Just call them libtards, that usually works for me.Nurauc wrote: ↑ November 27th, 2024, 04:19You can imagine how confused I am by all this treatment now.ArcaneLurker wrote: ↑ November 27th, 2024, 04:17I don't see any reason to be mean to them then.
We're not savage niggers after all.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
[BG3][Resource] How to Change NPC Visuals
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- rusty_shackleford
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- Nooneatall
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I un-ip banned you and called off the cyber policeNurauc wrote: ↑ November 27th, 2024, 04:19You can imagine how confused I am by all this treatment now.ArcaneLurker wrote: ↑ November 27th, 2024, 04:17I don't see any reason to be mean to them then.
We're not savage niggers after all.
- orinEsque
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Ah if you're not the same guy, then it's fine, I can look up the hair for you. You want her vanilla hair color, right?Nurauc wrote: ↑ November 27th, 2024, 04:19You can imagine how confused I am by all this treatment now.ArcaneLurker wrote: ↑ November 27th, 2024, 04:17I don't see any reason to be mean to them then.
We're not savage niggers after all.
- Nooneatall
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I have some very secret and special knowledge I'm willing to share with you.Nurauc wrote: ↑ November 27th, 2024, 04:19You can imagine how confused I am by all this treatment now.ArcaneLurker wrote: ↑ November 27th, 2024, 04:17I don't see any reason to be mean to them then.
We're not savage niggers after all.
On your computer right now there is a magic program called powershell. (Or bash if you are on Linux but I doubt it.)
You can use this magic program to sniff the contents of files really fast!
Navigate your powershell instance with the command "cd" to the root level of the bg3 data files.
Then, use the command
Code: Select all
Get-childitem . -r | select-string "orin" >> results.txt
Open the results file and hopefully you get clues to find what you are looking for.
Last edited by Nooneatall on November 27th, 2024, 14:23, edited 2 times in total.
- orinEsque
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Won't help unless he's converted game files to human readable versions.Nooneatall wrote: ↑ November 27th, 2024, 14:22I have some very secret and special knowledge I'm willing to share with you.Nurauc wrote: ↑ November 27th, 2024, 04:19You can imagine how confused I am by all this treatment now.ArcaneLurker wrote: ↑ November 27th, 2024, 04:17I don't see any reason to be mean to them then.
We're not savage niggers after all.
On your computer right now there is a magic program called powershell. (Or bash if you are on Linux but I doubt it.)
You can use this magic program to sniff the contents of files really fast!
Navigate your powershell instance with the command "cd" to the root level of the bg3 data files.
Then, use the commandThis is a poor man's grep. I encourage you to download the programs "less" and "grep" but this will do for now.Code: Select all
Get-childitem . -r | select-string "orin" >> results.txt
Open the results file and hopefully you get clues to find what you are looking for.
There's BG3 Multi modding tool that can index and search for every thing in the game files.
- Nooneatall
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Based and India pilledorinEsque wrote: ↑ November 27th, 2024, 15:16Won't help unless he's converted game files to human readable versions.Nooneatall wrote: ↑ November 27th, 2024, 14:22I have some very secret and special knowledge I'm willing to share with you.Nurauc wrote: ↑ November 27th, 2024, 04:19
You can imagine how confused I am by all this treatment now.
On your computer right now there is a magic program called powershell. (Or bash if you are on Linux but I doubt it.)
You can use this magic program to sniff the contents of files really fast!
Navigate your powershell instance with the command "cd" to the root level of the bg3 data files.
Then, use the commandThis is a poor man's grep. I encourage you to download the programs "less" and "grep" but this will do for now.Code: Select all
Get-childitem . -r | select-string "orin" >> results.txt
Open the results file and hopefully you get clues to find what you are looking for.
There's BG3 Multi modding tool that can index and search for every thing in the game files.
- rusty_shackleford
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You know what would be really cool?
