What bothers me all the time is that the swords, including the sabre, are a little too big.
It looks much more believable here.
I always wanted to make a sword master as a warrior who fights with 2 long swords, but in the end I had to switch to sabres because they didn't seem quite as big, but are still a bit too long.
I would also like it if there were more different styles for the axes. Two-handed axes with two blades, for example, or even one-handed axes could be made into more styles.
ps. Question.
The models of the weapons are different. How does the game deal with this?
Can all models be found in the game, or do the models overwrite each other when they are replaced (Great Sword)?
I haven't quite figured it out yet. Then you would have to pick out what you want and delete the rest from the order, wouldn't you?
Or where can I find the models? Because in the game my fighter doesn't always have the old model in her hand. I can't really figure it out.
This mod contains .GR2 models that replace vanilla weapon models. With this mod, all in-game weapon models will replaced depending what model you have installed.(but icons are same as vanilla) If a weapon is a longsword, this vanilla longsword model will be replaced with mod's model. the same goes to all weapons. Each weapons longswords, short, great, are not conflict with others so you can use all of them at a time, but if you don't like some of the mod's model then you can choose not to install that model by deleting .GR2 file in the mod's folder. So simply if you want to use them all, just put the mod in the game folder and that will just work. BG3 will read models from the Date/Generated... folder. basically this is how the replace works.
And greatswords have two vanilla types. you can use A and B type at the same time.
I installed it exactly as intended in the game folder as it says here. I can also find it there when I search for it. Strangely enough, my sword models are still the ones from the vanilla game. Does this only work with a new game? But you say that the game reads the data from the Generated folder. So all models, even from existing savegames, should logically look new at the moment. I have no other things in the folder that could block anything.
It should actually work, but it doesn't. I must have made a mistake, I assume, but I don't know which one. If it is created in the Data folder under *installpath*\Baldurs Gate 3\Data\Generated\Public\Shared\Assets\Weapons\Resources Then it should also work, right?
Are you using other weapon mods that possibly overwrite GR2 model file? It's weird cus i downloaded my mod to see if it works.
Try make a new game with no mods but only my mod just to see if that works or not. if it works then the trouble is caused by other mods.
If that doesn't work either, then sadly i don't know what's wrong.
There are other mods using same replacement method. try test this mod: https://www.nexusmods.com/baldursgate3/mods/50 If that mod works, so my mod should work.
It's possible that other mod's PAK file overwriting my model files. That case, i should make my files to PAK file to overwrite other mods.
A .pak version of this mod would be much appreciated! I have it installed manually but .pak mods are easier to keep track of with mod managers. Great mod, regardless!
could you do a version that replaces one of the basic longsword models with the +2 shortsword model? i really LOVE its look in a excalibur style of look but just think it looks dorky with how short it is. wish i knew how to do it but the best i can do is beseech thee to save us with the juciy mods!!!
If you mean that you want to change longsword+0 model to shortsword+2, then i can think of one way but not sure if it will work. Simply, grab the file shortsword+2 and rename it to name of longsword+0 model file. this will make the game to read the shortsword model as longsword. But i'm not sure that will work. if it doesn't work, then i need to change the actual model and adjust rig. that rig part will take much time because i'm not so sure with it. And, i have no plan to make something as like you described. so i am sorry.
hello, Great mod you made I like the effect that the swords are a little smaller, do you have the project to also do the same thing for the two-handed swords? Otherwise thank you very much it's great :)
Thank you. The effect itself is not my work, it's a vanilla function that is Dip action. I just fixed previous mistake on vfx skeleton export. And YES, i have a plan to make great swords and short swords versions.
Oh unfortunately, i did nothing for skeletons. That means the rigs are same as before, but the longsword handle is longer than before. And hand positions are different between race, body types. that i can't touch because i don't know how to.
Unfortunately this mod conflicts with the Hawke Blood Swipe tattoo mod, and all four versions (AIO, Dragon Age 2, DA Inquisition, and the Dragon Age 2 trailer.) The long sword does change, but it prevents the blood swipe from being used. Both of these mods utilize the same Generated folder as a base and I am unsure why it prevents the tattoo from being used when both branch off a few folders in. I've not been able to get them to work simultaneously. Would it be possible to take a look into this?
That tattoo mod and my mod share not same files, So there is really nothing to conflict at the beginning. My mod only swaps weapon model and that tattoo mod changes face texture, I don't think there is confliction. But i will test that tattoo mod to see if there is any problem.
As you can see, there is no confliction like i said. I tested vanilla version so unique tav version may have other problem?? but i will not go that far. and it seems the tattoo thumbnail images are not changed but actual ingame tattoos are do changed as intended.
I am sorry to say but what you're asking is not on the plan. i'm not a modder. However just like i did, you can make it yourself. there is a tutorial video link on the description page. It might be challenging, but it's definitely possible.
If you don't mind me asking, how do you make it so the sword is attached to the character while still be able to be oriented correctly while dropped?
