Greetings Wyrm! I've been trying to modify your psdt.lua script into just resizing Vergil's SDT by removing every element that didn't seem like it was needed. local function set_local_scale(object, x, y, z) object:call("get_Transform"):call("set_LocalScale", Vector3f.new(x, y, z)) end You've mentioned this function further down in the comments, which is identical to how it is in your code. I am not sure what component exactly allows Vergil to retain his size in SDT, would you be able to help me out? I'd appreciate the insight!
Sorry for the slow reply, I rarely check here anymore... What's the issue ingame? Things not showing up, blackened elements, or? I hope I still remember enough to figure something out based on a more detailed description.
I think I've seen it do that when the mod wasn't compatible with the current patch of the game (among other cases, but that's my best guess here). Added another version of the mod that works with the patch before the April update, maybe that could help.
Hmm, it's not a patch issue then. By 'whole' do you mean the original SDT model with the shoulderpads/arm blades/all that?
The blackness occurs when there's a mismatch between the textures the model requires and the ones the game actually loads. That means some of the modded files aren't in effect. My first guess for that was the patch because that's quite a recent development, but it can also be some other mod overwriting one of the files (Fluffy should warn for this).
thx for the mod, tried it but seemed it has a bug where you activate sdt with beowulf and then switch to other weapons, there's no lower legs shown. If activating sdt with yamato or mirage blade there's no problem
That sounds like the script not running properly! Here's some ideas off the top of my head about what to double check.
1. Is the script running at all? Under Script Runner in REFramework, you should see 'psdt.lua' ticked in under Known scripts. Ideally with no errors, but that's probably not the case...
2. Is your game up to date? (Steam most probably took care of this one, but you can check for a file name ending with 'patch_007' in your game folder.)
3. Have you manually patched the game after the update? I've seen it done to temporarily restore compatibility with pre-update mods until they get properly fixed up. It does mess up the script though, since it reverts things to a pre-update state. (And if this is the case, the Collab Trainer for example has a beta version now that works with the update!)
4. Try the latest version of REFramework from the repository. I doubt this'll change anything (it ran fine for me with both the latest and a significantly older version), but better safe than sorry.
If your game uses the up to date official files and the mod still isn't working properly, you can screenshot whatever's going on in the Script Runner and I'll try to take a look. (Not sure if Nexus allows images in comments, but you can also find me with the same username in the modding Discord, here: https://discord.com/invite/nX5EzVU)
Thanks so much for adding pre-patch version and it works fine now! Yes in order to use sssiyan cheater I used the old .exe and deleted the 007 file so my game is indeed "pre-patch" version :)
Since you manadged to resize parts of Vergils SDT is it possible to make the og model the same size as the BOSS std since the playable SDT model is way taller then Vergil or Dante.
As far as I know, messing with sizes is pretty simple. Technical details incoming! I'm going to assume some knowledge of the game files to keep this to a reasonable length.
To begin with, the actual model for Vergil's SDT is the same size as his human one, the character unit just gets scaled up upon transforming. What I did was make that scale remain the human one.
Implementation-wise, every character is a GameObject with a Transform attribute, and within every Transform there's a LocalScale component. That LocalScale vector's x, y and z coordinates are scale the model on the corresponding axis. To resize a character as soon as they load in, try the player GameObject in the character's .scn files, and to do it during SDT transforms go for the Transform node in the .tml files.
As a plan B, you can also resize objects with a REFramework script (I had to do this for the afterimages), with a function like this: local function set_local_scale(object, x, y, z) object:call("get_Transform"):call("set_LocalScale", Vector3f.new(x, y, z)) end Where object is the GameObject to be resized, and x, y, z are the coordinates for the new scale. Of course for this you have to programmatically find your GameObject first, but since we're talking player models, the REF documentation should have the code for that.
20 comments
I've been trying to modify your psdt.lua script into just resizing Vergil's SDT by removing every element that didn't seem like it was needed.
local function set_local_scale(object, x, y, z)
object:call("get_Transform"):call("set_LocalScale", Vector3f.new(x, y, z))
end
You've mentioned this function further down in the comments, which is identical to how it is in your code. I am not sure what component exactly allows Vergil to retain his size in SDT, would you be able to help me out? I'd appreciate the insight!
The blackness occurs when there's a mismatch between the textures the model requires and the ones the game actually loads. That means some of the modded files aren't in effect. My first guess for that was the patch because that's quite a recent development, but it can also be some other mod overwriting one of the files (Fluffy should warn for this).
1. Is the script running at all? Under Script Runner in REFramework, you should see 'psdt.lua' ticked in under Known scripts. Ideally with no errors, but that's probably not the case...
2. Is your game up to date? (Steam most probably took care of this one, but you can check for a file name ending with 'patch_007' in your game folder.)
3. Have you manually patched the game after the update? I've seen it done to temporarily restore compatibility with pre-update mods until they get properly fixed up. It does mess up the script though, since it reverts things to a pre-update state. (And if this is the case, the Collab Trainer for example has a beta version now that works with the update!)
4. Try the latest version of REFramework from the repository. I doubt this'll change anything (it ran fine for me with both the latest and a significantly older version), but better safe than sorry.
If your game uses the up to date official files and the mod still isn't working properly, you can screenshot whatever's going on in the Script Runner and I'll try to take a look. (Not sure if Nexus allows images in comments, but you can also find me with the same username in the modding Discord, here: https://discord.com/invite/nX5EzVU)
EDIT: Added pre-patch version.
To begin with, the actual model for Vergil's SDT is the same size as his human one, the character unit just gets scaled up upon transforming. What I did was make that scale remain the human one.
Implementation-wise, every character is a GameObject with a Transform attribute, and within every Transform there's a LocalScale component. That LocalScale vector's x, y and z coordinates are scale the model on the corresponding axis. To resize a character as soon as they load in, try the player GameObject in the character's .scn files, and to do it during SDT transforms go for the Transform node in the .tml files.
As a plan B, you can also resize objects with a REFramework script (I had to do this for the afterimages), with a function like this:
local function set_local_scale(object, x, y, z)
Where object is the GameObject to be resized, and x, y, z are the coordinates for the new scale. Of course for this you have to programmatically find your GameObject first, but since we're talking player models, the REF documentation should have the code for that.object:call("get_Transform"):call("set_LocalScale", Vector3f.new(x, y, z))
end
TLDR; yes :D