If game developers stopped trying to invent their own formats and just used a zip container like everyone else.
If game developers stopped trying to invent their own formats and just used a zip container like everyone else.
- Nurauc
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I really just need a MaterialResourceID for any shade of white. Orin's hair is blonde in vanilla and I want it to be white like a real dopplegangerorinEsque wrote: ↑ November 27th, 2024, 14:10Ah if you're not the same guy, then it's fine, I can look up the hair for you. You want her vanilla hair color, right?Nurauc wrote: ↑ November 27th, 2024, 04:19You can imagine how confused I am by all this treatment now.ArcaneLurker wrote: ↑ November 27th, 2024, 04:17I don't see any reason to be mean to them then.
We're not savage niggers after all.
- orinEsque
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From Character CreatorNurauc wrote: ↑ November 27th, 2024, 15:42I really just need a MaterialResourceID for any shade of white. Orin's hair is blonde in vanilla and I want it to be white like a real dopplegangerorinEsque wrote: ↑ November 27th, 2024, 14:10Ah if you're not the same guy, then it's fine, I can look up the hair for you. You want her vanilla hair color, right?Nurauc wrote: ↑ November 27th, 2024, 04:19
You can imagine how confused I am by all this treatment now.
White 1 - 2891393d-0a01-022c-7ff9-56ea1841dc9c
White 2 - f262fcf6-b76c-0808-b4be-1ceb7558a574
One of these should do.
Last edited by orinEsque on November 28th, 2024, 16:34, edited 1 time in total.
- Nurauc
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Yes!! Thank you!!! I could not have made Orin a complete doppelgänger without youorinEsque wrote: ↑ November 28th, 2024, 16:34From Character CreatorNurauc wrote: ↑ November 27th, 2024, 15:42I really just need a MaterialResourceID for any shade of white. Orin's hair is blonde in vanilla and I want it to be white like a real dopplegangerorinEsque wrote: ↑ November 27th, 2024, 14:10
Ah if you're not the same guy, then it's fine, I can look up the hair for you. You want her vanilla hair color, right?
White 1 - 2891393d-0a01-022c-7ff9-56ea1841dc9c
White 2 - f262fcf6-b76c-0808-b4be-1ceb7558a574
One of these should do.
- orinEsque
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No problem. Good thing you stuck around despite the welcome wagonNurauc wrote: ↑ November 28th, 2024, 16:49Yes!! Thank you!!! I could not have made Orin a complete doppelgänger without youorinEsque wrote: ↑ November 28th, 2024, 16:34From Character CreatorNurauc wrote: ↑ November 27th, 2024, 15:42
I really just need a MaterialResourceID for any shade of white. Orin's hair is blonde in vanilla and I want it to be white like a real doppleganger
White 1 - 2891393d-0a01-022c-7ff9-56ea1841dc9c
White 2 - f262fcf6-b76c-0808-b4be-1ceb7558a574
One of these should do.


- nadafeels9701
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I want to change Shadowheart's default skin texture but the Material Preset UUID of the new texture is from a mod.
I tried loading the skin texture mod above/below the character visual bank lsx file for her that I packed but it doesn't seem to change.
Any tips on how I can do this correctly?
Thanks!
I tried loading the skin texture mod above/below the character visual bank lsx file for her that I packed but it doesn't seem to change.
Any tips on how I can do this correctly?
Thanks!
- orinEsque
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So did you manually add this mod's UUID to shadowheart's head LSX file?nadafeels9701 wrote: ↑ April 22nd, 2025, 23:07I want to change Shadowheart's default skin texture but the Material Preset UUID of the new texture is from a mod.
I tried loading the skin texture mod above/below the character visual bank lsx file for her that I packed but it doesn't seem to change.
Any tips on how I can do this correctly?
Thanks!
Last edited by orinEsque on April 23rd, 2025, 04:39, edited 2 times in total.
- nadafeels9701
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Nope not at all.
