Hi does this work with unique tav by kartoffel? I can't read the description my eyes are tired, but I somehow mamanged to make it to the comments. Also can it do my taxes?
This mod has never, in its existence and will never in its future lifespan ever under any circumstances require anything from Trips, shaders or otherwise.
Was able to create a VT that I wanted for humans and half elves, but elves are also lumped in with normies is there a way to differentiate between the groups and body types?
Is this mod capable of changing out the facial scars for custom ones without changing the scars of everyone else? I'm not sure if regular Unique Tav is capable of doing that. And I mean the actual scars, not scars in makeup or tattoo slots.
Hi! Patch 8 was just announced to be releasing on the 15th and I was wondering if you have already looked into patching virtual Tav for it (if you were given the test version of patch 8 that is) or if you think it won't require a patch?
This is the only mod I use that I don't think I'll be able to live without LOL. I know script extender will probably be broken, but VT doesn't require SE so hopefully that means it will be fine. Thank you 😊
Piggybacking on the thread a bit, as it's relevant to the issue. It seems that Tiefling tails on body four are not working properly, as they are essentially stiff at all times, pretty much as if the model didn't have animations.
As a temporary solution, I've found that Alternate Tiefling Tails slightly lessens the effect, but it's still noticeably stiffer than the other body types.
so this is making me nuts. I can't get sweaty. The pak file name is SWEATkaz_unique_tav.pak. The files page here says it is ver 1.1.0. but, it shows as 1.6.2 which i think is an original UT version. I have no shaders loaded. Any thoughts?
Have you checked your mods folder? If it's still saying the version number for the original unique tav you might have both pak files in your mods folder and the older version is overriding this one. If so, delete the old file
FYI, at least some of the default body meshes had their weights subtly updated sometime around Patch 7; I can confirm that HUM_F, HUM_FS, and TIF_FS are definitely affected, but there may be more. The Unique Tav data included in this mod (like Unique Tav itself) is still using the old ones.
Hi! When I tried to convert the CLEA, HMVY and NM files, I get this error message:
https://imgur.com/a/mRK8pyI
I have put the UNIQUE_TIF_F_NKD_BODY_A_CLEA.DDS file in the Conversions > Textures map and saved as BC3 (Linear, DXT5), checking the "Generate Mip Maps"-box through PAINT.net
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Edit: Texture transition cuts off at genitals, too, just noticed lol.
This is the only mod I use that I don't think I'll be able to live without LOL. I know script extender will probably be broken, but VT doesn't require SE so hopefully that means it will be fine. Thank you 😊
Just thought I'd come back and say that it seems to be working fine so far on patch 8!
*Sorry, I hit submit twice by accident and don't know how to delete this comment.*As a temporary solution, I've found that Alternate Tiefling Tails slightly lessens the effect, but it's still noticeably stiffer than the other body types.
When installing the UT version they do not appear in the game
https://imgur.com/a/mRK8pyI
I have put the UNIQUE_TIF_F_NKD_BODY_A_CLEA.DDS file in the Conversions > Textures map and saved as BC3 (Linear, DXT5), checking the "Generate Mip Maps"-box through PAINT.net
What to do?
\wrkspc\unique_tav
Read more in this article - https://www.nexusmods.com/baldursgate3/articles/669