Well, first of all, the Vanta Black Dye mod isn't mine. Second, it has every channel set to a "0" value, which makes a lot of metal look too black; almost a silhouette. If that's the look you're going for, fine. Use it. But was going for more of a realistic blackened metal look.
I'm using only a few dye mods but with yours + others combined it can get a bit messy at some vendors' inventory, so might as well try asking for a different delivery method-feature ;).
All my dyes are available via in-game merchants. As well, I've provided the necessary UUIDs to simply grant them to one's self, via SE console or mod. Given that there are no errors as of now, I'd rather just leave them as they are. Sorry for any inconvenience this may cause.
I *love* this dye. Thank you so much for making it!
I do have a question: do you happen to know why this barely makes a dent in the Helldusk armor dropped by Raphael? I can't seem to find a dye that does much to it. All modded dyes I've tried just make it muddy, and vanilla dyes kind of turn it into a clown suit. I thought I'd ask and make sure there's not a trick to this I'm missing on my end.
It is possibly an issue with the item's virtual textures or its coded entries. If all dyes produce unexpected or undesirable results, this would seem the most likely explanation.
This is really cool and I've been using it for my playthrough - thank you for making it!
JUst out of curiosity - from how the dye system works, is this basically a single hexcode color you used for the black, or is it several things? The reason I ask is because I kinda wanna try using this color (the armor color at least) in other things and I'd like to get it as close as I can.
I'm not sure if this is the best way to answer your question or not, but here's the code's nodes that dictate color channels. Take note of things like "Cloth_Primary" or "Leather_Secondary" or "Metal_Tertiary". The line that immediately follows each, dictates the color value.
Think of "1.00" like 100% (of R, G or B). But also keep in mind that this is like a luminosity value too. So, a little goes a long way. Unfortunately, testing each iterative adjustment to your mod can be very time-consuming. And there's really no short-cuts. Other than maybe getting comfy with Nexus' drag-n-drop-in a zip option (at the bottom of the mod-list).
I recommend checking out Astral Sprout's Guide on making dyes for more info. Not that I won't continue to answer your questions.. I just used that guide to learn myself. You can also unpack this mod, to see the directory structure and the files within. Or I could probably upload a miscellaneous file that's not packed.
[EDIT]:I did just that!
If you're doing any modding that involves in-game color channels, you may find my Color-Channel Identification Dyes mod helpful too.
My knowledge of Lithuanian language is woefully lacking; as in: non-existent. So I'm afraid the joke/pun is lost on me. But, regardless, I meant no offense to any nation or culture. :P
Hello! Would someone please help me out a little? I'm new to the game / modding bg3. I'm having trouble finding the dye, but I'm hesitant to say it's because the mod isn't working. I'm probably doing something wrong lmao.
1. Is the dye perpetual or does it get used up?
2. Is "HAV_HarperQuarterMaster" Quartermaster Talli? If not, which of the list provided is in act 2 and if anyone has NPC names, I'd appreciate it.
3. Also, just to sanity check myself, will someone please tell me which folder I should be dropping this into? I currently have it in the Mods folder, but I've seen some belong in the data folder?
You're not using Vortex or BG3 Mod Manager? I've not personally installed a mod manually before. So I'm not actually sure. I would imagine there are guides on how to do so though. I would no want to guess, and end up giving you erroneous advice.
Harper's quartermaster means the one outside the inn that has the protective energy around it, in the cursed lands. If the quartermaster moves on from there, to a location further along the plot, then her inventory goes with her. At that same location, the Tiefling blacksmith relevant to Karlach's quest should also sell it. Or you can take the portal back to the Grove and buy it from Arron (the Halfling merchant).
And I believe the should be perpetual.. I'm like, 99% sure I set it to be so. But I also run another mod that forces all dyes to be perpetual. So, if I screwed it up, I might not have even noticed. Pretty sure I did make it perpetual though, as the guide I followed while making it suggested doing so.
Sorry I can't help you with manual mod install instructions. I strongly recommend Vortex. I myself have had occasion to release updates for the mods I've made. And Vortex is the easiest way to get em (imo), cause you can 'check for updates'.
Finally, a black dye that doesn't require a mod manager! You're the GOAT fr. I'm having trouble finding a merchant that sells your dye in act III. Maybe I'm just overlooking it?