All I did was change:
<attribute id="MapKey" type="FixedString" value="02Skin Properties" />
<attribute id="MaterialPresetResource" type="FixedString" value="3a3e0ec9-103e-a1d0-d608-4fe37bc33f5b" />
I followed your guide but yeah I was missing that detail.
To be honest I don't know where to add that.
Let me try add it under <node id="Resource">
All I did was change:
<attribute id="MapKey" type="FixedString" value="02Skin Properties" />
<attribute id="MaterialPresetResource" type="FixedString" value="3a3e0ec9-103e-a1d0-d608-4fe37bc33f5b" />
I followed your guide but yeah I was missing that detail.
To be honest I don't know where to add that.
Let me try add it under <node id="Resource">
Last edited by nadafeels9701 on April 23rd, 2025, 05:05, edited 1 time in total.
- orinEsque
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So basically, the 02Skin Properties changes skin color, freckles, vitiligo and some other stuff. This is called a Skin color preset.nadafeels9701 wrote: ↑ April 23rd, 2025, 05:02Nope not at all.
All I did was change:
<attribute id="MapKey" type="FixedString" value="02Skin Properties" />
<attribute id="MaterialPresetResource" type="FixedString" value="3a3e0ec9-103e-a1d0-d608-4fe37bc33f5b" />
I followed your guide but yeah I was missing that detail.
To be honest I don't know where to add that.
I did get the UUID from the meta.lsx of said mod (This one is the UUID I presume).
By texture, we normally mean the .DDS fileS that people have to edit in photoshop. and these files pair with a 3D heal model in a separate file.
Mind showing me a screenshot of the lsx file that you for the UUID from originally?
- nadafeels9701
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Sure!
In Shart's VB lsx I changed all the string values to the Mat.Pres.UUID I got from the mod. I did this for all applicable 02skin Properties string that applied
<node id="Resource">
<attribute id="BaseVisual" type="FixedString" value="a9f7bd1e-33fe-f17c-7c6d-781863732b6b" />
<attribute id="BodySetVisual" type="FixedString" value="ddfaee83-10c4-92bb-dbbc-30c92c506d54" />
<attribute id="ID" type="FixedString" value="0f6f29d0-e0c7-1a9f-e658-4a3f48f62d63" />
<attribute id="Name" type="LSString" value="S_Player_ShadowHeart_3ed74f06-3c60-42dc-83f6-f034cb47c679" />
<attribute id="ShowEquipmentVisuals" type="bool" value="True" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209033" />
<attribute id="UUID" type="FixedString" value="da0e8d69-535c-4218-a42f-118c377184ca" />
<children>
<node id="MaterialOverrides">
<attribute id="MaterialResource" type="FixedString" value="" />
<children>
<node id="MaterialPresets">
<children>
<node id="Object">
<attribute id="ForcePresetValues" type="bool" value="False" />
<attribute id="GroupName" type="FixedString" value="02Skin Properties" />
<attribute id="MapKey" type="FixedString" value="02Skin Properties" />
<attribute id="MaterialPresetResource" type="FixedString" value="3a3e0ec9-103e-a1d0-d608-4fe37bc33f5b" />
</node>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is where I took the Mat.Pres.UUID from:
<node id="CharacterCreationSkinColor">
<attribute id="DisplayName" type="TranslatedString" handle="h4c3b9a91dad804d782fcd6beac9ca45646gb" version="1" />
<attribute id="MaterialPresetUUID" type="guid" value="3a3e0ec9-103e-a1d0-d608-4fe37bc33f5b" />
<attribute id="Name" type="FixedString" value="ASTRLSKIN_SpringWarmth" />
<attribute id="UIColor" type="LSString" value="#FFDE938C" />
<attribute id="UUID" type="guid" value="a2f878d6-d70a-f87d-ab29-3408360d9402" />
</node>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[c]This is where I took the mod's UUID from and I added said UUID to the resources node:
