1. Ensure Show only modified checkbox is unticked in Data Explorer. This will make searches easier.

2. Tattoo patterns are controlled by two assets:

Game/Characters/Asari/ASA/0_Heads/ASA_HED_B_Brittany/Textures/ASA_HED_B_TattooA_Mask
Game/Characters/Asari/ASA/0_Heads/ASA_HED_B_Brittany/Textures/ASA_HED_B_TattooB_Mask

3. Find these assets and double click to open. Each pattern is associated with an RGB color channel.

If you would like to swap between ASA_HED_B_TattooA_Mask and ASA_HED_B_TattooB_Mask, then you will need to edit Base Assets - Required.

4. Open Base Assets - Required. In Data Explorer, open:

game/ai/bundles/blueprintbundle_out_sab_asa/MeshVariationDb_Win32

We will swap Cora's tattoo mask from B to A.

5. Expand Index 16 / Materials / Index 0 / TextureParameters / Index 2.

6. Search ASA_HED_B_TattooA_Mask in Data Explorer and select it.

7. In Index 2 above, click the arrow next to ASA_HED_B_TattooB_Mask to replace it with ASA_HED_B_TattooA_Mask.

8. Save changes to Base Assets - Required. Open Asari Cora - Peebee Mesh or Brittany Mesh, whichever you are using.

9. In Data Explorer, open:

game/characters/asari/asa/0_heads/asa_hed_b(brittany)/hmf_asa_head_cora_skinned_mesh

10. Expand Materials / Index 0 / Shader / VectorParameters / Index 0 and Index 3. Index 0 controls tattoo color, expressed as an RGB value divided by 255. Index 3 controls RGB tattoo pattern, 0 hides the pattern, 1 displays the pattern.

11. Edit as you see fit and save changes. Test in-game.

For color: What you expect and what the game displays may be different. In this case, it is helpful to view other NPC SimpleAppearanceItemData. View Instances and select the instance that has the above VectorParameters. The name of the shader may or may not be SkinShader.

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