Thanks, glad you like it. This is a list of the vendors which sell it, taken directly from the mods files.
"CRE_GithQuartermistress_Trade"
"DEN_Entrance_Trade"
"DEN_Volo_Trade"
"DEN_Weaponsmith_Trade"
"GOB_Festivities_Trader"
"GOB_Quartermaster" *** next update ***
"HAV_HarperQuarterMaster"
"HAV_Thiefling_Trade"
"MOO_ZhentQuartermaster"
"TUT_Chest_Potions"
"WYR_Danthelon_Trader"
"WYR_SharessCaress_Bartender_Trade"
Someone else mentioned having a hard time finding it for sale, while doing an "evil playthrough". So I think there must be merchants that I'm simply not aware of, as I have not even gotten through Act 2 once yet. I'm planning an update that adds more merchants, but I don't know who else to add it to, other than the Goblin Quartermaster. If anyone could suggest a merchant that is centrally positioned within Act 3, that would be helpful.
Looks good but it seems to add a Greenish tint to some armors and cloth, would there be a way to take some of that color out without effecting the mod too much?
I double-checked the values. You're half-right. Slightly higher green values (0.5%) were intended, to create a better effect given the game's lighting and environments. But I did the math wrong! xD
Thank you for saying something! I did a literal face-palm when I threw the numbers into a calculator. Kind of embarrassing. lol
no sweat haha! just tried the new version and it looks better, took out the green from the cloth and stuff which im happy about, though maybe the armor metal values could use even a touch less of the green still or a more neutral grey tone if you could
I had taken note of this same thing but thought it was all in my head - or in my eyes, haha! Glad I wasn't alone in seeing the green; Excited to try the updated version.
The problem with making a color channel completely neutral is that it then tends to 'over-inherit' tints from light sources. And that is usually more distracting than a very slight predetermined tint. There is now only a 5% bias towards green. That is to say, there is 5% more green than there is red or blue. And all three colors combined make up less than 1% of the total visual outcome. So that's 5% of lest than 1%. At which point I would wonder how much its presence is really being seen vs perceived. Originally, there was 50% more green than there was red or blue, because decimals and percents have knife-fights in my head.. Oh and, be sure to re-dye things with the updated dye. Otherwise you're still looking at the old dye.
I'm sure I added it to "GOB_Festivities_Trader", amongst over half a dozen other merchants. The "starter chest" that it's in is the one in the room adjacent to the room Shadowheart's pod is in, where you first encounter her; right next to the body that has the key to her pod, in fact. It won't be in the chests you find after the Nautaloid crashes. If neither of those sources are accessible to you, try either Arron or the weaponsmith in the Grove, or the Zhentarim merchant..? Worst case, you could always use the Spawn Any Item mod to just make yourself the dye, without the need to even go to a merchant.
[EDIT]: I see what I did in the TreasureTable. Or, more importantly, didn't do. I added the dye to some other Goblin merchant ("festivities"), and not the main Goblin merchant ("quartermaster"). As I did the same in my other dye mods too, I'll be updating them all to correct this.
33 comments
If you like it, you may like my other dye: Kith'rak's Dye and Black Dyes With Four Gem Options.
This is here for anyone who wants to download and browse a dye mod for educational (or maybe entertainment..? lol) purposes.
I'm using only a few dye mods but with yours + others combined it can get a bit messy at some vendors' inventory, so might as well try asking for a different delivery method-feature ;).
I do have a question: do you happen to know why this barely makes a dent in the Helldusk armor dropped by Raphael? I can't seem to find a dye that does much to it. All modded dyes I've tried just make it muddy, and vanilla dyes kind of turn it into a clown suit. I thought I'd ask and make sure there's not a trick to this I'm missing on my end.
JUst out of curiosity - from how the dye system works, is this basically a single hexcode color you used for the black, or is it several things? The reason I ask is because I kinda wanna try using this color (the armor color at least) in other things and I'd like to get it as close as I can.
I'm not sure if this is the best way to answer your question or not, but here's the code's nodes that dictate color channels. Take note of things like "Cloth_Primary" or "Leather_Secondary" or "Metal_Tertiary". The line that immediately follows each, dictates the color value.
