I really wish you guys would also add a separate file with just the armor without overpowered stats, so it can be used with transmog mods.
All the armor and weapon mods are overpowered and none of the mods have a file with just the white quality item for people who just want the looks without breaking their game.
Well I firstly make armor design then I test it in game and at the day I want to realese the armor I give it a stats. I should have files version without stats so I can upload it.
As long as an item is in the right box, none of its stats is copied over to the left one. I've been transmogging modded armours with stats to vanilla items, none of them carried over.
No worries, the main point of my reply was to point out that OP's comment basically solved an issue which wasn't an issue.
The left box is the item that will have its appearance changed, but keep all the stats. If it has none, even if the item put into the right box has stats on it, nothing will be overwritten. In short, it will not "break their game".
For example, if I have a vanilla item on the left box (let's say the Chain Shirt from the Cleric class) with 13AC, and I transmog the chestpiece from this mod with 20AC, the result is the Chain Shirt but it has copied the appearance from this mod, still with 13AC. Abilities also do not transfer over. If I wanted to keep the looks, abilities and stats of this mod, I would literally just put it on. If I wanted the stats and abilities but a different look, I would transmog this item on the left box with something else in the right.
I guess some players might want the stats of mod A with the looks of mod B, I'm not one of them but I guess it's something to consider, but even then you aren't using no stats.
The only instance I can think of for OP's comment where it would be annoying is the cloaks, as far as I know the only cloaks you can get there at the beginning of the game are from Durge origin and the deluxe edition bag so some players might not have any vanilla item to transmog with in Act 1. Even then I wouldn't say it's the mod author's problem, there are mods where you can get them immediately in camp/tutorial chest anyway.
[EDIT: This Transmog mod actually fixes the above problem for you. If you have nothing in that slot, it'll equip you a vanilla item base before it gets auto-transmogged to whatever you chose. I don't see where the problem is with included stats.]
TL;DR - There's no harm in having a no stats version, but personally I think it's not necessary. But it's always nice to see an author who updates quickly with community feedback.
True but it makes no sense to not use an item once you have it. Like...it doesn't feel right to transmog it and then throw it away because it's too strong.
Why would you throw away a transmogged item provided that a vanilla (or 'not OP item') was used in the left box? There are no stats or ability overwrites. If you throw a vanilla item in the left box you will have the vanilla item stats but the appearance of the item in the right box.
I noticed in V1.1 files the 'mask only' asset is gone, there is only hood and hood+mask. Not sure if it's just me but could you look into it ? : - ) (herald_of_the_blight_armor_1_1_74404d07-17d0-fc3e-ceaf-0e34ba05011c.pak) (herald_armor_cliping_hood_74404d07-17d0-fc3e-ceaf-0e34ba05011c.pak)
EDIT: Turns out V1.1 was never bugged! It was a two-sided problem owed to two masks having the same displayName which conflicted with the way the 'Armory' mod as of V.0.4 indexed items in the game. Promptly solved by the mod author. Following the thread below, Mysterious187 also managed to get Tutorial Chest implemented whilst replying to just about every comment over the last couple of days, give this person a medal!
I have this mod file installed herald_of_the_blight_armor_1_1_74404d07-17d0-fc3e-ceaf-0e34ba05011c.pak and all 3 versions are working fine Did you checked mod files or in game ?
I checked with both, a few hours ago I suggested tutorial chest support (Thank you for the reply on that one by the way !) because on some of my saves it would be in my camp chest, but switching regions it was gone, then uninstalling-reinstalling didn't bring the items back for that save. Lately I've been running this transmog mod which looks up the items for installed mods with IMGUI via. MCM, so this hasn't been a huge issue anymore since I can just select it from a menu to auto transmog appearance (or leave an equipment slot empty and it will spawn in the item on my character).
It may be working fine when it spawns in the camp chest, but in my experience this solution has been an issue as described above when it vanishes from existence, and the game apparently cannot find mask only in the table.
