Baldur's Better Aesthetics 1.0 — Baldur's Gate 3

Share things you've made or found for games here.
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rusty_shackleford
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Post by rusty_shackleford »

Does this mod do anything about the excessive amounts of vitiligo?
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SoLong
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Post by SoLong »

I've played through the entire game with the mod installed and found only three bugs:

Two cats (His Majesty in Last Light Inn and Steelclaw in Moonrise Towers) are just floating heads. Since they share the same Sphynx cat body I assume it is related to that.

Some of the Githyanki that assault the Emperor still have extremely silly hairstyles and beards (one of the managed to look like a bugbear as a result). They aren't any of the five named ones during the "boss" fight though.

Otherwise nothing noteworthy that broke :) Good job!
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SenaTTK
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Post by SenaTTK »

SniperChris wrote: October 16th, 2023, 02:09
SenaTTK wrote: October 15th, 2023, 21:39
Weird, after the last hotfix this doesn't work for me anymore. Extracted all the files to the Data folder as instructed and the characters are back to their default looks. Haven't installed any new mods.

[Edit] Forget it. I managed to fix it. Great mod by the way!
What was the issue?
I had a mod that edited Karlach and another who added some new faces to character creator. I found the .pak files inside my mods folder and somehow that was stopping the mod from working. Removed them and it came back online.
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Oyster Sauce
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Post by Oyster Sauce »

rusty_shackleford wrote: October 16th, 2023, 06:54
Does this mod do anything about the excessive amounts of vitiligo?
Just installed and the Githyanki I found with vitilgo still has it. What a bizarre condition for devs to be focusing on. I hope to one day take advantage of a patrolling guard's Crohn's disease to slip past undetected.
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orinEsque
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Post by orinEsque »

SniperChris wrote: September 30th, 2023, 20:21
The mod has been updated - it hopefully should address the CTDs from those experiencing them. Still no solution for His Majesty because LSLib needs Version 7 support.

Just accept that His Majesty is a floating, talking cat head.

It's the Forgotten Realms!
Hi, I love this mod. This and white wyll mod just got me into modding. I’ve experimented with a few things in the past week and I thought my learning may help here. Especially if you want to prevent issues like headless cats and make a mod thats easy to manage with more and more patches incoming. For example if Larian, adds new characters your merged.lsf override will currently break them.
  1. LSF files in the same file path after SharedDev, Shared, GustavDev, Gustav all merge together into one before the game is loaded. E.g.
    • Public / SharedDev /Content/[PAK]Character_visual/merged.lsf
    • Public / Shared /Content/[PAK]Character_visual merged.lsf
    • Public / GustavDev /Content/ [PAK]Character_visual /merged.lsf
    • Public / Gustav /Content/[PAK]Character_visual /merged.lsf
    • Public / yourmodname /Content/[PAK]Character_visual /merged.lsf.
    All the LSF files from above get merged into one big xml file. With yourmodname/merged.lsf getting priority.
  2. Renaming your merged.lsf to random.lsf still works.
  3. Multiple .lsf files can be dropped in the same Public/yourmodname/ folder and have the same effect as dropping Gustav/../merged.lsf and GustavDev /../merged.lsf separately. E.g.
    Image
  4. Your mod’s LSF file does NOT need to contain everything from the original file if you use this file convention:
    • Public/Yourmodname/Content/[PAK]Character_visual /renamed.lsf
    This way you can avoid issues like headless cats! being changed in a new patch. And your mod size will be tiny because your .LSF file will only contain the code for the character you changed only. E.g. I have only included Wyll’s variables so instead of a 100000+ lines, I have 2500.
    Image
  5. Note: EVERYTHING between a <node=”Resource”> and </node> has to be included otherwise if you change eye colour in the Resource and leave out the rest. You’ll just have floating eyes.
  6. It's best to use the LSV from the latest PatchXHotfixY.pak file instead of the one from Gustav.pak or Shared.pak when you first build your mod.
  7. Finally, you can pack your mod into a handy little zip file using bg3-modders-multitool, and we can easily import stuff into BG3 manager. This way we can decide which mod gets priority if two mods have some clashing character Resources.
I’m making a little R tool that lets you quickly find a character from all four [PAK]Character_visual /merged.lsf in one go using the latest patch and export the file. I’ll post a noob friendly non command line version once it’s done.

