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Hiding female body in portrait


thatTESguy

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Posted

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.

 

 

  1. 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

                }

 

  1. Add the following to .asset or use the following file
    blend_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" }

 

  1. <<female_body.asset>>
  1. Create the female_bs_body_no_portrait.mesh file in gfx\models\portraits\female_body\blendshapes
    1. Take the male_bs_body_no_portrait.mesh file, use a hex editor to change the "male" to "female", and save
    2. Or use the following file

 

  1. <<female_bs_body_no_portrait.mesh>>
  1. 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 } } 

        }

    } 

  1. Female body mesh should be hidden!

female_bs_body_no_portrait.mesh female_body.asset

Posted

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 }
            }
        }

 

Posted
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.

Posted
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.

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