1. After you move all the mod files to their respective folders. Use AnvilToolKit and go to "DataPC_Resources_Patch_01" folder where you just put the mod's resource files.
2. In there, search for "0_-_TP_Tacvest_Crye_CPC_LOD" with Anvil's search function. You'll notice LODs 0 to 4.
3. Double click on LOD0 version and it will show the files contained within that LOD0 data. In there search for "11_-_TP_Tacvest_Patch"
4. Double click on that and it'll make an XML file, save that XML in the same folder and open it up with something like Microsoft Visual studios
5. In there, look for "Name="MaterialDisabled" Type="Bool">False</Value>"
6. Change that False to True then save the XML file.
7. Go back into Anvil and right click on that XML file and hit "Compile".
7. Back out of that folder in Anvil and repack the LOD0 data.
8. Then back out of that and do the same for the rest of the LODS
9. once done, back out of that and repack your "DataPC_Resources_Patch_01" folder.
Done
If you know how to do this, then you know how to take off things from other mods as well, really good skill to have.
I'm about to try and hopefully succeed but does this work for pants with holsters stuck on them? I know you said other mods but I really would like this to be the case with normal pants because I have the holster mod and it looks weird having one at the hip and below.
Yes as long as it's a separate material as compared to something baked into the model.
The best way to find out is by opening up its Mesh file via AnvilToolKit.
For example, if you go back to one of those extracted LOD folders from earlier where you recompiled the patch XML. You'll see a "0_-_TP_Tacvest_Crye_CPC_LOD0.Mesh". Double click on that and Anvil will open it up on the mesh viewer.
If something is a separate material it will show up as a different color than the base.
Then it would just be up to you to figure out which material file is connected to that specific thing within that same folder. If you can't figure it out by file names, check out their diffusemap files which can be opened via anvil. They're the texture map that the model will take on and can help you identify what you're looking for.
If you need any help I'm on the Tier 1 Imports Discord pretty frequently, I'm also the least knowledgeable person there, so in case you need help with anything in the future, there's people better than me there. There's also probably mods you didn't know about there too, so it's worth checkin out.
my game crashes, but only on my main safe after installing the mod, tried other safes, they work just fine, and the mod works there. do i now have to delete this safe or is there a way to fix this?
Noticed there's a bit of clipping on the left side when wearing some of the combat shirts in the game. Not sure if it's a size issue or a weight paint issue. I'm no expert on that so I don't know if that can be adjusted.
28 comments
Thanks in advance
1. After you move all the mod files to their respective folders. Use AnvilToolKit and go to "DataPC_Resources_Patch_01" folder where you just put the mod's resource files.
2. In there, search for "0_-_TP_Tacvest_Crye_CPC_LOD" with Anvil's search function. You'll notice LODs 0 to 4.
3. Double click on LOD0 version and it will show the files contained within that LOD0 data. In there search for "11_-_TP_Tacvest_Patch"
4. Double click on that and it'll make an XML file, save that XML in the same folder and open it up with something like Microsoft Visual studios
5. In there, look for "Name="MaterialDisabled" Type="Bool">False</Value>"
6. Change that False to True then save the XML file.
7. Go back into Anvil and right click on that XML file and hit "Compile".
7. Back out of that folder in Anvil and repack the LOD0 data.
8. Then back out of that and do the same for the rest of the LODS
9. once done, back out of that and repack your "DataPC_Resources_Patch_01" folder.
Done
If you know how to do this, then you know how to take off things from other mods as well, really good skill to have.
The best way to find out is by opening up its Mesh file via AnvilToolKit.
For example, if you go back to one of those extracted LOD folders from earlier where you recompiled the patch XML. You'll see a "0_-_TP_Tacvest_Crye_CPC_LOD0.Mesh". Double click on that and Anvil will open it up on the mesh viewer.
If something is a separate material it will show up as a different color than the base.
Then it would just be up to you to figure out which material file is connected to that specific thing within that same folder. If you can't figure it out by file names, check out their diffusemap files which can be opened via anvil. They're the texture map that the model will take on and can help you identify what you're looking for.
If you need any help I'm on the Tier 1 Imports Discord pretty frequently, I'm also the least knowledgeable person there, so in case you need help with anything in the future, there's people better than me there. There's also probably mods you didn't know about there too, so it's worth checkin out.
That backpack looks like the one in the Jungle Operator SOCOM mod. Hope that helps ya.
https://www.nexusmods.com/ghostreconbreakpoint/mods/1064