@rusty_shackleford Do we have a modding tutorial section? I'd like to leave this there for reference.
Last edited by orinEsque on October 18th, 2023, 03:02, edited 14 times in total.
BG3 No Alphabets - remove modern day identity politics and irrationalities from Faerun.
BG3 Alternate Wyll Revamped - A revamped and complete version of the infamous white Wyll mod.
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SniperChris
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Post by SniperChris »

rusty_shackleford wrote: October 16th, 2023, 06:54
Does this mod do anything about the excessive amounts of vitiligo?
No I just try not to look at them.
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SniperChris
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Joined: Sep 1, '23

Post by SniperChris »

SoLong wrote: October 16th, 2023, 10:21
I've played through the entire game with the mod installed and found only three bugs:

Two cats (His Majesty in Last Light Inn and Steelclaw in Moonrise Towers) are just floating heads. Since they share the same Sphynx cat body I assume it is related to that.

Some of the Githyanki that assault the Emperor still have extremely silly hairstyles and beards (one of the managed to look like a bugbear as a result). They aren't any of the five named ones during the "boss" fight though.

Otherwise nothing noteworthy that broke :) Good job!
Thank you so much!

Concerning the bugs:

1. The Cats. They were changed in Patch 3.0. The lslibtoolkit needs to be updated to handle the Patch 3.0 files.

2. The Githyanki in the Cinematic. It’s hard to find the Character Visuals data for NPCs appearing in cutscenes. They aren’t saved with their names or something obvious. I found most NPCs by cross-referencing their names in the loc file with their locations in the levels files.
Last edited by SniperChris on October 18th, 2023, 20:07, edited 1 time in total.
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SniperChris
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Post by SniperChris »

orinEsque wrote: October 17th, 2023, 19:07
SniperChris wrote: September 30th, 2023, 20:21
The mod has been updated - it hopefully should address the CTDs from those experiencing them. Still no solution for His Majesty because LSLib needs Version 7 support.

Just accept that His Majesty is a floating, talking cat head.

It's the Forgotten Realms!
Hi, I love this mod. This and white wyll mod just got me into modding. I’ve experimented with a few things in the past week and I thought my learning may help here. Especially if you want to prevent issues like headless cats and make a mod thats easy to manage with more and more patches incoming. For example if Larian, adds new characters your merged.lsf override will currently break them.
  1. LSF files in the same file path after SharedDev, Shared, GustavDev, Gustav all merge together into one before the game is loaded. E.g.
    • Public / SharedDev /Content/[PAK]Character_visual/merged.lsf
    • Public / Shared /Content/[PAK]Character_visual merged.lsf
    • Public / GustavDev /Content/ [PAK]Character_visual /merged.lsf
    • Public / Gustav /Content/[PAK]Character_visual /merged.lsf
    • Public / yourmodname /Content/[PAK]Character_visual /merged.lsf.
    All the LSF files from above get merged into one big xml file. With yourmodname/merged.lsf getting priority.
  2. Renaming your merged.lsf to random.lsf still works.
  3. Multiple .lsf files can be dropped in the same Public/yourmodname/ folder and have the same effect as dropping Gustav/../merged.lsf and GustavDev /../merged.lsf separately. E.g.
    Image
  4. Your mod’s LSF file does NOT need to contain everything from the original file if you use this file convention:
    • Public/Yourmodname/Content/[PAK]Character_visual /renamed.lsf
    This way you can avoid issues like headless cats! being changed in a new patch. And your mod size will be tiny because your .LSF file will only contain the code for the character you changed only. E.g. I have only included Wyll’s variables so instead of a 100000+ lines, I have 2500.
    Image
  5. Note: EVERYTHING between a <node=”Resource”> and </node> has to be included otherwise if you change eye colour in the Resource and leave out the rest. You’ll just have floating eyes.
  6. It's best to use the LSV from the latest PatchXHotfixY.pak file instead of the one from Gustav.pak or Shared.pak when you first build your mod.
  7. Finally, you can pack your mod into a handy little zip file using bg3-modders-multitool, and we can easily import stuff into BG3 manager. This way we can decide which mod gets priority if two mods have some clashing character Resources.
I’m making a little R tool that lets you quickly find a character from all four [PAK]Character_visual /merged.lsf in one go using the latest patch and export the file. I’ll post a noob friendly non command line version once it’s done.

