I have some trouble in using this mod. I follow the instruction to use multitool to change,and put the .pak file into Mods file,but when I enter the game the mod manager dosen't show this mod.However the ring of strength can work properly. Anyone know what's wrong?I'm so confused.
Sorry for the late reply. This mod replaces Wyll's vanilla portrait and in-game mod manager doesn't allow replacers. So u have to use LaughingLeader's mod manager to activate the mod.
Emm,I follow it,succsefully imported,the body work well but Wyll dosen't have a genital,any ideas? btw my own character has one,so it shuold not be the pre-mod's problem?
OK, this comment made me laugh more than i should:) Which version of this mod do u use? If it's the "banana_edition", than u need the banana mod itself by VinTheMan. If u r using regular version and Wyll's body parts r missing - it can b another mod conflict. Also u can try to verify ur game files through Steam. Let me know if the problem persists after checking conflicts and verifying game files.
Absolutely "banana_edition",and I actually have the mod by VinTheMan. There's something weird,my character has "banana" in my other saves,only my recent one don't,and I tried to create a new game,it appears my own character has no problem,but when I choose Wyll to begin,it still only has body and without "banana". Also I tried to active VinTheMan's mod and yours only,this dosen't help as well. If it possible that I change the code in a wrong way?I searched “e7d3656d-64be-4a6e-9d8a-40e1837af0bd” and there're 4 results and I changed them all.
The code is correct (its for the human form). It took me some time, but i found out, that the conflict is caused by Appearance Edit Enhanced. U have to disable it in in-game mod manager and start a new game. Or if u've already played awile and u r still in human form - u can just edit ur appearance with this mod through resculpting option - by choosing strong body type.
I absolutely love this mod, but i have an issue with it. Does it conflict with Terpsichore mod? The body does not match with the head, the head is for the body 1 type and all the rest is for body 4 so... his head kinda stucks between his chest :D
These two mods are not compatible. To get the look from the Terpsichore's mod, you need to adjust the hair meshes from their mod in blender to match hunky body type, and then write dependencies to that new hair in the visuals file from my mod. Also, for the skin textures you need to create new dependencies in the mesh files (same texture can be applied to different body types, so u dont have to remake the texture).
I have an issue as well, after doing the repak through multitool, genitals show up a good a good 10cm apart & below the groin, as if they were looking for the mesh bones of body type 1. Haven't been able to fix it, no matter what I try.
Edit: Ok so I finally managed to get the genitals fixed, but ran into another problem. After the Mizora "you've been naughty" cutscene happens, Wyll doesn't get the body type 4 devil form. Just the regular one. And if I try to use the mirror to fix it, then I get his human form.
Sorry for the late reply. That genital story was a kind of thriller:) I don't have saves to replicate the naughty issue, but u can send me a save for testing (link to google disk or smth). If u dont have tons of mods integrated in this save - i will b able to load it.
Great mod, on a new play through testing it out. The only thing is in the human form his jowls seem a bit on the bigger side so he loses some face structure. Kinda prefer his original eyes as well. That aside its a fun time so far
I wish there was an easy way to pick options right from the mod installer - like in Skyrim mods, that would make it much more flexible for different users preferences.
As for the human face - just trigger his transformation as soon as possible:)
Yeah I got there and everything is so good...except the eyes lol. Toned down eyes would've made it perfect because the other details from the stronger horns, tail, body spots etc are so solid. I do wish this game was like skyrim and I could just easily change the eyes cause this mod is great
OK so I'm trying to figure out how to do this on my own and am stuck. I know the head is a replacer for the first tiefling strong head which in itself is kinda frustrating because I can preview the Heterochromia setup for the eyes I want. I know appearance edit is a no go. Any instruction on how i can go about changing just the eyes would be good .
Edit: Nvm figured out somewhat, managed to lessen the harsh glow by going in the merged lsf and tamping down the glow values. Its much better now. Gonna do a lot more tinkering in there.
