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How to link custom clothings/armors models to a custom culture?


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Posted

Hi,

I am trying to port some total conversion mods' assets into vanilla game for myself inside a custom mod but I can't figure out how to make the custom culture I created use those clothing/armor .asset models. For this example I am trying to copy AGOT's Valyrian culture stuff to vanilla.

 

I copied the assets from gfx\models\portraits\attachments over.
Then I copied:

 

common\scripted_triggers\00_clothing_triggers.txt

common\scripted_triggers\99_agot_clothing_triggers.txt


And then I created a custom culture in common\culture\cultures using the same gfx flags names under clothing_gfx that the total conversion mod uses.

 

I also copied:
common\genes\05_genes_special_accessories_clothes.txt
common\genes\06_genes_special_accessories_headgear.txt
common\genes\07_genes_special_accessories_misc.txt

 

Then I made those 3 above files compatible with EPE+CFP by cherry picking the additions from the EPE+CFP comp patch of those same files over.

 

Other things I tried:
Copying gfx\portraits\portrait_modifiers and gfx\portraits\accessories stuff over.

 

But no matter what the game just uses the default in-game models. For example, the custom culture I created have the following flags in the culture file:

clothing_gfx = {
 high_valyrian_clothing_gfx
 valyrian_clothing_gfx
 byzantine_clothing_gfx
 western_clothing_gfx
}

 

These were copied directly from the total conversion AGOT mod, but all it uses are byzantine style armor models instead of the Valyrian armors.

 

What am I missing?

Thanks.

Posted

Hi, clothing is controlled by portraits_modifiers.

For example, if you search for portrait_valyrian_clothing_trigger, you can find it in

"common\scripted_triggers\99_agot_clothing_triggers.txt"

"gfx\portraits\portrait_modifiers\04_headgear_armor.txt"

So you also need to merge the files under portrait modifiers with the files from EPE, which would be the x0.. files

You should look in all the files in portraits_modifiers, and merge the sections that start with "agot_clothing" into EPE

 

Posted
3 hours ago, csirke128 said:

Hi, clothing is controlled by portraits_modifiers.

For example, if you search for portrait_valyrian_clothing_trigger, you can find it in

"common\scripted_triggers\99_agot_clothing_triggers.txt"

"gfx\portraits\portrait_modifiers\04_headgear_armor.txt"

So you also need to merge the files under portrait modifiers with the files from EPE, which would be the x0.. files

You should look in all the files in portraits_modifiers, and merge the sections that start with "agot_clothing" into EPE

 

Oh, thank you. I was searching like crazy in VS code where all the files that reference the relevant valyrian models and clothings are and copied everything I could find. Now that I think about it I forgot to check that EPE would override the same files. Let me do that.

Posted (edited)

I copied pretty much all the files in portrait_modifiers except the custom hair, clothes religious, headgear religious, and headgear_situational from EPE+CFP comp patch and merged it with AGOT stuff but it's still using the default byzantine armor. :cry:

Edited by phuonglong003
Posted
6 hours ago, phuonglong003 said:

I copied pretty much all the files in portrait_modifiers except the custom hair, clothes religious, headgear religious, and headgear_situational from EPE+CFP comp patch and merged it with AGOT stuff but it's still using the default byzantine armor. :cry:

Hi, next suggestion would be to bumb up the weights, maybe EPE has higher weights.

 

For example:

    agot_tyrell_summer_clothes = {

        weight = {
            base = 0
            modifier = {
                add = 50

 

Changing the add = 50 to a bigger number, like 200 might help.

 

For example, i think byzantine can add up to 100 here (50+50):

    byzantine_low_nobles = {
        dna_modifiers = {
            accessory = {
                mode = add
                gene = clothes
                template = byzantine_low_nobility_clothes
                range = { 0 1 } # For the randomness to work correctly
            }
        }   
        weight = {
            base = 0
            court_fashion_level_4_modifier = { INPUT_PARAMETER = byzantine }
            modifier = {
                add = 50
                portrait_low_nobles_clothing_trigger = {
                    CULTURE_INPUT = byzantine
                }  
            }
            modifier = {
                add = 50
                portrait_low_nobles_clothing_trigger = {
                    CULTURE_INPUT = byzantine
                }
                is_female = yes   
            }
        }
    }

 

The other thing you can try, is to put the categories into a separate file, and change the priority.

 

For example:


cfp_headgear_base = {

    usage = game
    selection_behavior = weighted_random
    priority = 1

...

 

You can set priority to a higher value, like 10, and put the AGOT modifiers in that file, and that will make sure it will take precedence over any other portrait modifier file.