@rusty_shackleford Do we have a modding tutorial section? I'd like to leave this there for reference.
This is awesome! Thank you so much!
Last edited by SniperChris on October 18th, 2023, 20:11, edited 1 time in total.
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Rand
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Post by Rand »

SniperChris wrote: October 18th, 2023, 20:10
orinEsque wrote: October 17th, 2023, 19:07
SniperChris wrote: September 30th, 2023, 20:21
The mod has been updated - it hopefully should address the CTDs from those experiencing them. Still no solution for His Majesty because LSLib needs Version 7 support.

Just accept that His Majesty is a floating, talking cat head.

It's the Forgotten Realms!
Hi, I love this mod. This and white wyll mod just got me into modding. I’ve experimented with a few things in the past week and I thought my learning may help here. Especially if you want to prevent issues like headless cats and make a mod thats easy to manage with more and more patches incoming. For example if Larian, adds new characters your merged.lsf override will currently break them.
  1. LSF files in the same file path after SharedDev, Shared, GustavDev, Gustav all merge together into one before the game is loaded. E.g.
    • Public / SharedDev /Content/[PAK]Character_visual/merged.lsf
    • Public / Shared /Content/[PAK]Character_visual merged.lsf
    • Public / GustavDev /Content/ [PAK]Character_visual /merged.lsf
    • Public / Gustav /Content/[PAK]Character_visual /merged.lsf
    • Public / yourmodname /Content/[PAK]Character_visual /merged.lsf.
    All the LSF files from above get merged into one big xml file. With yourmodname/merged.lsf getting priority.
  2. Renaming your merged.lsf to random.lsf still works.
  3. Multiple .lsf files can be dropped in the same Public/yourmodname/ folder and have the same effect as dropping Gustav/../merged.lsf and GustavDev /../merged.lsf separately. E.g.
    Image
  4. Your mod’s LSF file does NOT need to contain everything from the original file if you use this file convention:
    • Public/Yourmodname/Content/[PAK]Character_visual /renamed.lsf
    This way you can avoid issues like headless cats! being changed in a new patch. And your mod size will be tiny because your .LSF file will only contain the code for the character you changed only. E.g. I have only included Wyll’s variables so instead of a 100000+ lines, I have 2500.
    Image
  5. Note: EVERYTHING between a <node=”Resource”> and </node> has to be included otherwise if you change eye colour in the Resource and leave out the rest. You’ll just have floating eyes.
  6. It's best to use the LSV from the latest PatchXHotfixY.pak file instead of the one from Gustav.pak or Shared.pak when you first build your mod.
  7. Finally, you can pack your mod into a handy little zip file using bg3-modders-multitool, and we can easily import stuff into BG3 manager. This way we can decide which mod gets priority if two mods have some clashing character Resources.
I’m making a little R tool that lets you quickly find a character from all four [PAK]Character_visual /merged.lsf in one go using the latest patch and export the file. I’ll post a noob friendly non command line version once it’s done.