Here's a screenshot of what the Armory mod displays
There are only two entries when there should be three. At the time of writing this, the Mask item is the hood+mask.
I restarted my game and suddenly the mask only version is there again, but this time the mask+hood version is gone. If I had to guess there might be something overwriting or a root file might be named incorrectly, those are my assumptions.
I've got the clipping hood version installed right now, but the same has been observed with the other V1.1 file.
Hey. Did some digging and I found that it's a small problem on two ends here, either person of either mod can fix it.
1. The Armory mod's lookup table will overwrite entries with the same displayName.
agh, darnit, i didn't think about the fact that i maintain multiple internal search tables for lookups. Templates with the same displayName would override each other in the table i used to keep the results sorted, which is a major PITA because ensuring results are sorted correctly is already a pain. I'll have to completely redo the approach, so will target a fix for this down the line" - osirisoftheinternet @22 January 2025, 11:13PM (GMT+0) Found here (scrolling might be required)
I was using Mod Uninstaller (also an MCM mod) to see what items it would detect, it seems like all three versions are there so it definitely isn't a problem with how your mod was implemented ...
2. This mod has two items with the same displayName. This usually wouldn't be a huge problem since I know a lot of authors name their Camp versions of main clothes/armours the exact same thing but here I would suggest changing the mask+hood display name to something like Herald Of The Blight Hood [Mask] or Masked Herald [...], better organising and less confusing for the end user when hovering over items, and it'd fix the very small incompatibility with the Armory mod.
Nobody's fault really, I don't blame anyone but it should be a quick name adjustment with this mod and people like me can get items from here working again .
TL;DR in regards to my prior comment; Appears that this mod isn't responsible for any overwrites or incorrectly named root files. Fix here should be to edit the display name for one of the masks so the Armory mod won't override it there and so it'd be less confusing for end users here when looking through items.
Changed name and updated file so they aren't the same, actually I wanted to change it before but I forgot. As for tutorial chest I tried again and it didn't work properly but it did something which is removing all items from other mods from tutorial chest still don't know what wrong I put in treasure table Here what I put TUT_Chest_Potions then add 1,1 chances for drop and I_TUT_herold_armor for item Someday I will try again. As for disapearing items from camp chest I don't know whats wrong and why they don't spawn, have you tried spawning them by command ? One guy asked for UUID (I'm not sure if this is what is needed to spawn them)
Perfect, the Armory displays everything now : - ).
As for the issues with the Tutorial Chest implementation, I've seen a handy website on the mod forums saved here if you wanted to give it a try, unless this is what you have been following. For the Tutorial Chest, the "Getting Started" section just below the Tutorial Chest subtitle should be what you'd want. There are example mods with their codes available on github, if you wanted to compare yours to theirs.
I'm quoting this so I don't need to keep scrolling up and down this page to reference what has been posted.
Here what I put TUT_Chest_Potions then add 1,1 chances for drop and I_TUT_herold_armor for item
The mod implementation works, which means you've done these steps correctly and can ignore them going forward.
Otherwise, I hope you don't mind me doing this, but I've gone and manually unpack your mod and have a look through the directories myself.
It would appear that inside the [ProjectFolder]\Public\[ProjectTitle]\Stats\Generated\ directory, you do not have a TreasureTable.txt file made. Make a .txt file with the exact name ' TreasureTable.txt ' -- this file is where the following lines of code should go new treasuretable "TUT_Chest_Potions" CanMerge 1 new subtable "1,1" object category "I_GameObject_Stats_Name",1,0,0,0,0,0,0,0 I'm not sure what exactly you've named your chestpiece (armour), but from the screenshots of the helmets I can see one of them is called Herold_mask. Let's take this as an example, "I_GameObject_Stats_Name" becomes "I_Herold_mask", not "I_TUT_Herold_mask".