Think of "1.00" like 100% (of R, G or B). But also keep in mind that this is like a luminosity value too. So, a little goes a long way. Unfortunately, testing each iterative adjustment to your mod can be very time-consuming. And there's really no short-cuts. Other than maybe getting comfy with Nexus' drag-n-drop-in a zip option (at the bottom of the mod-list).
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Cloth_Secondary" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Cloth_Tertiary" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Leather_Primary" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Leather_Secondary" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Leather_Tertiary" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Metal_Primary" />
<attribute id="Value" type="fvec3" value="0.07500 0.07850 0.07500" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Metal_Secondary" />
<attribute id="Value" type="fvec3" value="0.07500 0.07850 0.07500" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Metal_Tertiary" />
<attribute id="Value" type="fvec3" value="0.07500 0.07850 0.07500" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Accent_Color" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Color_01" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Color_02" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Color_03" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Custom_1" />
<attribute id="Value" type="fvec3" value="0.07500 0.07850 0.07500" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="True" />
<attribute id="Custom" type="bool" value="False" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Custom_2" />
<attribute id="Value" type="fvec3" value="0.00250 0.00262 0.00250" />
</node>
Does that at all clear things up?
I recommend checking out Astral Sprout's Guide on making dyes for more info. Not that I won't continue to answer your questions.. I just used that guide to learn myself. You can also unpack this mod, to see the directory structure and the files within. Or I could probably upload a miscellaneous file that's not packed.
[EDIT]: I did just that!
If you're doing any modding that involves in-game color channels, you may find my Color-Channel Identification Dyes mod helpful too.
/end-silly-selfmocking-rant
Can't ever get enough dyes, thanx!
1. Is the dye perpetual or does it get used up?
2. Is "HAV_HarperQuarterMaster" Quartermaster Talli? If not, which of the list provided is in act 2 and if anyone has NPC names, I'd appreciate it.
3. Also, just to sanity check myself, will someone please tell me which folder I should be dropping this into? I currently have it in the Mods folder, but I've seen some belong in the data folder?
Thank you. Any help is welcome :)
Harper's quartermaster means the one outside the inn that has the protective energy around it, in the cursed lands. If the quartermaster moves on from there, to a location further along the plot, then her inventory goes with her. At that same location, the Tiefling blacksmith relevant to Karlach's quest should also sell it. Or you can take the portal back to the Grove and buy it from Arron (the Halfling merchant).
And I believe the should be perpetual.. I'm like, 99% sure I set it to be so. But I also run another mod that forces all dyes to be perpetual. So, if I screwed it up, I might not have even noticed. Pretty sure I did make it perpetual though, as the guide I followed while making it suggested doing so.
Sorry I can't help you with manual mod install instructions. I strongly recommend Vortex. I myself have had occasion to release updates for the mods I've made. And Vortex is the easiest way to get em (imo), cause you can 'check for updates'.
This worked! It showed up after a long rest. Thank you so much :3
"CRE_GithQuartermistress_Trade"
"DEN_Entrance_Trade"
"DEN_Volo_Trade"
"DEN_Weaponsmith_Trade"
"GOB_Festivities_Trader"
"GOB_Quartermaster" *** next update ***
"HAV_HarperQuarterMaster"
"HAV_Thiefling_Trade"
"MOO_ZhentQuartermaster"
"TUT_Chest_Potions"
"WYR_Danthelon_Trader"
"WYR_SharessCaress_Bartender_Trade"
Someone else mentioned having a hard time finding it for sale, while doing an "evil playthrough". So I think there must be merchants that I'm simply not aware of, as I have not even gotten through Act 2 once yet. I'm planning an update that adds more merchants, but I don't know who else to add it to, other than the Goblin Quartermaster. If anyone could suggest a merchant that is centrally positioned within Act 3, that would be helpful.
Thank you for saying something! I did a literal face-palm when I threw the numbers into a calculator. Kind of embarrassing. lol
It should be fixed. Just update the mod.
[EDIT]: I see what I did in the TreasureTable. Or, more importantly, didn't do. I added the dye to some other Goblin merchant ("festivities"), and not the main Goblin merchant ("quartermaster"). As I did the same in my other dye mods too, I'll be updating them all to correct this.