Hi, I'm not sure if you're still active but can you do the hidden ones upgrades since the other one the makes that mod doesn't work for me my game doesn't boot up.
I would, but the other Mod that did it has their permissions set to not allowing updates or modifications to their files.
However, I can tell you how to get it to work. 1. Download their DataPC.forge & rename to something like DataPCmod.forge 2. Move it to the same location as the games .exe and open it with AnvilToolkit 3. Find the exact same loose files that my mod uses (they share the same names) and copy and paste them into a new folder somewhere 4. Now you can take those loose files and replace the ones in your normal DataPC.forge with AnvilToolkit
Essentially the DataPC.forge from that mod is incompatible with the new game version, but the loose files won't cause an issue if added to the newer DataPC.forge.
i did everything as instruction but the gears seem to stay no same tho - P/S: BTW i also install this mod [https://www.nexusmods.com/assassinscreedorigins/mods/127], do you think it conflicts with yours?
The mod only replaces the final upgrades of the gear, so if your gear isn't fully upgraded it'll still look the same. If that isn't the issue, are you sure you repacked the DataPC.forge?
Also, I wouldn't think that mod would conflict with anything gear related, the robes themselves are a separate file.
Yes i'm familiar with Anvil so there's no issues about unpack and repack. But final upgrades you mean after the Curse of Pharaoh upgrade or just the final upgrades of the main game? Sorry for the trouble and thank you for reply
Yeah, so the one tricky step that allows swapping the meshes actually relies on editing the LODSelector files that are in the specific upgrade .data files.
-When you open them in HxD you have to change the values in line "00000020". The specific values are under "07 08 09 0A 0B 0C" -So all the values underneath those numbers/letters in that line have to match the specific LODSelector file you want to swap -Example: If you want to Model swap "0_-_CE_P_Crafting_Bracer_14.LODSelector" with "0_-_CE_P_Crafting_Bracer_10.LODSelector" you'd edit 14's LODSelector to match 10's LODSelector in HxD. -After that you just have to put all the .Mesh, .Material, .TextureSet, and .TextureMap's for the one you want into the Upgrade .data that you want to replace
is the first hidden blade available, like the one you receive in Alexandria, the first not upgraded one, i think the framed or hollow blade is inaccurate
The Hidden Blade in the "Starting Gear (Base Level)" optional file is the first one you get. You can just take the HiddenBlade_14.data File from that and use it with any other upgrades you are currently using.
can some one tell me how to remove the hedious mask from all marouder outfit, i tried resorep but it turnes outfit black, i even deleted all the outfit but yet the mask remains
if some one is good at resorep , how can I extract All the DDS files of all outfits, they are somehow easy to modify outfits using them (i want to remove the cape from Ezio outfit)
update: i found it and removed the cape , tried to remove the bracer but no, there is no clothes layer below it also you can remove the bracer from black outfit , leaving only the ribbon, ar you can remove it too
Thank you very much, that's exactly what I thought when I looked at this (https://www.nexusmods.com/assassinscreedorigins/mods/246) mod. All that's missing is the khopesh sword and the Alexander shield, replaced with some legendary shield and sword, although I would replace the lost blade of Khamudid and especially the unbroken Medjay shield. Unfortunately, I can only color and replace textures, I can't use hxd, if I need anything else to replace a weapon or shield.I wouldn't mind if someone explained how to do the above in anvil.
I can take a look at weapons and see if they can be swapped the same way as armor upgrades. If they use the same LODSelector files as the upgrades do, then it might be the same line of code in HxD that swaps the model. But there are a lot of weapons in the game and the name id's might be the issue for finding them.
EDIT: After looking at the weapon files, they are set up differently than the armor upgrades. I don't know how to actually swap the meshes for them. I see some model swap mods on the nexus, but they aren't loose files and change a .forge that I don't even have.
I found the shields in Assets Forge and the lods are there too, but I can't do anything with them other than check the content in Anvil. For example, the Medjay shield has several lods because there are 2 of them, one is broken and the other is normal. I haven't looked at the weapons yet, only the textures loaded with Resorep.
Yeah I noticed the LOD0 data files for the weapons and shields as well, the armor pieces also have those. The difference is the armor pieces also have LODSelector files which are what I was using to actually swap the models in HxD, The weapons/shields don't seem to use those. So I'm not sure what would actually swap them, cause the LODSelector is also different in that it's not a model viewer file like the LOD0's are.
The Mesh files for it are actually in WhiteRoom.forge, which it does have an LODSelector for the shoulderpad. So it may be possible to hide that part of the outfit, I'll check it out in-game later.
Everything else that goes with it is really there, thank you very much. There are also those who would like to remove the shoulder cloth.I also found (lod) things for it in the title screen forge.
It's weird, messing with or even deleting the mesh data for the shoulderpad doesn't have any effect on it. and messing with the textures for it specifically seems to crash the game. Not sure how you'd go about removing it.
The shield replacement was successful, I've only tried it on DLC for now. I was also thinking of deleting it from the mesh and then covering up the textures.For example, the Alexander shield became the Sun and Moon shield, and the Centurion shield became the Medjay shield.
I got the belt and shoulder pads from that mod because they look good compared to the original, but it's not enough to remove or cover up the textures because the mesh still remains there.
Anvil can't display the textures when I expand them because they are split into several parts, for example, there are 2 diffuse topmips. Blacksmith combines the expanded textures into topmips 0-3, so it expands them together so they are visible. Resorep, on the other hand, extracts all the textures and that's why it exists, but I can't replace them because Anvil doesn't open the topmips to replace them. This is only for weapons, there is nothing like this for shields, there are 2 meshes and 3 types of textures and that's it.