So, unless your item "Stats" name is TUT_Herold_mask, your code should look like this for the mask: new treasuretable "TUT_Chest_Potions" CanMerge 1 new subtable "1,1" object category "I_Herold_mask",1,0,0,0,0,0,0,0
And if you're adding other items in this mod, you'd just paste the same subtable and object category lines underneath each other. Something like this; new treasuretable "TUT_Chest_Potions" CanMerge 1 new subtable "1,1" object category "I_Herold_mask",1,0,0,0,0,0,0,0 new subtable "1,1" object category "I_Herold_maskalt",1,0,0,0,0,0,0,0 new subtable "1,1" object category "I_Herold_hood",1,0,0,0,0,0,0,0 ... and then keep going until every item has been added in. I would assume the names are case-sensitive, so mind the caps-lock when you add them in.
It probably wouldn't be a bad idea to try implementing it with the Item Shipment Framework at the same time, though it'd require users to install two or three mods (Volition Cabinet framework + ISF min.) to get it working properly. The forum post also includes a link to container templates by the same author of the ISF, if you ever wanted a convenient solution to packing everything into a container when your mods gets shipped to users. I personally don't have much experience in that to comment.
As for your other questions, I am boggled myself as to how the items could just vanish. Never happened to me before until now. I disable console because I'm one lazy guy, but as mentioned I just use the Armory mod as my solution to get the items, for now at least. And yes, the UUID is what you need to spawn/delete items via. the console.
I can't guarantee the lines of code will work because a lot of the naming and rooting will depend on your personal code assignments designated file names, directories etc., and I am not the author, but hopefully this helped you figure something out.
I'll be around. Can't thank you enough for the effort : - ) .
Thank you for your help and for motivation for me to try again with tutorial chest spawns I appreciate it! :) Seems you have good knowledge of coding and moding are you a dev/programmer or its just your hobby ? I hope everything runs well now and you can use my mods without problems :)
I should be thanking you for how fast these patches and fixes are coming through, more importantly the reception towards your community.
However I will declare I haven't the faintest idea how to code, but apparently I've got a thing for being able to read and interpret what code functions are doing according to one of my mates who actually codes for games himself. It's kind of like being able to speak a language, but then not having a clue how to read/write it. It started for BG3 mods when I had to start manually unpacking older mods that still had Mod Fixer in them (ForceRecompile.txt) in order to get them working with Patch 7, then I started downloading cosmetic mods and found out about the Armour.txt file and changing item slots, stats, buffs, debuffs ... you can imagine that rabbit hole I fell down. I still don't know how to fix physics with older mods though, but I reckon if I can convince myself not to be lazy I'll figure it out ...
Really if the code is put infront of me, I'll figure out how to understand it and what it's doing, probably take a few files from somewhere else and read a modder forum, look at them to see what's going on, compare them, then try to "fix" what I want to do - figure out what I have to add, edit or remove, then afterwards it's like finding a masterkey to open other locks. Of course, I'm aware of the courtesy to ask permission before I do anything, I should have asked you before unpacking your mod for myself, my mistake !
Hope that made sense. I'll take the guess as a compliment though ! : - )
I created "special thanks" place in my profile description for people who helped me in improving mods and you and kharze321 got a place in there This is at least what I can do to thank you for your help :)
Massively appreciated, I reckon this won't be my last suggestion though, heh. Really dig the style behind all of your mods so far. There's something unique to them that stands out from the other ~300 mods in my load order (lol)
Quite usefuls skills you got, I can't interpret code like you even though I was attending math-programming profile class in school but it was more about sitting while few who knew how to code was doing something xD. Maybe you should do your mods and upload them on nexus or reupload the ones that don't work for current patch. Don't worry about not asking about permission it was for greater good ;)
I have only around 60 mods xD Well I searched all armors on nexus and I decided to make my own armors and I have 2 plans of creating armor first the ones I really want to have in-game and second unique ones which I've never seen on nexus (Fleet Admiral which soon will be avaible and Puppeteer which is in early statdium of development) also some are based on my made up characters.