@rusty_shackleford Do we have a modding tutorial section? I'd like to leave this there for reference.
This is awesome! Thank you so much!
I assume you'll be updating your mod to this method in the near future?
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SniperChris
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Post by SniperChris »

Rand wrote: October 18th, 2023, 23:20
SniperChris wrote: October 18th, 2023, 20:10
orinEsque wrote: October 17th, 2023, 19:07


Hi, I love this mod. This and white wyll mod just got me into modding. I’ve experimented with a few things in the past week and I thought my learning may help here. Especially if you want to prevent issues like headless cats and make a mod thats easy to manage with more and more patches incoming. For example if Larian, adds new characters your merged.lsf override will currently break them.
  1. LSF files in the same file path after SharedDev, Shared, GustavDev, Gustav all merge together into one before the game is loaded. E.g.
    • Public / SharedDev /Content/[PAK]Character_visual/merged.lsf
    • Public / Shared /Content/[PAK]Character_visual merged.lsf
    • Public / GustavDev /Content/ [PAK]Character_visual /merged.lsf
    • Public / Gustav /Content/[PAK]Character_visual /merged.lsf
    • Public / yourmodname /Content/[PAK]Character_visual /merged.lsf.
    All the LSF files from above get merged into one big xml file. With yourmodname/merged.lsf getting priority.
  2. Renaming your merged.lsf to random.lsf still works.
  3. Multiple .lsf files can be dropped in the same Public/yourmodname/ folder and have the same effect as dropping Gustav/../merged.lsf and GustavDev /../merged.lsf separately. E.g.
    Image
  4. Your mod’s LSF file does NOT need to contain everything from the original file if you use this file convention:
    • Public/Yourmodname/Content/[PAK]Character_visual /renamed.lsf
    This way you can avoid issues like headless cats! being changed in a new patch. And your mod size will be tiny because your .LSF file will only contain the code for the character you changed only. E.g. I have only included Wyll’s variables so instead of a 100000+ lines, I have 2500.
    Image
  5. Note: EVERYTHING between a <node=”Resource”> and </node> has to be included otherwise if you change eye colour in the Resource and leave out the rest. You’ll just have floating eyes.
  6. It's best to use the LSV from the latest PatchXHotfixY.pak file instead of the one from Gustav.pak or Shared.pak when you first build your mod.
  7. Finally, you can pack your mod into a handy little zip file using bg3-modders-multitool, and we can easily import stuff into BG3 manager. This way we can decide which mod gets priority if two mods have some clashing character Resources.
I’m making a little R tool that lets you quickly find a character from all four [PAK]Character_visual /merged.lsf in one go using the latest patch and export the file. I’ll post a noob friendly non command line version once it’s done.

@rusty_shackleford Do we have a modding tutorial section? I'd like to leave this there for reference.
This is awesome! Thank you so much!
I assume you'll be updating your mod to this method in the near future?
I’m going to be busy over the next few days, so it’s unlikely. I also never kept a list of all of the NPCs I changed, so it would be a crapshoot. I’ve been hoping Larian releases modding tools like they said they would!
Last edited by SniperChris on October 19th, 2023, 20:51, edited 1 time in total.
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thedestroyer88
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Post by thedestroyer88 »

Greetings. There's a halfling NPC in the city named "dont-call-me-runt" who's head is missing with only his hair showing. Is this a game glitch or something to do with the mod?
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Rand
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Post by Rand »

SniperChris wrote: October 19th, 2023, 18:00
I also never kept a list of all of the NPCs I changed, so it would be a crapshoot.
Image
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orinEsque
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Post by orinEsque »

If you tell me which specific files you used from which .pak files I'll find exactly which resources you changed in 2mins. R is cool like that.

Okay that took a few hours to make and test. But BEHOLD PEASANTS! THE MOD IS FIXED.
>>DOWNLOAD (size 196KB) <<

Installation
1. Remove all of remnants SniperChris' mod.
2. Use BG3 mod manager or drop the pak file in the AppData/Local/Larian Studios/Baldur's Gate 3/Mods directory.
Warning: If you try to put the decompressed files in Data folder like the original mod, everyone and their mother will disappear except the people SniperChris changed.
► Show Spoiler
What Changed
  1. Code for only altered characters are part of the mod pack
  2. "His Majesty" is not part of the mod, so he correctly has his head.
  3. Other people previously with missing heads should now have heads. I haven't tested everything as I don't know who all the characters are. But in theory in should work
Now let's look at some stats.
SniperChris changed:
18 Resources in Public/Gustav/Content/[PAK]_CharacterVisuals/_merged.lsf
236 Resources in Public/GustavDev/Content/[PAK]_CharacterVisuals/_merged.lsf
1 GameObject in GustavDev/Levels/CTY_Main_A/Characters/_merged.lsf