<node id="ModuleInfo">
<attribute id="Author" type="LSWString" value="Astralities" />
<attribute id="CharacterCreationLevelName" type="FixedString" value="" />
<attribute id="Description" type="LSWString" value="Supplemental skintone options for CC." />
<attribute id="Folder" type="LSWString" value="ASTRLsublimeskintones" />
<attribute id="GMTemplate" type="FixedString" value="" />
<attribute id="LobbyLevelName" type="FixedString" value="" />
<attribute id="MD5" type="LSString" value="" />
<attribute id="MainMenuBackgroundVideo" type="FixedString" value="" />
<attribute id="MenuLevelName" type="FixedString" value="" />
<attribute id="Name" type="FixedString" value="ASTRL Sublime Skintones" />
<attribute id="NumPlayers" type="uint8" value="4" />
<attribute id="PhotoBooth" type="FixedString" value="" />
<attribute id="StartupLevelName" type="FixedString" value="" />
<attribute id="Tags" type="LSWString" value="" />
<attribute id="Type" type="FixedString" value="Add-on" />
<attribute id="UUID" type="FixedString" value="da0e8d69-535c-4218-a42f-118c377184ca" />
<attribute id="Version64" type="int64" value="36310271995674624" />
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finally, I added the mod's UUID here:
<node id="Resource">
<attribute id="BaseVisual" type="FixedString" value="a9f7bd1e-33fe-f17c-7c6d-781863732b6b" />
<attribute id="BodySetVisual" type="FixedString" value="ddfaee83-10c4-92bb-dbbc-30c92c506d54" />
<attribute id="ID" type="FixedString" value="0f6f29d0-e0c7-1a9f-e658-4a3f48f62d63" />
<attribute id="Name" type="LSString" value="S_Player_ShadowHeart_3ed74f06-3c60-42dc-83f6-f034cb47c679" />
<attribute id="ShowEquipmentVisuals" type="bool" value="True" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209033" />
<attribute id="UUID" type="FixedString" value="da0e8d69-535c-4218-a42f-118c377184ca" />
<children>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Result:Didn't work
In Shart's VB lsx I changed all the string values to the Mat.Pres.UUID I got from the mod. I did this for all applicable 02skin Properties string that applied
<node id="Resource">
<attribute id="BaseVisual" type="FixedString" value="a9f7bd1e-33fe-f17c-7c6d-781863732b6b" />
<attribute id="BodySetVisual" type="FixedString" value="ddfaee83-10c4-92bb-dbbc-30c92c506d54" />
<attribute id="ID" type="FixedString" value="0f6f29d0-e0c7-1a9f-e658-4a3f48f62d63" />
<attribute id="Name" type="LSString" value="S_Player_ShadowHeart_3ed74f06-3c60-42dc-83f6-f034cb47c679" />
<attribute id="ShowEquipmentVisuals" type="bool" value="True" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209033" />
<attribute id="UUID" type="FixedString" value="da0e8d69-535c-4218-a42f-118c377184ca" />
<children>
<node id="MaterialOverrides">
<attribute id="MaterialResource" type="FixedString" value="" />
<children>
<node id="MaterialPresets">
<children>
<node id="Object">
<attribute id="ForcePresetValues" type="bool" value="False" />
<attribute id="GroupName" type="FixedString" value="02Skin Properties" />
<attribute id="MapKey" type="FixedString" value="02Skin Properties" />
<attribute id="MaterialPresetResource" type="FixedString" value="3a3e0ec9-103e-a1d0-d608-4fe37bc33f5b" />
</node>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is where I took the Mat.Pres.UUID from:
<node id="CharacterCreationSkinColor">
<attribute id="DisplayName" type="TranslatedString" handle="h4c3b9a91dad804d782fcd6beac9ca45646gb" version="1" />
<attribute id="MaterialPresetUUID" type="guid" value="3a3e0ec9-103e-a1d0-d608-4fe37bc33f5b" />
<attribute id="Name" type="FixedString" value="ASTRLSKIN_SpringWarmth" />
<attribute id="UIColor" type="LSString" value="#FFDE938C" />