I did think about uploading the fixed version of mods, but a lot of them were simple fixes like taking out a file or fixing a few lines of code and didn't seem 'ethical' to slap on Nexus. Guess I could pump the font size to max, scream "SEND THE LOVE [Author]'S WAY !!!" but we'll see. I have a Google document that has every file I've edited just in case my computer explodes.
Looking forward to the releases coming up though. If you ever open commissions I might come around the messages and give you some, I've only seen one draconic-style armour on Nexus excluding some Githyanki-only ones, and even then it was for BT2 without BT1 support (I'm a huge fan of draconic-styled plate armour, where multiple plates are layered over each other, otherwise Eastern-style lamellar is a very close second place) .
There is some options while uploading the mod to credit original author or you can try contact them and ask permission. As for armor request it would nice to get them so I could create armors which people want to have (of course they have to be possible to make from in-game parta). I must check how this eastern armor looks and do you have a sugestion which plate would be good for draconic armor ? Now I think about creating discord server for easier communication with community and if someone would want have personal modification of mod I could send them directly.
Since nobody said it yet: Thank you for the mod and thank you for fulfilling requests from the community. :)
P.S. I didn't want to make a request, but I noticed that there is no "only hood" option. If that feels like something worthwhile to you, I would appreciate it. ;)
Oh I kind of liked that the hair stayed normal with the hood+mask, did the hair automatically disappear when you removed the mask or did you fix that intentionally? That's why I was hoping to get just the hood, since all other hoods/helmets(I tested so far) make the hair disappear. The baldness bothers me more than the hair clipping/sticking out, if you know what I mean. xD
You're welcome, it's my favorite vanilla dye, so I tested it first. ;)
It automaticly disapeard I think mask make hair stay at least for male version. Firstly I thought it's because of moded hairstyle cause when I tested on Shadowheart all version make her hair disapear but it seems this mask which this guy from guild wear don't remove hair but it's only for male tav, it doesn't exist for female tav
That's funny. xD Well the mask works for my female Tav(Hair and Head are modded though), so would it be possible to make the mask invisible/transparent and take the mechanic of it keeping the hair somehow? Or does the face behind the mask not actually exist and the mask is a replacement for the face?
The mask that female version has is different than male. Female mask if i remember correctly is sharran mask while male is silvermask from this guy from guild so even if there was a way to make it invisible it's not the same model. I can try and check if any circlets could make hair stay.
Try if this mod works for this case https://www.nexusmods.com/baldursgate3/mods/8229?tab=files There's some deeper classification in the game separating headwear types, visibility behaves differently. Some items force a certain hairstyle, others make you bald.
edit: Only works with some hairpack mods, NVM. Better to download optional file. Keeping the link up in case anyone wanted it for vanilla accessories.
Possibly female tav hair wroks different than Shadowheart's cause even only mask made disapear her hair xD I think mask is an object on character face and so you could see it but I don't think its possiblke to make it invisible at least in BG3 Toolkit but I tried putting circlet and it made hair clip through only hood so in a minutes in optional files will be this version to download :)
Now I think it is that equipment which in game don't remove hair cause it's worn on face (masks, circlets) prevents from removing hair even if paired with things that should remove (hoods, helmts)
I might be a little slow but every time I try to download this mod it says "the content of <date> does not look valid." When I try to "set as <data> directory" it still does not work. Am I doing something wrong? I'm using MO2.
Looking inside my other clothing/armor mods i noticed they have a meta.ini inside of their folder that isn't inside this mod. not sure how to get it myself... if you can add that into it that would help a lot.
i would switch over back to votex but i have a mod pack that im using that requires MO2.
I found a meta file in project files but it is meta.lsx so I don't know if it works the same. I put this version in optional files I hope it will help you
I wanted to do so, I watched tutorial but it didn't work so I used the option to spawn it in camp chest. If I figure out how to do it every mod will get an update. Thanks for your kind words :)
57 comments
They did a very nice job.