In case ull want to make some more changes: In "_merged.lsf.lsx" file (D:\Multitool\UnpackedMods\JE_HunkyWyll\Public\JE_HunkyWyll\Content\[PAK]_CharacterVisuals) there r 7 segments (some r for devil form, some r for human form) with self explanatory names, for example "ORIGIN_Wyll_Devil_PortraitVisual"
This block in segments is for the base eye color: <node id="Object"> <attribute id="ForcePresetValues" type="bool" value="True" /> <attribute id="GroupName" type="FixedString" value="06Eyes" /> <attribute id="MapKey" type="FixedString" value="06Eyes" /> <attribute id="MaterialPresetResource" type="FixedString" value="2d903bd4-a18c-3f8c-41d1-6b6502f85f9f" /> </node>
U need to replace the value above with smth from "CharacterCreationEyeColors" file (line "MaterialPresetUUID") - names of colors r also there, for example: <node id="CharacterCreationEyeColor"> <attribute id="DisplayName" type="TranslatedString" handle="hc9bf6348g0c4bg46c1gb0d9gb10e75197da6" version="1"/> <attribute id="MaterialPresetUUID" type="guid" value="2d903bd4-a18c-3f8c-41d1-6b6502f85f9f"/> <attribute id="Name" type="FixedString" value="Demonic Purple A"/> <attribute id="UIColor" type="LSString" value="#FF9754F7"/> <attribute id="UUID" type="guid" value="7c0bd1cb-dbcc-407c-94a7-637e79127fc7"/> </node>
And further u can add, change or delete lines below. L and R lettets in Parameter names override base color from the above. Color values r RGB values, so "1.0 0.0 0.0" means, that the color would b red. The higher the value, the stronger the brightness. <node id="Vector3Parameters"> <attribute id="Color" type="bool" value="False" /> <attribute id="Custom" type="bool" value="True" /> <attribute id="Enabled" type="bool" value="True" /> <attribute id="Parameter" type="FixedString" value="Eyes_GlowColour" /> <attribute id="Value" type="fvec3" value="0.2 0.274623 0.2463143" /> </node> <node id="ScalarParameters"> <attribute id="Color" type="bool" value="False" /> <attribute id="Custom" type="bool" value="True" /> <attribute id="Enabled" type="bool" value="True" /> <attribute id="Parameter" type="FixedString" value="Heterochromia" /> <attribute id="Value" type="float" value="1"/> </node> <node id="ScalarParameters"> <attribute id="Color" type="bool" value="False" /> <attribute id="Custom" type="bool" value="True" /> <attribute id="Enabled" type="bool" value="True" /> <attribute id="Parameter" type="FixedString" value="GlowBrightness_L" /> <attribute id="Value" type="float" value="50"/> </node> <node id="Vector3Parameters"> <attribute id="Color" type="bool" value="False" /> <attribute id="Custom" type="bool" value="True" /> <attribute id="Enabled" type="bool" value="True" /> <attribute id="Parameter" type="FixedString" value="Eyes_IrisColour_L" /> <attribute id="Value" type="fvec3" value="0.8068433 0.1007462 0" /> </node> <node id="Vector3Parameters"> <attribute id="Color" type="bool" value="False" /> <attribute id="Custom" type="bool" value="True"/> <attribute id="Enabled" type="bool" value="True" /> <attribute id="Parameter" type="FixedString" value="Eyes_IrisSecondaryColour_L" /> <attribute id="Value" type="fvec3" value="0.8068433 0.1007462 0" /> </node> <node id="Vector3Parameters"> <attribute id="Color" type="bool" value="False" /> <attribute id="Custom" type="bool" value="True" /> <attribute id="Enabled" type="bool" value="True" /> <attribute id="Parameter" type="FixedString" value="Eyes_ScleraColour_L" /> <attribute id="Value" type="fvec3" value="0.2 0 0"/> </node> <node id="Vector3Parameters"> <attribute id="Color" type="bool" value="False" /> <attribute id="Custom" type="bool" value="True" /> <attribute id="Enabled" type="bool" value="True" /> <attribute id="Parameter" type="FixedString" value="Eyes_GlowColour_L" /> <attribute id="Value" type="fvec3" value="0.6 0.2 0"/> </node>
Appreciate these explanations. Was a bit of a trial an error for me so this context will help going forward. Pic posted is LQ, but it's what I came up with from my quick editing so far. Even managed to figure out how to mesh another tiefling head adjustment mod to completely change the vanilla asset strong head C I was using for my main into something uprgaded imo. Didn't realize bg3 was so adaptable.
I'd like to change his hairstyle and give him a beard in both his forms. Which values do I need to replace in the CharacterVisuals file? I want to give him hair #24 from Vessnelle's Hair Collection, but not sure which value I need to use. Do I need HairPresetResourceId, or something else? I'm new to all this...
