thatTESguy Posted October 12, 2020 Posted October 12, 2020 After way too long, I figured how to do this. Apparently it's a oversight from the devs in that the appropriate entries were not defined. Add the following to portrait_modifiers: morph = { mode = replace gene = gene_bs_body_type template = no_portrait value = 1.0 } accessory = { mode = add gene = clothes template = no_clothes value = 0.5 } Add the following to .asset or use the following fileblend_shape = { id = "female_bs_body_no_portrait" type = "blendshapes/female_bs_body_no_portrait.mesh" }attribute = { name = "bs_body_no_portrait" blend_shape = "female_bs_body_no_portrait" } <<female_body.asset>> Create the female_bs_body_no_portrait.mesh file in gfx\models\portraits\female_body\blendshapes Take the male_bs_body_no_portrait.mesh file, use a hex editor to change the "male" to "female", and save Or use the following file <<female_bs_body_no_portrait.mesh>> Add the female attribute definition to 01_genes_morph.txt no_portrait = { index = 4 male = { setting = { attribute = "bs_no_portrait" value = { min = 1.0 max = 1.0 } } setting = { attribute = "bs_body_no_portrait" value = { min = 1.0 max = 1.0 } } } female = { setting = { attribute = "bs_body_no_portrait" value = { min = 1.0 max = 1.0 } } } } Female body mesh should be hidden! female_bs_body_no_portrait.mesh female_body.asset
sss1sss11 Posted October 16, 2020 Posted October 16, 2020 What a terrible perversion this is. What a chilling abomination it is. How does the earth carry this bastard?
testing5432 Posted October 16, 2020 Posted October 16, 2020 I'd imagine it's to pave the way for complete replacement of the paradox models for those so inclined.
joemann Posted October 16, 2020 Posted October 16, 2020 Since you seem to be good at hiding things ? maybe you can help me. I am working on a bigger event window. Have made some progress ( bigger window, bigger characters) but the main character's coat of arms keeps following him around ( and because he is bigger now it partially blocks the view of him). According to the file portraits_gui which defines the standard portraits " CoA, opinion and status icons are included by default; use blockoverride to disable them. Although the blockoverride command is used in combination with coa in other part of the code , in my case it doesn't work. I tried adding the coa file, changing it's position coordinates then I had two coa 's in the window. Any ideas? Spoiler block "coa" { coa_realm_small_crown = { visible = "[Character.HasLandedTitles]" parentanchor = bottom|left position = { -2 1 } } }
thatTESguy Posted October 18, 2020 Author Posted October 18, 2020 On 10/16/2020 at 9:47 AM, joemann said: Since you seem to be good at hiding things ? maybe you can help me. I am working on a bigger event window. Have made some progress ( bigger window, bigger characters) but the main character's coat of arms keeps following him around ( and because he is bigger now it partially blocks the view of him). According to the file portraits_gui which defines the standard portraits " CoA, opinion and status icons are included by default; use blockoverride to disable them. Although the blockoverride command is used in combination with coa in other part of the code , in my case it doesn't work. I tried adding the coa file, changing it's position coordinates then I had two coa 's in the window. Any ideas? Hide contents block "coa" { coa_realm_small_crown = { visible = "[Character.HasLandedTitles]" parentanchor = bottom|left position = { -2 1 } } } Any difference between using "blockoverride" and "block" in the above? I don't have my hands in GUI modding yet.
joemann Posted October 18, 2020 Posted October 18, 2020 10 hours ago, thatTESguy said: Any difference between using "blockoverride" and "block" in the above? I don't have my hands in GUI modding yet. I believe block is the code that creates the picture and block override should suppress it (but in my case doesn't). You gave me an idea though, I'll try to modify block itself.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.