Black Accented Dyes
All the armor and weapon mods are overpowered and none of the mods have a file with just the white quality item for people who just want the looks without breaking their game.
As long as an item is in the right box, none of its stats is copied over to the left one. I've been transmogging modded armours with stats to vanilla items, none of them carried over.
The left box is the item that will have its appearance changed, but keep all the stats. If it has none, even if the item put into the right box has stats on it, nothing will be overwritten. In short, it will not "break their game".
For example, if I have a vanilla item on the left box (let's say the Chain Shirt from the Cleric class) with 13AC, and I transmog the chestpiece from this mod with 20AC, the result is the Chain Shirt but it has copied the appearance from this mod, still with 13AC. Abilities also do not transfer over. If I wanted to keep the looks, abilities and stats of this mod, I would literally just put it on. If I wanted the stats and abilities but a different look, I would transmog this item on the left box with something else in the right.
I guess some players might want the stats of mod A with the looks of mod B, I'm not one of them but I guess it's something to consider, but even then you aren't using no stats.
The only instance I can think of for OP's comment where it would be annoying is the cloaks, as far as I know the only cloaks you can get there at the beginning of the game are from Durge origin and the deluxe edition bag so some players might not have any vanilla item to transmog with in Act 1. Even then I wouldn't say it's the mod author's problem, there are mods where you can get them immediately in camp/tutorial chest anyway.
[EDIT: This Transmog mod actually fixes the above problem for you. If you have nothing in that slot, it'll equip you a vanilla item base before it gets auto-transmogged to whatever you chose. I don't see where the problem is with included stats.]
TL;DR - There's no harm in having a no stats version, but personally I think it's not necessary. But it's always nice to see an author who updates quickly with community feedback.
Thanks again : - )
I'm doing my best to give people what then need in my mods :)
What transmog mod are you using?
: - )
(herald_of_the_blight_armor_1_1_74404d07-17d0-fc3e-ceaf-0e34ba05011c.pak)
(herald_armor_cliping_hood_74404d07-17d0-fc3e-ceaf-0e34ba05011c.pak)
EDIT: Turns out V1.1 was never bugged! It was a two-sided problem owed to two masks having the same displayName which conflicted with the way the 'Armory' mod as of V.0.4 indexed items in the game. Promptly solved by the mod author. Following the thread below, Mysterious187 also managed to get Tutorial Chest implemented whilst replying to just about every comment over the last couple of days, give this person a medal!
herald_of_the_blight_armor_1_1_74404d07-17d0-fc3e-ceaf-0e34ba05011c.pak
and all 3 versions are working fine
Did you checked mod files or in game ?
It may be working fine when it spawns in the camp chest, but in my experience this solution has been an issue as described above when it vanishes from existence, and the game apparently cannot find mask only in the table.
Here's a screenshot of what the Armory mod displays
There are only two entries when there should be three. At the time of writing this, the Mask item is the hood+mask.
I restarted my game and suddenly the mask only version is there again, but this time the mask+hood version is gone. If I had to guess there might be something overwriting or a root file might be named incorrectly, those are my assumptions.
I've got the clipping hood version installed right now, but the same has been observed with the other V1.1 file.
1. The Armory mod's lookup table will overwrite entries with the same displayName.
I was using Mod Uninstaller (also an MCM mod) to see what items it would detect, it seems like all three versions are there so it definitely isn't a problem with how your mod was implemented ...
2. This mod has two items with the same displayName.
This usually wouldn't be a huge problem since I know a lot of authors name their Camp versions of main clothes/armours the exact same thing but here I would suggest changing the mask+hood display name to something like Herald Of The Blight Hood [Mask] or Masked Herald [...], better organising and less confusing for the end user when hovering over items, and it'd fix the very small incompatibility with the Armory mod.
Nobody's fault really, I don't blame anyone but it should be a quick name adjustment with this mod and people like me can get items from here working again .