Beards r not supported for this head (they will not autosnap). But u can try to find something, that wont look weird (or wont look very weird): add this in the slot sections: <node id="Slots"> <attribute id="Bone" type="FixedString" value="" /> <attribute id="Slot" type="FixedString" value="Beard" /> <attribute id="VisualResource" type="FixedString" value="4a2e83f3-6e6a-caf9-0d6d-4ff760be0d42" /> </node> List of beards is here: https://bg3.wiki/wiki/Modding:Hair_Meshes
For the hair - replace this "568f7d19-5b2b-d70a-33ef-45a0d05ef581" and other hair IDs in the slot section (this ID is for tif/cambion form;for human form its not the same) by the ID from here (or any other hair mod): D:\Multitool\UnpackedMods\Vessnelle_Hair2\Public\Vessnelle_Hair2\Content\Assets\Characters\[PAK]_Hair For example u can try this ID from the mod above: 91422209-1ea9-4dbb-b09f-18ec9bde7357
U can also preview all the hair (before doing anything) by editing/creating character with strong body type and seeing what name (and number in it) do the hair have. The above ID is "Vessnelle hair11" in the CC menu. And it has similar name in the source file: <attribute id="Name" type="LSString" value="Vessnelle_Hair11M_optional.gr2" />
Kind of a bummer to hear about the beards, but I'll try them out and see if anything looks good. At least he can have a new hairstyle. I saw someone put that exact hair on normal Wyll, and it looked so good that I wanted to try it on buff Wyll.
And thanks for the help. I'll post pics when I'm done.
I finally posted that screenshot I promised. Took me long enough. The hair looks nice on him, but there's more clipping than I expected... And I can't get it to show on his human form. I replaced every value that had to do with hair, but the new hair only shows on the demon form.
U can easily adjust the hair by unpacking the mod with Multitool and repacking it back. As for the eyes - that needs some mesh editing first, which I’m not planning to do in the nearest future.
so I loaded this mod, it worked. I clicked the mirror once just for S&G and his head reverted to his default devil form but his body stayed the same. i uninstalled and reinstalled the mod and it didn't fix it his head is in his torso.
If u want to change hair or smth like that - u can do it by unpacking the mod through Multitool and inserting relevant values into the code (it is really quite easy). I can help with it, but i have to know, what final result do u want.
It is one of the funniest things I've ever seen to use the mirror and select Wyll's old head. Fortunately I saved first though, because oh god would I not be able to play like that.
I think it might have happened when I tried to switch over to that banana edition mid-game. I hadn't paid much attention to his junk before that, but then when seeing that took a look and realized he looks REALLY small without some form of upgrade. That Blade of Frontiers was like a small dagger when he needed a rapier, heh.
I can't seem to fix it properly though. I followed the instructions, replaced all instances of that one line of code with the first L length code, but it was still floating after I repacked and put that version of the mod in. I also couldn't find the tiefling code line at all, which seemed weird.
So I tried removing this mod and that banana mod, reinstalling the original hunk wyll mod, and starting a new game...his junk still floats. I only have one other mod that does anything to bodies, could this be a bad interaction with https://www.nexusmods.com/baldursgate3/mods/4929?tab=description ? I wouldn't think so, but I don't know why else this would be happening.
Edit - my adventure in WTF continues. I started a game not as Wyll (my other games were both as Wyll) and his junk is in place. So confused...
Okay, so I solved that mystery. As long as you never try to manually change it (my fault, didn't realize he would protest so loudly that his junk falls off) it seems fine.
I haven't had a transformed Wyll yet though, and I'm concerned because the instructions for the banana edit say to edit "ba12585b-9efe-4c16-a832-a608934e8a81" but I can't find that line of code in the _merged file at all.
I can give a look on whats going on, but it will b closer to the end of the next week (sorry for potential waiting). If u solve this earlier, let me know.
Banana settings in the merged file are somewhere in “private parts” values. Ctrl-f this combination of words - there will b about 6 matches. First two r for the tiefling preset, the rest r for human. The source for values is in the instruction file (it contains two sections: first with many values - for human, second - with very few values - for tieflings). Use one value from each section and insert them in merged file (twice for tiefling form and the rest - for human form).
Thank u; It seems, that i forgot to update the value in the instruction x_X But I'm glad, that ur determination led to a successful result - u r a true researcher of Toril's mysteries;)
So now that I've played further with this...Wyll's cut scenes get kinda funky. For instance I just had his dancing scene, and at the end when you go to kiss, my character was kissing his neck. They also seem to have issues with holding hands. It's honestly kind of hilarious though, so I'll call it a feature not a bug!
It's been fascinating! Lots of interesting interactions, very much recommend. I do still want to do an actually-dark urge run after this though, take characters down their darker paths.