So as far as i understand, inside the file, what matters is weights, but if you have multiple files, what matters is the priority of the file.

Posted (edited)
On 7/24/2024 at 2:21 AM, csirke128 said:

Hi, next suggestion would be to bumb up the weights, maybe EPE has higher weights.

 

For example:

    agot_tyrell_summer_clothes = {

        weight = {
            base = 0
            modifier = {
                add = 50

 

Changing the add = 50 to a bigger number, like 200 might help.

 

The other thing you can try, is to put the categories into a separate file, and change the priority.

 

For example:


cfp_headgear_base = {

    usage = game
    selection_behavior = weighted_random
    priority = 1

...

 

You can set priority to a higher value, like 10, and put the AGOT modifiers in that file, and that will make sure it will take precedence over any other portrait modifier file.

So as far as i understand, inside the file, what matters is weights, but if you have multiple files, what matters is the priority of the file.

Hmm, when I disabled CFP, EPE and EPE+CFP Comp patch I noticed that the AGOT armors and clothings stuff show up in the Barbershop in full, whereas with EPE+CFP+EPE/CFP CompPatch enabled they don't show up in Barbershop and only the Gown of the Unlikely (male_clothes_secular_unlikely_gown_royal_01) shows up in barbershop, assuming because it's the only AGOT stuff that was added under the vanilla's tree under byzantine_high_nobility_clothes in common\genes\05_genes_special_accessories_clothes.txt. The leg wears stuffs are all there too it seems like.

 

That being said their clothes were all messed up and didn't show up correctly because my custom mods with AGOT asset still got EPE lines in them but could this be related somehow?

 

But when I looked at the EPE+CFP Compatibility Patch mod folder and checked, it seems all the files that it has under common/genes and gfx/portraits/portraits_modifiers, I have already added their contents in my custom mod's with AGOT's same files so I am not exactly sure what's the problem here but it still seems to be a compatibility issue with EPE+CFP.

Edited by phuonglong003
Posted
14 minutes ago, phuonglong003 said:

custom culture mod.zipThis is what I have so far. I deleted the gfx/models/portraits/attachments stuff in the zip since they're heavy.

 

If anyone can point out what I am missing please let me know, thank you.

 

Hi, i think for common genes, it might be better to put the AGOT genes into a separate gene.

So like


special_genes = {

    accessory_genes = {
        clothes_agot = {

 

And when using, instead of setting gene as clothes, you set clothes_agot

 

I can see some issues in your gene files, some indexes are used twice. Each clothing gene has an index, and only 1 gene can have a certain index. If you have 2 genes with same index, it will only keep 1. So either you need to reindex all the genes, or just put them in a separate file, so they dont conflict.

 

For portraits modifiers, same issue. As said before, EPE will have files like x01_clothes_base.txt, and this will take precedence over 01_clothes_base.txt that you have in the patch, so when you have EPE enabled, it wont take effect.

 

"But when I looked at the EPE+CFP Compatibility Patch mod folder and checked, it seems all the files that it has under common/genes and gfx/portraits/portraits_modifiers"

Thats because EPE and CFP are compatible because of the workshop mod, bot the CBO mod, if you check the workshop mod, you can see that it has a bunch of 0x files.

Even then, because CFP adds clothing by separate portrait modifier files, you wont see all the files that you would need to patch there.

 

So you should probably create a new file in portraits modifiers, put the AGOT stuff in it, and set a high priority on the file

Posted
34 minutes ago, csirke128 said:

 

Hi, i think for common genes, it might be better to put the AGOT genes into a separate gene.

So like


special_genes = {

    accessory_genes = {
        clothes_agot = {

 

And when using, instead of setting gene as clothes, you set clothes_agot

 

I can see some issues in your gene files, some indexes are used twice. Each clothing gene has an index, and only 1 gene can have a certain index. If you have 2 genes with same index, it will only keep 1. So either you need to reindex all the genes, or just put them in a separate file, so they dont conflict.

 

For portraits modifiers, same issue. As said before, EPE will have files like x01_clothes_base.txt, and this will take precedence over 01_clothes_base.txt that you have in the patch, so when you have EPE enabled, it wont take effect.

 

"But when I looked at the EPE+CFP Compatibility Patch mod folder and checked, it seems all the files that it has under common/genes and gfx/portraits/portraits_modifiers"

Thats because EPE and CFP are compatible because of the workshop mod, bot the CBO mod, if you check the workshop mod, you can see that it has a bunch of 0x files.

Even then, because CFP adds clothing by separate portrait modifier files, you wont see all the files that you would need to patch there.

 

So you should probably create a new file in portraits modifiers, put the AGOT stuff in it, and set a high priority on the file

I see, let me try.

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