TL;DR in regards to my prior comment;
Appears that this mod isn't responsible for any overwrites or incorrectly named root files. Fix here should be to edit the display name for one of the masks so the Armory mod won't override it there and so it'd be less confusing for end users here when looking through items.
: - )
Here what I put
TUT_Chest_Potions then add 1,1 chances for drop and I_TUT_herold_armor for item
Someday I will try again. As for disapearing items from camp chest I don't know whats wrong and why they don't spawn, have you tried spawning them by command ? One guy asked for UUID (I'm not sure if this is what is needed to spawn them)
As for the issues with the Tutorial Chest implementation, I've seen a handy website on the mod forums saved here if you wanted to give it a try, unless this is what you have been following. For the Tutorial Chest, the "Getting Started" section just below the Tutorial Chest subtitle should be what you'd want.
There are example mods with their codes available on github, if you wanted to compare yours to theirs.
I'm quoting this so I don't need to keep scrolling up and down this page to reference what has been posted.
The mod implementation works, which means you've done these steps correctly and can ignore them going forward.
Otherwise, I hope you don't mind me doing this, but I've gone and manually unpack your mod and have a look through the directories myself.
It would appear that inside the [ProjectFolder]\Public\[ProjectTitle]\Stats\Generated\ directory, you do not have a TreasureTable.txt file made.
Make a .txt file with the exact name ' TreasureTable.txt ' -- this file is where the following lines of code should go
new treasuretable "TUT_Chest_Potions"
I'm not sure what exactly you've named your chestpiece (armour), but from the screenshots of the helmets I can see one of them is called Herold_mask.CanMerge 1
new subtable "1,1"
object category "I_GameObject_Stats_Name",1,0,0,0,0,0,0,0
Let's take this as an example, "I_GameObject_Stats_Name" becomes "I_Herold_mask", not "I_TUT_Herold_mask".
So, unless your item "Stats" name is TUT_Herold_mask, your code should look like this for the mask:
new treasuretable "TUT_Chest_Potions"
CanMerge 1
new subtable "1,1"
object category "I_Herold_mask",1,0,0,0,0,0,0,0
And if you're adding other items in this mod, you'd just paste the same subtable and object category lines underneath each other.
Something like this;
new treasuretable "TUT_Chest_Potions"
... and then keep going until every item has been added in. I would assume the names are case-sensitive, so mind the caps-lock when you add them in.CanMerge 1
new subtable "1,1"
object category "I_Herold_mask",1,0,0,0,0,0,0,0
new subtable "1,1"
object category "I_Herold_maskalt",1,0,0,0,0,0,0,0
new subtable "1,1"
object category "I_Herold_hood",1,0,0,0,0,0,0,0
It probably wouldn't be a bad idea to try implementing it with the Item Shipment Framework at the same time, though it'd require users to install two or three mods (Volition Cabinet framework + ISF min.) to get it working properly.
The forum post also includes a link to container templates by the same author of the ISF, if you ever wanted a convenient solution to packing everything into a container when your mods gets shipped to users. I personally don't have much experience in that to comment.
As for your other questions, I am boggled myself as to how the items could just vanish. Never happened to me before until now. I disable console because I'm one lazy guy, but as mentioned I just use the Armory mod as my solution to get the items, for now at least. And yes, the UUID is what you need to spawn/delete items via. the console.
I can't guarantee the lines of code will work because a lot of the naming and rooting will depend on your personal code assignments designated file names, directories etc., and I am not the author, but hopefully this helped you figure something out.
I'll be around. Can't thank you enough for the effort : - ) .
Jokes aside, congratulations ! Please cover all of your other mods too.
Take all of my kudo's. : - )
Seems you have good knowledge of coding and moding are you a dev/programmer or its just your hobby ?