127 comments
I follow the instruction to use multitool to change,and put the .pak file into Mods file,but when I enter the game the mod manager dosen't show this mod.However the ring of strength can work properly.
Anyone know what's wrong?I'm so confused.
This mod replaces Wyll's vanilla portrait and in-game mod manager doesn't allow replacers. So u have to use LaughingLeader's mod manager to activate the mod.
btw my own character has one,so it shuold not be the pre-mod's problem?
Which version of this mod do u use? If it's the "banana_edition", than u need the banana mod itself by VinTheMan.
If u r using regular version and Wyll's body parts r missing - it can b another mod conflict.
Also u can try to verify ur game files through Steam.
Let me know if the problem persists after checking conflicts and verifying game files.
There's something weird,my character has "banana" in my other saves,only my recent one don't,and I tried to create a new game,it appears my own character has no problem,but when I choose Wyll to begin,it still only has body and without "banana".
Also I tried to active VinTheMan's mod and yours only,this dosen't help as well.
If it possible that I change the code in a wrong way?I searched “e7d3656d-64be-4a6e-9d8a-40e1837af0bd” and there're 4 results and I changed them all.
It took me some time, but i found out, that the conflict is caused by Appearance Edit Enhanced. U have to disable it in in-game mod manager and start a new game. Or if u've already played awile and u r still in human form - u can just edit ur appearance with this mod through resculpting option - by choosing strong body type.
Thx for everything,you're my superhero,,love you and your mod!
Or u can just use this mods in turns:)
Edit:
Ok so I finally managed to get the genitals fixed, but ran into another problem.
After the Mizora "you've been naughty" cutscene happens, Wyll doesn't get the body type 4 devil form. Just the regular one. And if I try to use the mirror to fix it, then I get his human form.
That genital story was a kind of thriller:)
I don't have saves to replicate the naughty issue, but u can send me a save for testing (link to google disk or smth). If u dont have tons of mods integrated in this save - i will b able to load it.
I wish there was an easy way to pick options right from the mod installer - like in Skyrim mods, that would make it much more flexible for different users preferences.
As for the human face - just trigger his transformation as soon as possible:)
Edit: Nvm figured out somewhat, managed to lessen the harsh glow by going in the merged lsf and tamping down the glow values. Its much better now. Gonna do a lot more tinkering in there.
In "_merged.lsf.lsx" file (D:\Multitool\UnpackedMods\JE_HunkyWyll\Public\JE_HunkyWyll\Content\[PAK]_CharacterVisuals) there r 7 segments (some r for devil form, some r for human form) with self explanatory names, for example "ORIGIN_Wyll_Devil_PortraitVisual"
This block in segments is for the base eye color:
<node id="Object">
<attribute id="ForcePresetValues" type="bool" value="True" />
<attribute id="GroupName" type="FixedString" value="06Eyes" />
<attribute id="MapKey" type="FixedString" value="06Eyes" />
<attribute id="MaterialPresetResource" type="FixedString" value="2d903bd4-a18c-3f8c-41d1-6b6502f85f9f" />
</node>
U need to replace the value above with smth from "CharacterCreationEyeColors" file (line "MaterialPresetUUID") - names of colors r also there, for example:
<node id="CharacterCreationEyeColor">
<attribute id="DisplayName" type="TranslatedString" handle="hc9bf6348g0c4bg46c1gb0d9gb10e75197da6" version="1"/>
<attribute id="MaterialPresetUUID" type="guid" value="2d903bd4-a18c-3f8c-41d1-6b6502f85f9f"/>
<attribute id="Name" type="FixedString" value="Demonic Purple A"/>
<attribute id="UIColor" type="LSString" value="#FF9754F7"/>
<attribute id="UUID" type="guid" value="7c0bd1cb-dbcc-407c-94a7-637e79127fc7"/>
</node>
And further u can add, change or delete lines below. L and R lettets in Parameter names override base color from the above. Color values r RGB values, so "1.0 0.0 0.0" means, that the color would b red. The higher the value, the stronger the brightness.