Here's the list of everything that looks to have changed - download csv file (EDIT: now has ingame name of almost all changed characters except 2)

@SniperChris Could you have a look to see the characters you expect to change have changed? Also I assumed you picked all these files from Gustav.pak
Last edited by orinEsque on October 24th, 2023, 13:32, edited 30 times in total.
BG3 No Alphabets - remove modern day identity politics and irrationalities from Faerun.
BG3 Alternate Wyll Revamped - A revamped and complete version of the infamous white Wyll mod.
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Faceless_Sentinel
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Post by Faceless_Sentinel »

@orinEsque, that is a great job right there. Do i have to install your mod with @SniperChris mod?
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FloSharChosen
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Post by FloSharChosen »

You are a true Lord, thanks you. Do I have to deleted the SniperChris mod before?
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orinEsque
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Post by orinEsque »

FloSharChosen wrote: October 24th, 2023, 12:35
You are a true Lord, thanks you. Do I have to deleted the SniperChris mod before?
Faceless_Sentinel wrote: October 24th, 2023, 11:03
@orinEsque, that is a great job right there. Do i have to install your mod with @SniperChris mod?
Remove SniperChris' mod first.

If people can go around making portraits of changed NPCs that would be great. (how to change portraits: viewtopic.php?p=33136-npc-modders-resou ... e-3#p33136)
Last edited by orinEsque on October 24th, 2023, 14:55, edited 7 times in total.
BG3 No Alphabets - remove modern day identity politics and irrationalities from Faerun.
BG3 Alternate Wyll Revamped - A revamped and complete version of the infamous white Wyll mod.
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FloSharChosen
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Post by FloSharChosen »

orinEsque wrote: October 24th, 2023, 13:30
FloSharChosen wrote: October 24th, 2023, 12:35
You are a true Lord, thanks you. Do I have to deleted the SniperChris mod before?
Faceless_Sentinel wrote: October 24th, 2023, 11:03
@orinEsque, that is a great job right there. Do i have to install your mod with @SniperChris mod?
Remove SniperChris' mod first.

If people can go around making portraits of changed NPCs that would be great. (how to change portraits: viewtopic.php?p=33136-npc-modders-resou ... e-3#p33136)
Thank you very much. Are you planning to finish work on the NPCs unchanged by Chris's mod?

AlbertHeinous has made a list and it seems to me that he has already made good progress on this.
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orinEsque
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Post by orinEsque »

FloSharChosen wrote: October 24th, 2023, 19:10
orinEsque wrote: October 24th, 2023, 13:30
FloSharChosen wrote: October 24th, 2023, 12:35
You are a true Lord, thanks you. Do I have to deleted the SniperChris mod before?
Faceless_Sentinel wrote: October 24th, 2023, 11:03
@orinEsque, that is a great job right there. Do i have to install your mod with @SniperChris mod?
Remove SniperChris' mod first.

If people can go around making portraits of changed NPCs that would be great. (how to change portraits: viewtopic.php?p=33136-npc-modders-resou ... e-3#p33136)
Thank you very much. Are you planning to finish work on the NPCs unchanged by Chris's mod?

AlbertHeinous has made a list and it seems to me that he has already made good progress on this.
I won't be changing NPCs myself. However, because of the way the mod is made, if @AlbertHeinous or anyone wants to, they can add to this mod. Just make sure you only put the characters you edited.
Unpack mod > drop your renamed .lsf file (must have visuals of edited characters only) in Public/<mymodname>/Contents/[PAK]_CharacterVisuals > repack using bg3-modders-multitool > Share with us!
Last edited by orinEsque on October 24th, 2023, 19:52, edited 2 times in total.
BG3 No Alphabets - remove modern day identity politics and irrationalities from Faerun.
BG3 Alternate Wyll Revamped - A revamped and complete version of the infamous white Wyll mod.
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AlbertHeinous
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Post by AlbertHeinous »

orinEsque wrote: October 24th, 2023, 19:51
FloSharChosen wrote: October 24th, 2023, 19:10
orinEsque wrote: October 24th, 2023, 13:30




Remove SniperChris' mod first.