I hope everything runs well now and you can use my mods without problems :)
However I will declare I haven't the faintest idea how to code, but apparently I've got a thing for being able to read and interpret what code functions are doing according to one of my mates who actually codes for games himself. It's kind of like being able to speak a language, but then not having a clue how to read/write it. It started for BG3 mods when I had to start manually unpacking older mods that still had Mod Fixer in them (ForceRecompile.txt) in order to get them working with Patch 7, then I started downloading cosmetic mods and found out about the Armour.txt file and changing item slots, stats, buffs, debuffs ... you can imagine that rabbit hole I fell down. I still don't know how to fix physics with older mods though, but I reckon if I can convince myself not to be lazy I'll figure it out ...
Really if the code is put infront of me, I'll figure out how to understand it and what it's doing, probably take a few files from somewhere else and read a modder forum, look at them to see what's going on, compare them, then try to "fix" what I want to do - figure out what I have to add, edit or remove, then afterwards it's like finding a masterkey to open other locks. Of course, I'm aware of the courtesy to ask permission before I do anything, I should have asked you before unpacking your mod for myself, my mistake !
Hope that made sense. I'll take the guess as a compliment though !
: - )
This is at least what I can do to thank you for your help :)
Really dig the style behind all of your mods so far. There's something unique to them that stands out from the other ~300 mods in my load order (lol)
I'll be around, friend !
Well I searched all armors on nexus and I decided to make my own armors and I have 2 plans of creating armor first the ones I really want to have in-game and second unique ones which I've never seen on nexus (Fleet Admiral which soon will be avaible and Puppeteer which is in early statdium of development) also some are based on my made up characters.
I did think about uploading the fixed version of mods, but a lot of them were simple fixes like taking out a file or fixing a few lines of code and didn't seem 'ethical' to slap on Nexus. Guess I could pump the font size to max, scream "SEND THE LOVE [Author]'S WAY !!!" but we'll see. I have a Google document that has every file I've edited just in case my computer explodes.
Looking forward to the releases coming up though. If you ever open commissions I might come around the messages and give you some, I've only seen one draconic-style armour on Nexus excluding some Githyanki-only ones, and even then it was for BT2 without BT1 support (I'm a huge fan of draconic-styled plate armour, where multiple plates are layered over each other, otherwise Eastern-style lamellar is a very close second place) .
Thank you for the mod and thank you for fulfilling requests from the community. :)
P.S. I didn't want to make a request, but I noticed that there is no "only hood" option. If that feels like something worthwhile to you, I would appreciate it. ;)
Only hood version will be there in a update in a while
I also added images for your gallery. Showing off the "Black and Furnace Red" Dye.
This dye looks awesome thanks for adding these images :)
The baldness bothers me more than the hair clipping/sticking out, if you know what I mean. xD
You're welcome, it's my favorite vanilla dye, so I tested it first. ;)
Well the mask works for my female Tav(Hair and Head are modded though), so would it be possible to make the mask invisible/transparent and take the mechanic of it keeping the hair somehow? Or does the face behind the mask not actually exist and the mask is a replacement for the face?
So it means that if the mask were transparent, I wouldn't see my face, but a default face?
This is what it looks like for me when I use the mask+hood(Head/hair look intact):
https://www.nexusmods.com/baldursgate3/mods/8229?tab=files
There's some deeper classification in the game separating headwear types, visibility behaves differently. Some items force a certain hairstyle, others make you bald.
edit: Only works with some hairpack mods, NVM. Better to download optional file. Keeping the link up in case anyone wanted it for vanilla accessories.
After coming back from the gym, I'm gonna enjoy this set to it's fullest.
11fd28ad-a915-44dc-8f8e-e629fd0ccb5e - Boots
4b57052f-8c51-4262-abd9-0b36a5c87445 - Cape
177487cb-d5b7-4123-a35e-c3da6df95759 - Gloves
22aadef1-0f5a-47ec-8d90-8ad7684dbf04 - Hood
246379c6-f4e3-4f6c-a207-82c15e3d17c0 - Hood and mask
7ce67519-e7cd-4ea3-9b2e-87ecf5985069 - Mask
i would switch over back to votex but i have a mod pack that im using that requires MO2.
Thank you.
Thank you for your work : - )