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Eyes_GlowColour" />
<attribute id="Value" type="fvec3" value="0.2 0.274623 0.2463143" />
</node>
<node id="ScalarParameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Heterochromia" />
<attribute id="Value" type="float" value="1"/>
</node>
<node id="ScalarParameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="GlowBrightness_L" />
<attribute id="Value" type="float" value="50"/>
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Eyes_IrisColour_L" />
<attribute id="Value" type="fvec3" value="0.8068433 0.1007462 0" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True"/>
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Eyes_IrisSecondaryColour_L" />
<attribute id="Value" type="fvec3" value="0.8068433 0.1007462 0" />
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Eyes_ScleraColour_L" />
<attribute id="Value" type="fvec3" value="0.2 0 0"/>
</node>
<node id="Vector3Parameters">
<attribute id="Color" type="bool" value="False" />
<attribute id="Custom" type="bool" value="True" />
<attribute id="Enabled" type="bool" value="True" />
<attribute id="Parameter" type="FixedString" value="Eyes_GlowColour_L" />
<attribute id="Value" type="fvec3" value="0.6 0.2 0"/>
</node>
Cant see any pics, buti'm glad to hear that you've handled this process:)Oh, now i see it, looks pretty cool!
I want to give him hair #24 from Vessnelle's Hair Collection, but not sure which value I need to use. Do I need HairPresetResourceId, or something else?
I'm new to all this...
But u can try to find something, that wont look weird (or wont look very weird):
add this in the slot sections:
<node id="Slots">
<attribute id="Bone" type="FixedString" value="" />
<attribute id="Slot" type="FixedString" value="Beard" />
<attribute id="VisualResource" type="FixedString" value="4a2e83f3-6e6a-caf9-0d6d-4ff760be0d42" />
</node>
List of beards is here:
https://bg3.wiki/wiki/Modding:Hair_Meshes
For the hair - replace this "568f7d19-5b2b-d70a-33ef-45a0d05ef581" and other hair IDs in the slot section (this ID is for tif/cambion form;for human form its not the same) by the ID from here (or any other hair mod):
D:\Multitool\UnpackedMods\Vessnelle_Hair2\Public\Vessnelle_Hair2\Content\Assets\Characters\[PAK]_Hair
For example u can try this ID from the mod above: 91422209-1ea9-4dbb-b09f-18ec9bde7357
U can also preview all the hair (before doing anything) by editing/creating character with strong body type and seeing what name (and number in it) do the hair have. The above ID is "Vessnelle hair11" in the CC menu. And it has similar name in the source file:
<attribute id="Name" type="LSString" value="Vessnelle_Hair11M_optional.gr2" />
At least he can have a new hairstyle. I saw someone put that exact hair on normal Wyll, and it looked so good that I wanted to try it on buff Wyll.
And thanks for the help. I'll post pics when I'm done.
I'll post the pics a little later.
The hair looks nice on him, but there's more clipping than I expected...
And I can't get it to show on his human form. I replaced every value that had to do with hair, but the new hair only shows on the demon form.
For the changes in human form - replace this: c195493e-91f4-b178-14d7-30707648c758
PS. Consider clipping as part of Mizora's tricks:)
It looks even better on human Wyll.
As for the eyes - that needs some mesh editing first, which I’m not planning to do in the nearest future.
If u want to change hair or smth like that - u can do it by unpacking the mod through Multitool and inserting relevant values into the code (it is really quite easy). I can help with it, but i have to know, what final result do u want.
PS. I dont know, what is S&G.
I can't seem to fix it properly though. I followed the instructions, replaced all instances of that one line of code with the first L length code, but it was still floating after I repacked and put that version of the mod in. I also couldn't find the tiefling code line at all, which seemed weird.
Edit - my adventure in WTF continues. I started a game not as Wyll (my other games were both as Wyll) and his junk is in place. So confused...
I haven't had a transformed Wyll yet though, and I'm concerned because the instructions for the banana edit say to edit "ba12585b-9efe-4c16-a832-a608934e8a81" but I can't find that line of code in the _merged file at all.
I can give a look on whats going on, but it will b closer to the end of the next week (sorry for potential waiting). If u solve this earlier, let me know.
Banana settings in the merged file are somewhere in “private parts” values. Ctrl-f this combination of words - there will b about 6 matches. First two r for the tiefling preset, the rest r for human. The source for values is in the instruction file (it contains two sections: first with many values - for human, second - with very few values - for tieflings). Use one value from each section and insert them in merged file (twice for tiefling form and the rest - for human form).
I'll change these out and try to get to devil Wyll real quick in a run.
Looking at the instructions again, ba12585b-9efe-4c16-a832-a608934e8a81 was listed as the TIF_MS_NKD_Body_Genital_C_NoHair_L_Girthy.
But I'm glad, that ur determination led to a successful result - u r a true researcher of Toril's mysteries;)
But good to know, its not utterly horrible (i dont have relevant save to test it myself).
Or, I mean, I AM a Dark Urge that run, he'd probably be into that (and totally deny it, he's a goody goody dark urge)