If people can go around making portraits of changed NPCs that would be great. (how to change portraits: viewtopic.php?p=33136-npc-modders-resou ... e-3#p33136)
Thank you very much. Are you planning to finish work on the NPCs unchanged by Chris's mod?

AlbertHeinous has made a list and it seems to me that he has already made good progress on this.
I won't be changing NPCs myself. However, because of the way the mod is made, if @AlbertHeinous or anyone wants to, they can add to this mod. Just make sure you only put the characters you edited.
Unpack mod > drop your renamed .lsf file (must have visuals of edited characters only) in Public/<mymodname>/Contents/[PAK]_CharacterVisuals > repack using bg3-modders-multitool > Share with us!

Thank you very much for your work. I haven't had time to work on the mod for a week or so, but I'll try to insert my edits into it in the coming days.

Luckily I kept a list, so I just have to copy paste a bunch I guess :lol:
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SniperChris
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Post by SniperChris »

So awesome, man. I just wish I had more time lately to polish it up.
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orinEsque
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Post by orinEsque »

I noticed you removed nocturne altogether in the gameobjects. Please don't. I "fixed" him in the NoAlphabet mod pack. Voice and all.
Last edited by orinEsque on November 1st, 2023, 13:43, edited 1 time in total.
BG3 No Alphabets - remove modern day identity politics and irrationalities from Faerun.
BG3 Alternate Wyll Revamped - A revamped and complete version of the infamous white Wyll mod.
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Slavic Sorcerer
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Post by Slavic Sorcerer »

SniperChris wrote: October 18th, 2023, 20:04
rusty_shackleford wrote: October 16th, 2023, 06:54
Does this mod do anything about the excessive amounts of vitiligo?
No I just try not to look at them.
Kinda same
Gladly no one of the main characters you spend so much time with has vitiligo

If e.g. Gale had it, I would install mod removing it before my first playthrough
It's just my opinion, not the absolute truth
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AlbertHeinous
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Post by AlbertHeinous »

My version is available!
The whiter version

Has 243 additional resource changes. 499 in total.

Some notes:
  • It uses the same UUID and has all of the same changes as orinEsque's minimalist version. Use one or the other.
  • Remove SniperChris' files, but English.pak is not included, so you can use SniperChris' English.pak if you want.
  • Some more changes will be made to some faces and hairstyles
Thanks to SniperChris and orinEsque for the help. :salute:
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orinEsque
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Post by orinEsque »

AlbertHeinous wrote: November 3rd, 2023, 22:03
My version is available!
The whiter version

Has 243 additional resource changes. 499 in total.

Some notes:
  • It uses the same UUID and has all of the same changes as orinEsque's minimalist version. Use one or the other.
  • Remove SniperChris' files, but English.pak is not included, so you can use SniperChris' English.pak if you want.
  • Some more changes will be made to some faces and hairstyles
Thanks to SniperChris and orinEsque for the help. :salute:
Great! Could you make a smaller mod that only has your changes? I'd like to keep the Minimalist and add yours on top of it if I like it. I want to keep Calimshites in. I'm pro-lore, not racist.
Last edited by orinEsque on November 3rd, 2023, 23:29, edited 2 times in total.
BG3 No Alphabets - remove modern day identity politics and irrationalities from Faerun.
BG3 Alternate Wyll Revamped - A revamped and complete version of the infamous white Wyll mod.
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Deadpan55
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Post by Deadpan55 »

orinEsque wrote: November 1st, 2023, 13:42
I noticed you removed nocturne altogether in the gameobjects. Please don't. I "fixed" him in the NoAlphabet mod pack. Voice and all.