<attribute id="UUID" type="guid" value="a2f878d6-d70a-f87d-ab29-3408360d9402" />
</node>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[c]This is where I took the mod's UUID from and I added said UUID to the resources node:
<node id="ModuleInfo">
<attribute id="Author" type="LSWString" value="Astralities" />
<attribute id="CharacterCreationLevelName" type="FixedString" value="" />
<attribute id="Description" type="LSWString" value="Supplemental skintone options for CC." />
<attribute id="Folder" type="LSWString" value="ASTRLsublimeskintones" />
<attribute id="GMTemplate" type="FixedString" value="" />
<attribute id="LobbyLevelName" type="FixedString" value="" />
<attribute id="MD5" type="LSString" value="" />
<attribute id="MainMenuBackgroundVideo" type="FixedString" value="" />
<attribute id="MenuLevelName" type="FixedString" value="" />
<attribute id="Name" type="FixedString" value="ASTRL Sublime Skintones" />
<attribute id="NumPlayers" type="uint8" value="4" />
<attribute id="PhotoBooth" type="FixedString" value="" />
<attribute id="StartupLevelName" type="FixedString" value="" />
<attribute id="Tags" type="LSWString" value="" />
<attribute id="Type" type="FixedString" value="Add-on" />
<attribute id="UUID" type="FixedString" value="da0e8d69-535c-4218-a42f-118c377184ca" />
<attribute id="Version64" type="int64" value="36310271995674624" />
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finally, I added the mod's UUID here:
<node id="Resource">
<attribute id="BaseVisual" type="FixedString" value="a9f7bd1e-33fe-f17c-7c6d-781863732b6b" />
<attribute id="BodySetVisual" type="FixedString" value="ddfaee83-10c4-92bb-dbbc-30c92c506d54" />
<attribute id="ID" type="FixedString" value="0f6f29d0-e0c7-1a9f-e658-4a3f48f62d63" />
<attribute id="Name" type="LSString" value="S_Player_ShadowHeart_3ed74f06-3c60-42dc-83f6-f034cb47c679" />
<attribute id="ShowEquipmentVisuals" type="bool" value="True" />
<attribute id="_OriginalFileVersion_" type="int64" value="144115207403209033" />
<attribute id="UUID" type="FixedString" value="da0e8d69-535c-4218-a42f-118c377184ca" />
<children>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Result:Didn't work
Last edited by nadafeels9701 on April 23rd, 2025, 05:20, edited 1 time in total.
- SniperChris
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Anyone know what program is needed to animate faces in dialogue? I know you can make any NPC do generic lip-flapping and focus the camera on it, but that's not the extent of controlling faces to actually *match* spoken dialogue (or make Laezel roll her eyes).
- orinEsque
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@Kowe do you remember what that 1k USD software was called taht generated lip sync?SniperChris wrote: ↑ April 29th, 2025, 22:01Anyone know what program is needed to animate faces in dialogue? I know you can make any NPC do generic lip-flapping and focus the camera on it, but that's not the extent of controlling faces to actually *match* spoken dialogue (or make Laezel roll her eyes).
- Kowe
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FaceFX @SniperChrisorinEsque wrote: ↑ April 29th, 2025, 22:43@Kowe do you remember what that 1k USD software was called taht generated lip sync?SniperChris wrote: ↑ April 29th, 2025, 22:01Anyone know what program is needed to animate faces in dialogue? I know you can make any NPC do generic lip-flapping and focus the camera on it, but that's not the extent of controlling faces to actually *match* spoken dialogue (or make Laezel roll her eyes).
With how expensive it is, high seas are calling.
Last edited by Kowe on April 30th, 2025, 17:05, edited 1 time in total.