Any tips on compatibility with Appearance Edit? I can get DAF functions to work with non-appearance edited companions, but it seems like the appearance edit overrides them... I've tested load order to no avail... Maybe just not the right combo yet
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.
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