I'm making a similar mod for greatswords but I'm running into an issue where I have to manually rotate the weapons 90 degrees so that they are oriented correctly on my character's back, but doing so makes the weapon clip into the ground upright when dropped, and they would float awkwardly on weapon racks.
If that mod contents don't override my files, should be fine. what i did is just a simple changes to models. so just using the models is fine. i guess.
29 comments
What bothers me all the time is that the swords, including the sabre, are a little too big.
It looks much more believable here.
I always wanted to make a sword master as a warrior who fights with 2 long swords, but in the end I had to switch to sabres because they didn't seem quite as big, but are still a bit too long.
I would also like it if there were more different styles for the axes. Two-handed axes with two blades, for example, or even one-handed axes could be made into more styles.
ps.
Question.
The models of the weapons are different. How does the game deal with this?
Can all models be found in the game, or do the models overwrite each other when they are replaced (Great Sword)?
I haven't quite figured it out yet. Then you would have to pick out what you want and delete the rest from the order, wouldn't you?
Or where can I find the models? Because in the game my fighter doesn't always have the old model in her hand. I can't really figure it out.
This mod contains .GR2 models that replace vanilla weapon models.
With this mod, all in-game weapon models will replaced depending what model you have installed.(but icons are same as vanilla)
If a weapon is a longsword, this vanilla longsword model will be replaced with mod's model. the same goes to all weapons.
Each weapons longswords, short, great, are not conflict with others so you can use all of them at a time, but if you don't like some of the mod's model then you can choose not to install that model by deleting .GR2 file in the mod's folder.
So simply if you want to use them all, just put the mod in the game folder and that will just work.
BG3 will read models from the Date/Generated... folder. basically this is how the replace works.
And greatswords have two vanilla types. you can use A and B type at the same time.
I installed it exactly as intended in the game folder as it says here. I can also find it there when I search for it.
Strangely enough, my sword models are still the ones from the vanilla game.
Does this only work with a new game?
But you say that the game reads the data from the Generated folder. So all models, even from existing savegames, should logically look new at the moment.
I have no other things in the folder that could block anything.
It should actually work, but it doesn't. I must have made a mistake, I assume, but I don't know which one. If it is created in the Data folder under
*installpath*\Baldurs Gate 3\Data\Generated\Public\Shared\Assets\Weapons\Resources
Then it should also work, right?
It's weird cus i downloaded my mod to see if it works.
Try make a new game with no mods but only my mod just to see if that works or not.
if it works then the trouble is caused by other mods.
If that doesn't work either, then sadly i don't know what's wrong.
There are other mods using same replacement method. try test this mod: https://www.nexusmods.com/baldursgate3/mods/50
If that mod works, so my mod should work.
It's possible that other mod's PAK file overwriting my model files.
That case, i should make my files to PAK file to overwrite other mods.
I hope this is enough to help you.
Simply, grab the file shortsword+2 and rename it to name of longsword+0 model file.
this will make the game to read the shortsword model as longsword.
But i'm not sure that will work. if it doesn't work, then i need to change the actual model and adjust rig. that rig part will take much time because i'm not so sure with it.
And, i have no plan to make something as like you described. so i am sorry.
Great mod you made I like the effect that the swords are a little smaller, do you have the project to also do the same thing for the two-handed swords?
Otherwise thank you very much it's great :)
The effect itself is not my work, it's a vanilla function that is Dip action. I just fixed previous mistake on vfx skeleton export.
And YES, i have a plan to make great swords and short swords versions.
You're goated???
That means the rigs are same as before, but the longsword handle is longer than before.
And hand positions are different between race, body types. that i can't touch because i don't know how to.
My mod only swaps weapon model and that tattoo mod changes face texture, I don't think there is confliction.
But i will test that tattoo mod to see if there is any problem.
As you can see, there is no confliction like i said.
I tested vanilla version so unique tav version may have other problem?? but i will not go that far.
and it seems the tattoo thumbnail images are not changed but actual ingame tattoos are do changed as intended.
and delete files:
WPN_HUM_Longsword_A_0.GR2,
WPN_HUM_Longsword_A_1.GR2,
WPN_HUM_Longsword_A_2.GR2,
WPN_HUM_Longsword_Broken_A.GR2
if the "Generated" folder is empty, you can delete it too.
However just like i did, you can make it yourself. there is a tutorial video link on the description page.
It might be challenging, but it's definitely possible.
Anyway, thank you for enjoying my mod.
I'm making a similar mod for greatswords but I'm running into an issue where I have to manually rotate the weapons 90 degrees so that they are oriented correctly on my character's back, but doing so makes the weapon clip into the ground upright when dropped, and they would float awkwardly on weapon racks.
I had same problem when i tried by myself.
I recommand to watch this tutorial: https://www.youtube.com/watch?v=IbivHL2lPrc&list=LL&index=13&t=655s
This mod is great btw, love the new looks.
i.e: the holy avenger mod which uses vanilla models
what i did is just a simple changes to models.
so just using the models is fine. i guess.