Yes it works with Plus UI (although Plus UI doesn't work with Patch 6 right now so if you have that and haven't already, you'll want to remove it until Raizans gets around to updating it. No ETA, they're on a hiatus for a while. you should be fine to remove it without consequence)
No, the fangs can't be added via CC. Check the description page / instructions with the mod. You'll want to download BG3 Script Extender if you haven't already (you probably have) but you'll also need the Script Extender debug console, which is what you're going to use to add the fangs. The description page has the IDs and commands for adding the various cosmetics this mod includes, and if you're looking to add the Tiefling fangs to say, an elf lady player character using bodytype 2, you would enter in the following command (you can copy & paste) in the Debug console: Mods.KvFangs.Fangs.Apply("Tiefling_F"), then press enter. For a male elf, just change the "F" to "M" in the string. It will tell you if it was successful or not. If you're using bodytype 4, you'd use Mods.KvFangs.Fangs.Apply("Tiefling_F_Karlach")
Why is there no info.json file packaged with this mod's download? I install all of my mods manually rather than relying on a mod manager which can be finicky. There is one mod that I have installed where all I had to do was add the *.pak file to the mods directory without having to add an entry to the modsettings.lsx file, but for all other mods that I know of I must add entries to this file. To do so, I need the information which is normally contained in the info.json file, specifically the "Folder", "Name", and "UUID".
anyone can help when you create a new tav. your body is invisible and i can only see the head and the PeePee i dont know which mod cause the character creation to do that
OP, did you ever get an answer on this from the mod developer? Like you (apparently), I install all of my mods manually rather than relying on a mod manager which can be finicky. There is one mod that I have installed where all I had to do was add the *.pak file to the mods directory without having to add an entry to the modsettings.lsx file, but for all other mods that I know of I must add entries to this file, and I need the information you've requested from the mod developer. You've received no response since your post on 16 September?
I followed all the instructions, but the console tells me that DAF isn't installed despite it being installed with BG3MM, and placed manually in the mod folder, I have no idea what I'm doing wrong.
If I wanted to add Fangs to a character using Kvalyr's pack how would I do that/what do I need to type into the console? I am really confused on what it is I am supposed to be doing ;w;
Labotor and I have been looking into this command for "Eyes of the Beholder" and "Custom Tattoos" to override the player materials dynamically. Our only issue is that you have to actually start the game (read: finish character creation) before running the command.
We found a section called charactercreationmaterials that is probably getting referenced by the game for the character creation doll, but its not accessible with the script extender yet (AFAIK)
I haven't done much with yet - been prioritizing visual overrides for now; but one thing I can tell you is that `AddCustomMaterialOverride` will generally only work when `some_UUID` points to a `ScriptMaterialOverridePreset`.
40 comments
No, the fangs can't be added via CC. Check the description page / instructions with the mod. You'll want to download BG3 Script Extender if you haven't already (you probably have) but you'll also need the Script Extender debug console, which is what you're going to use to add the fangs. The description page has the IDs and commands for adding the various cosmetics this mod includes, and if you're looking to add the Tiefling fangs to say, an elf lady player character using bodytype 2, you would enter in the following command (you can copy & paste) in the Debug console: Mods.KvFangs.Fangs.Apply("Tiefling_F"), then press enter. For a male elf, just change the "F" to "M" in the string.
It will tell you if it was successful or not. If you're using bodytype 4, you'd use Mods.KvFangs.Fangs.Apply("Tiefling_F_Karlach")
Hope that helps!
I have no idea where everybody is finding all these full syntax console commands, and would love to learn more about them
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSWString" value="[ModNameNoSpaces]"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="FixedString" value="[ModNameNoSpaces]"/>
<attribute id="UUID" type="FixedString" value="XXXXX-XXXXXX-XXXXX"/>
<attribute id="Version" type="int32" value="1"/>
</node
AddCustomMaterialOverride(GetHostCharacter(), "some_UUID")?
Labotor and I have been looking into this command for "Eyes of the Beholder" and "Custom Tattoos" to override the player materials dynamically. Our only issue is that you have to actually start the game (read: finish character creation) before running the command.
We found a section called charactercreationmaterials that is probably getting referenced by the game for the character creation doll, but its not accessible with the script extender yet (AFAIK)
Yep; that's the plan.
I haven't done much with yet - been prioritizing visual overrides for now; but one thing I can tell you is that `AddCustomMaterialOverride` will generally only work when `some_UUID` points to a `ScriptMaterialOverridePreset`.