Dragon's Dogma 2
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Imaginalex Ridog8

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Imaginalex

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  1. Imaginalex
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    A WARNING / REMINDER ABOUT HOW FLUFFYMOD MANAGER WORK AND ITS BEHAVIOUR WITH /NATIVES FOLDER ! 
    (and why i don't use it for mesh mod files because it's not very clean by default settings)

    BY DEFAULT   FLUFFY MOD MANAGER WILL NOT REMOVE OLDER MESH MOD FILES INSTALLED PREVIOUSLY - (Especially mesh/textures/materials mod files by default)l OF THE SAME ARMOR ID - wich end up with conflicts of mixed files of the same armor parts in their respective folder when you remove / and activate other mods of the same armor IDS. 

    -> I realized this only recently because i barely ever use fluffy mod manager, but when i tried several of my mods in a row, i realized that it has the options to remove / uninstall files only if you force them into the advanced menu, and even THEN if you close up the game, if you close fluffy mod manager, it will not remove the files when CLOSED abruptly neither.

    By default fluffy mod manager would randomly try (or not to) overwrite files, but most of the time, it will do a half job if it has no administrator rights when launched too. Most of the times, if you don't have a clean / hygienic behavior with the mod manager, you end up with a mess anyway from a domino effect of lazy / leaving things by default behaviour. (and mesh mods are still experimental as of now, especially full armors)

    BEST PRACTICE IS TO REMOVE OLDER FILES OF THE SAME ARMOR ID MANUALLY BEFORE INSTALLING A NEW MESH MOD FILE OF THE SAME ID.


    It works best if you usually just extract the files manually into :

    Dragon's Dogma2 root folder.

    The /natives folder from the compressed archive should be extracted to find itself in the folder, this way :

    Dragon's Dogma2/natives/

    WARNING for FLUFFY MOD MANAGER USERS :

    The mod usually DONT uninstall itself PREVIOUS mod files in natives, leaving all the FORMER armor parts in it, it would ONLY remove former armor parts if you go into ADVANCED options to force UNINSTALL files when you deactivate the button, at most times without knowing this, it will KEEP former files and make conflicts as it will try to overwrite (or not even try) previous files and make a mix of old and new files if it doesn't find the same names.

    And even when activating the options to uninstall files by switching on and off the mod in the mod list, You will also end up with weird behaviour with files if :

    -fluffy mod manager is not launched in administrator mode.
    -Even if launched in administrator mode : You didn't remember that the specific hard disk where you downloaded / installed the game needs admin rights to modify files !!!

    Manual clean up of previous files is necessary if you see that /natives/.... to equipment folder to helm / pants / tops parts with 015 ids still contain files after deactivating the mod in fluffy mod manager.

    People usually don't keep in mind that if they install mods through fluffy mod manager, it keeps their older files in the natives inside dragon's dogma 2 Steam / root folder even after they shut down the game , especially that the option to remove files is linked to you actually FORCE opt IN the removal of files when you uninstall a mod through the panel ( by switching it on and off), it does not uninstall them only if you activate the option to uninstall files or sometimes have to run it in ADMINISTRATOR mode.

    It is best practice to avoid conflicts or shenanigans between files of a same mod to REMOVE the previous files manually from natives/  .. equipment /  ... tops (for armors) / pants (for leggings) /  helm (for helmet) under the 015  folder

    Leggings are :  /pants/015/
    Helmets are :   /helm/015/
    Chestpiece :     /tops/015/

    So if you previously used some of this armor's mod previous versions it will not allways copy paste over the natives folder if the files have identical names, be extra aware of that when you upload a new mod that changes the meshes of any 015 id armor part.

    Additionnally : Because mesh mods are still experimental with the way the game handles parts of same kind of armors, and sometimes parts of armors SHARE IDS with other parts of armor IDS of the same kind of design, the scripts the game use will sometimes display (or not in this case) the part of one piece of armor that was supposed to be displayed on it's analog / lookalike. (here, unfortunately, 1 pairs of pants outside of the metal cuisses get it's metal part invisible. Might be fixable through the mod "swap visible parts" )
  2. HeyJoeHUN81
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    Looks great!

    So if I do not installed any mods before for this armor, I could install simply with Fluffy mod manager too, yes?
    1. Imaginalex
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      Yeah. this one has /natives folder directly at the root of the archive
    2. HeyJoeHUN81
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      Seen it in-game finally, it's awesome! :)
  3. mirongaines
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    Great work on the berserk armours! Seeing as you’ve successfully changed in game models but kept the same feel. You think it would be possible to re-create the same armour in the box art? I think it’s a mashup of different armours already existing in the game. Grand cuirass with Stygian red scales for example. 
    1. Imaginalex
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      i could try that, for now i'm focusing on a Griffith armour with meloiran helmet as a basis, griffic armour for the chest basic materials starter
    2. mirongaines
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      Found this as a reference, I was curious if it was possible. I wanted to try it myself but I wouldn’t even know where to start. 

      https://preview.redd.it/cover-art-armor-v0-pt4n16eayyrc1.png?width=2100&format=png&auto=webp&s=6dcc9afa8309208a8727f1686f94a42f61107448
  4. wheelman89
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    What helmet does this replace if any specific one.
    1. Imaginalex
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      fiendish helm (id 015)
    2. wheelman89
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      Cool thanks wish it could be any helmet.
    3. Imaginalex
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      You can probably do that by using the transmogrify mod for DD2 on this very site.
    4. wheelman89
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      Cool
  5. wheelman89
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    Looks badass
  6. senseirain
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    YESSSSS! That's what I'm talking about xD Thanks