="DisplayName" type="FixedString" value="CharacterCreationAppearanceVisuals_New_Stat_145_DisplayName"/> <attribute id="Gender" type="uint8" value="1"/> <attribute id="RaceUUID" type="guid" value="b6dccbed-30f3-424b-a181-c4540cf38197"/> <attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/> <attribute id="SlotName" type="FixedString" value="Head"/> <attribute id="UUID" type="guid" value="a0f108fa-0288-4bba-9fda-e668e19e523b"/> <attribute id="VisualResource" type="guid" value="afb26b92-f5ea-bf44-6dcf-c9172481781f"/> </node> DisplayName value is the text displayed for the head. Like head 2, head 5, horns 3, etc.. you can also rename it to be sure that this is your modded head. Gender Value stands for the gender, 0 being male and 1 being female. Race Value is the race the head is available for. value="b6dccbed-30f3-424b-a181-c4540cf38197" is tiefling, value="0eb594cb-8820-4be6-a58d-8be7a1a98fba" is human, value="6c038dcb-7eb5-431d-84f8-cecfaf1c0c5a" is elf, value="4f5d1434-5175-4fa9-b7dc-ab24fba37929" is drow and value="45f4ac10-3c89-4fb2-b37d-f973bb9110c0" is half elf. Dont really know what the other things are for, but they are related to finding the exact head model. just copy following line in the text file (but keep the general structure of the file): <node id="CharacterCreationAppearanceVisual"> <attribute id="DisplayName" type="FixedString" value="? Tiefling 2"/> <attribute id="Gender" type="uint8" value="1"/> <attribute id="RaceUUID" type="guid" value="6c038dcb-7eb5-431d-84f8-cecfaf1c0c5a"/> <attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/> <attribute id="SlotName" type="FixedString" value="Head"/> <attribute id="UUID" type="guid" value="a0f108fa-0288-4bba-9fda-e668e19e523b"/> <attribute id="VisualResource" type="guid" value="afb26b92-f5ea-bf44-6dcf-c9172481781f"/> </node>
this should add the head to female elfs and the display name would be ? Tiefling 2, so you know that is your head (incase i chose the wrong tiefling head). now you have modded the file, but still need to implement it in your game. you can creat a .pak file and do it like the other mods here, or you directly copy it in your data folder in baldurs gate 3. not too sure about the exact path (havent got bg3 installed currently to check it) but the path should be something like baldurs gate 3/data/shared.pak/public/shared/CharacterCreation/CharacterCreationAppearanceVisuals.lsx If you have mods like Customizer Legacy there could be compatibility problems, since they both mod the same file. you then could just unpack the customizer.pak file and edit CharacterCreationAppearanceVisuals.lsx file there, repack customizer.pak with your new file and implement the changes so. Let me know if everything funtcioned or if there where problems. Hope it helps!
Wow, overwhelming, thx. I’ve never done something like this before. But I tried. Unfortunately it doesn’t work with my game. There is a new update for Norbyte`s export tool. (https://github.com/Norbyte/lslib/releases/tag/v1.15.6), that worked quite good instead of the old one. Nevertheless I did as you showed. At least I created a new .pak file, changed it with the old one, but it doesn´t helped. :((. Well I dont know exaktly, where I did a mistake. I`ll try it again tomorrow ^^.
Damn. I will install BG3 this weekend, then i will repost a more accurate way. Sounds like some of the paths are off. if all fails i can simply send you the working file. can you give me some more info, what went wrong? did the head just not show up in the character creation part? or did the game crash?
okay, seems like the mistake was trying to integrate the file. try using the lose file method. go to the baldurs gate 3/data folder and create public/shared/CharacterCreation and just put the lose file (the modded lsx file, not the .pak) in the charactercreation folder. So the path should be Baldur's Gate 3/data/public/shared/CharacterCreation/CharacterCreationAppearanceVisuals.lsx
Also, when you implemented the lines i gave you, did you keep the structure of the lines? I mean the children/node things. The last part of the document is supposed to look like this:
The first node id to node part is the last one in the unmodded file. there you just copy the lines underneath it, but still above the children node region save part.
Wow damned good. Thx Milionie, it works. You are incredible. Well the horns don`t vanish, they seem to be a part of the face. I need a circlet. But cool. Love it and new haircuts possibble now. Great. Now I play the druid. Love you Milionie. )
oh, what a shame. The horns seem to be part of the 3d model. Didnt know that. but since you know how to add faces and hair now, you should definitely check out the Customizer legacy mod. Adds tons of new heads and hair from npcs and between races. https://www.nexusmods.com/baldursgate3/mods/10
The below mod adds 3 female tiefling heads to half elves & elves. Including the face you want. Use with Complexions for ladies to remove the horns texture. :)
Thx for thesuggestion. Unfortunately ne face with the removed horns look something different to the original face, not bad but different, not my taste.
18 comments
Here is a link to get to know how to use that tool: https://lucrorpg.com/party-size-extender-baldurs-gate-3/
you need to go to the pak / LSV rider and do the extract package thing.
then go to the extracted shared.pak folder. There you go through public/shared/CharacterCreation/CharacterCreationAppearanceVisuals.lsx .
