orinEsque wrote: ↑
February 26th, 2024, 15:28
ArcaneLurker wrote: ↑
February 26th, 2024, 14:43
orinEsque wrote: ↑
February 26th, 2024, 14:35
You won't get glitches if you create a head template properly and link the head UUID in the charactervisuals merged file. On the otherwise If you replace the GR2 directly you will ALWAYS get broken animations.
This is because the head's base animation specified in the head's LSX file and the actual head no longer match. So say you blendered head K, you need to pull out the LSX file for head K, and edit that to create a new visual resource for your edited-head K. Padme has a head template on nexus.
Well, let's take this Allandra one for example, that mod already has a merged file with it. So would I need to redo it after changing the head model?
Technically, there shouldn't be mouth movement issues if you simply reference the visualBank ID for Allandra in the charactervisuals file. Is that not the case?
https://www.nexusmods.com/baldursgate3/ ... ?tab=posts
Ah, balls, of course this doesn't have a merged file. Brain fart.
Although it wasn't animation issues, it just didn't appear to work in game at all after turning it into a PAK file, so I assumed it must be being overwritten.
I'm probably at fault for confusing you but I haven't had problems with the Allandra one, since I've not tested the change, I was just using it as an example. It should be fine... except...
The only animation issues I've had with swapping the companion heads is that the animations are still made for the previous head model, so sometimes even small changes may look odd.
Also the piercings/ beards won't snap to the correct areas. In reaction to that, I moved the skeleton bones/ nodes, like moving the nostril bones to realign with the actual nostrils, and that seemed to help for animations, but I'm not sure I'm supposed to do that... I haven't moved the bones in the Allandra edit I posted.
I thought
@lexo1000 created a Merged file with UUIds though, right?