Does that mean your "Minimalist" version of the mod excludes Nocturne as well? :scratch:


Really appreciate all the effort and time you put into this btw. :salute:
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orinEsque
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Post by orinEsque »

Does that mean your "Minimalist" version of the mod excludes Nocturne as well? :scratch:
No it doesn't. Because this was my plan all along ;)
Really appreciate all the effort and time you put into this btw. :salute:
Glad you like it :D
Last edited by orinEsque on November 4th, 2023, 04:33, edited 4 times in total.
BG3 No Alphabets - remove modern day identity politics and irrationalities from Faerun.
BG3 Alternate Wyll Revamped - A revamped and complete version of the infamous white Wyll mod.
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AlbertHeinous
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Post by AlbertHeinous »

orinEsque wrote: November 3rd, 2023, 23:26
AlbertHeinous wrote: November 3rd, 2023, 22:03
My version is available!
The whiter version

Has 243 additional resource changes. 499 in total.

Some notes:
  • It uses the same UUID and has all of the same changes as orinEsque's minimalist version. Use one or the other.
  • Remove SniperChris' files, but English.pak is not included, so you can use SniperChris' English.pak if you want.
  • Some more changes will be made to some faces and hairstyles
Thanks to SniperChris and orinEsque for the help. :salute:
Great! Could you make a smaller mod that only has your changes? I'd like to keep the Minimalist and add yours on top of it if I like it. I want to keep Calimshites in. I'm pro-lore, not racist.
I don't think seperating the mods is necessary.
The tan skin tones have mostly been left alone, those could be from Calimshan. :notsureif:

I have also not checked every NPC that has been changed, but I have encountered a few NPCs that were still very dark. This is due to a secondary color overlay, and it's intensity parameter I think. I did alter the ones that I encountered, but who knows what's still out there?

Also this isn't the Illuskan master race mod.
It's just more in line with the lore the way I knew it from BG 1&2 and D&D 2e and 3e.

SniperChris' changes have been mostly kept the same I think. If you want my changes on top of it, download my mod, otherwise, just keep the minimalist one.
:Inspector:
User avatar
FloSharChosen
Posts: 32
Joined: Sep 9, '23

Post by FloSharChosen »

AlbertHeinous wrote: November 4th, 2023, 08:32
orinEsque wrote: November 3rd, 2023, 23:26
AlbertHeinous wrote: November 3rd, 2023, 22:03
My version is available!
The whiter version

Has 243 additional resource changes. 499 in total.

Some notes:
  • It uses the same UUID and has all of the same changes as orinEsque's minimalist version. Use one or the other.
  • Remove SniperChris' files, but English.pak is not included, so you can use SniperChris' English.pak if you want.
  • Some more changes will be made to some faces and hairstyles
Thanks to SniperChris and orinEsque for the help. :salute:
Great! Could you make a smaller mod that only has your changes? I'd like to keep the Minimalist and add yours on top of it if I like it. I want to keep Calimshites in. I'm pro-lore, not racist.
I don't think seperating the mods is necessary.
The tan skin tones have mostly been left alone, those could be from Calimshan. :notsureif:

I have also not checked every NPC that has been changed, but I have encountered a few NPCs that were still very dark. This is due to a secondary color overlay, and it's intensity parameter I think. I did alter the ones that I encountered, but who knows what's still out there?

Also this isn't the Illuskan master race mod.
It's just more in line with the lore the way I knew it from BG 1&2 and D&D 2e and 3e.

SniperChris' changes have been mostly kept the same I think. If you want my changes on top of it, download my mod, otherwise, just keep the minimalist one.
:Inspector:
Amazing work, Thank you very verY much!
User avatar
RobotWaifuForU
Posts: 1
Joined: Nov 5, '23

Post by RobotWaifuForU »

I spent an hour looking for what the problem was, until I accidentally realised that to play with the mod you have to start a new game. damn.
User avatar
Oyster Sauce
Posts: 221
Joined: Jun 2, '23

Post by Oyster Sauce »

RobotWaifuForU wrote: November 5th, 2023, 11:43
I spent an hour looking for what the problem was, until I accidentally realised that to play with the mod you have to start a new game. damn.
I installed in the creche and noticed results right away.
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