Open it with a text editor like notepad. What you are looking for is within that file.
You now have to look for the part that is the tiefling head no.2, copy it and replace the race value for tiefling with the one for elf, then it should appear in the charactercreation part for the elf race. Here is how you do it with some explanation:
i havent got BG3 installed momentarily so i might be wrong, but i think the aprt for head 2 is this one:
<node id="CharacterCreationAppearanceVisual">
<attribute id="DisplayName" type="FixedString" value="CharacterCreationAppearanceVisuals_New_Stat_145_DisplayName"/>
<attribute id="Gender" type="uint8" value="1"/>
<attribute id="RaceUUID" type="guid" value="b6dccbed-30f3-424b-a181-c4540cf38197"/>
<attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/>
<attribute id="SlotName" type="FixedString" value="Head"/>
<attribute id="UUID" type="guid" value="a0f108fa-0288-4bba-9fda-e668e19e523b"/>
<attribute id="VisualResource" type="guid" value="afb26b92-f5ea-bf44-6dcf-c9172481781f"/>
</node>
DisplayName value is the text displayed for the head. Like head 2, head 5, horns 3, etc.. you can also rename it to be sure that this is your modded head.
Gender Value stands for the gender, 0 being male and 1 being female.
Race Value is the race the head is available for. value="b6dccbed-30f3-424b-a181-c4540cf38197" is tiefling, value="0eb594cb-8820-4be6-a58d-8be7a1a98fba" is human, value="6c038dcb-7eb5-431d-84f8-cecfaf1c0c5a" is elf, value="4f5d1434-5175-4fa9-b7dc-ab24fba37929" is drow and value="45f4ac10-3c89-4fb2-b37d-f973bb9110c0" is half elf.
Dont really know what the other things are for, but they are related to finding the exact head model. just copy following line in the text file (but keep the general structure of the file):
<node id="CharacterCreationAppearanceVisual">
<attribute id="DisplayName" type="FixedString" value="? Tiefling 2"/>
<attribute id="Gender" type="uint8" value="1"/>
<attribute id="RaceUUID" type="guid" value="6c038dcb-7eb5-431d-84f8-cecfaf1c0c5a"/>
<attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/>
<attribute id="SlotName" type="FixedString" value="Head"/>
<attribute id="UUID" type="guid" value="a0f108fa-0288-4bba-9fda-e668e19e523b"/>
<attribute id="VisualResource" type="guid" value="afb26b92-f5ea-bf44-6dcf-c9172481781f"/>
</node>
this should add the head to female elfs and the display name would be ? Tiefling 2, so you know that is your head (incase i chose the wrong tiefling head).
now you have modded the file, but still need to implement it in your game. you can creat a .pak file and do it like the other mods here, or you directly copy it in your data folder in baldurs gate 3. not too sure about the exact path (havent got bg3 installed currently to check it) but the path should be something like baldurs gate 3/data/shared.pak/public/shared/CharacterCreation/CharacterCreationAppearanceVisuals.lsx
If you have mods like Customizer Legacy there could be compatibility problems, since they both mod the same file. you then could just unpack the customizer.pak file and edit CharacterCreationAppearanceVisuals.lsx file there, repack customizer.pak with your new file and implement the changes so. Let me know if everything funtcioned or if there where problems. Hope it helps!
Well I dont know exaktly, where I did a mistake. I`ll try it again tomorrow ^^.
Also, when you implemented the lines i gave you, did you keep the structure of the lines? I mean the children/node things. The last part of the document is supposed to look like this:
<node id="CharacterCreationAppearanceVisual">
<attribute id="DisplayName" type="FixedString" value="CharacterCreationAppearanceVisuals_New_Stat_308_DisplayName"/>
<attribute id="Gender" type="uint8" value="1"/>
<attribute id="RaceUUID" type="guid" value="b6dccbed-30f3-424b-a181-c4540cf38197"/>
<attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/>
<attribute id="SlotName" type="FixedString" value="Horns"/>
<attribute id="UUID" type="guid" value="c84a4002-ec61-4f31-b9a3-e189ff819ebe"/>
<attribute id="VisualResource" type="guid" value="00000000-0000-0000-0000-000000000000"/>
</node>
<node id="CharacterCreationAppearanceVisual">
<attribute id="DisplayName" type="FixedString" value="Tiefling 2"/>
<attribute id="Gender" type="uint8" value="1"/>
<attribute id="RaceUUID" type="guid" value="6c038dcb-7eb5-431d-84f8-cecfaf1c0c5a"/>
<attribute id="RootTemplate" type="guid" value="00000000-0000-0000-0000-000000000000"/>
<attribute id="SlotName" type="FixedString" value="Head"/>
<attribute id="UUID" type="guid" value="a0f108fa-0288-4bba-9fda-e668e19e523b"/>
<attribute id="VisualResource" type="guid" value="afb26b92-f5ea-bf44-6dcf-c9172481781f"/>
</node>
</children>
</node>
</region>
</save>
The first node id to node part is the last one in the unmodded file. there you just copy the lines underneath it, but still above the children node region save part.
https://www.nexusmods.com/baldursgate3/mods/96
different to the original face, not bad but different, not my taste.