I found some weapon textures in the DLC that are not broken down into topmips, only diffuse, normal and mask0map. I'll try to see if it works normally without crashing and then I'll tell you what happens.
Weapon swapping works on some DLCs, but there is a problem with DLC 21 for some reason, for example, after swapping a sword or shield, the game loads but there is no title screen and the mouse doesn't work, then when you move on, the loading freezes, I don't understand it all.
a quistion though, i had that weired thing that all my resorep mods dont work but then i figured out that the problem is the name, when i change the code, the mod works, i get the code name from resorep original texture but i want to know how to extract more textures using resorep a note: the new names are not reated to the old ones
I've replaced a lot of shields with others and they work fine, except for one (medusa shield) which is no good at all, for some reason the mash remains, there's no point in replacing it. Today I replaced 2 regular swords, e.g. tempest blade with bronze sword, ippei blade with khamudid lost blade, they work perfectly as they should. The khopesh sword was also completely good as a regular sword in the game, but its texture is really messed up. If I could somehow handle compiledMips, that would be great, because then anvil doesn't open the textures. For example, resorep extracts all the textures from the game that exist in it, but I can't use it in a place where there are compiledMips, because anvil doesn't even open the basic texture.
I'll write you a private message about what to do, I've already littered the comments. I only intended the pictures as a pointer, because of the sword.
Since there is already a mod for it, I won't upload my own. But I can tell you how to fix the issue with the Bracer Texture from that mod.
1. Unpack DataPC_assets.forge & search for "CE_P_Crafting_Bracer_11_NormalMap.data" 2. Unpack "CE_P_Crafting_Bracer_11_NormalMap.data" & Copy & Paste "0_-_CE_P_Crafting_Bracer_11_NormalMap.TextureMap" somewhere else 3. Unpack DataPC.forge & search "CE_P_Crafting_Bracer_14.data" & Unpack that as well 4. Rename the Copy of "0_-_CE_P_Crafting_Bracer_11_NormalMap.TextureMap" to "15_-_CE_P_Crafting_Bracer_11_NormalMap.TextureMap" 5. Move Copy of "15_-_CE_P_Crafting_Bracer_11_NormalMap.TextureMap" into Unpacked "CE_P_Crafting_Bracer_14.data" 6. Repack both "CE_P_Crafting_Bracer_14.data" & DataPC.forge
The mod author of that mod simply forgot to add the NormalMap texture to that file, which causes the shiny missing texture issue.
Thanks for your rely, by the way, i like (curse of the pharoh) right hand stabilizer, is there anyway that the same gauntlet be applied th the left hand
If there is, I wouldn't know how to accomplish that. I think just swapping the mesh would have it facing the wrong way or just not align properly at all. The mesh placement seems to rely on bone/skeleton data, and I'm not sure how baked in to the mesh that actually is.
65 comments
However, I can tell you how to get it to work.
1. Download their DataPC.forge & rename to something like DataPCmod.forge
2. Move it to the same location as the games .exe and open it with AnvilToolkit
3. Find the exact same loose files that my mod uses (they share the same names) and copy and paste them into a new folder somewhere
4. Now you can take those loose files and replace the ones in your normal DataPC.forge with AnvilToolkit
Essentially the DataPC.forge from that mod is incompatible with the new game version, but the loose files won't cause an issue if added to the newer DataPC.forge.
Max level gear was awful, thanks for this mod.
-
P/S: BTW i also install this mod [https://www.nexusmods.com/assassinscreedorigins/mods/127], do you think it conflicts with yours?
Also, I wouldn't think that mod would conflict with anything gear related, the robes themselves are a separate file.
-When you open them in HxD you have to change the values in line "00000020". The specific values are under "07 08 09 0A 0B 0C"
-So all the values underneath those numbers/letters in that line have to match the specific LODSelector file you want to swap
-Example: If you want to Model swap "0_-_CE_P_Crafting_Bracer_14.LODSelector" with "0_-_CE_P_Crafting_Bracer_10.LODSelector" you'd edit 14's LODSelector to match 10's LODSelector in HxD.
-After that you just have to put all the .Mesh, .Material, .TextureSet, and .TextureMap's for the one you want into the Upgrade .data that you want to replace
(i want to remove the cape from Ezio outfit)
also you can remove the bracer from black outfit , leaving only the ribbon, ar you can remove it too
EDIT: After looking at the weapon files, they are set up differently than the armor upgrades. I don't know how to actually swap the meshes for them. I see some model swap mods on the nexus, but they aren't loose files and change a .forge that I don't even have.
a note: the new names are not reated to the old ones
Or is it different upgrades?
1. Unpack DataPC_assets.forge & search for "CE_P_Crafting_Bracer_11_NormalMap.data"
2. Unpack "CE_P_Crafting_Bracer_11_NormalMap.data" & Copy & Paste "0_-_CE_P_Crafting_Bracer_11_NormalMap.TextureMap" somewhere else
3. Unpack DataPC.forge & search "CE_P_Crafting_Bracer_14.data" & Unpack that as well
4. Rename the Copy of "0_-_CE_P_Crafting_Bracer_11_NormalMap.TextureMap" to "15_-_CE_P_Crafting_Bracer_11_NormalMap.TextureMap"
5. Move Copy of "15_-_CE_P_Crafting_Bracer_11_NormalMap.TextureMap" into Unpacked "CE_P_Crafting_Bracer_14.data"
6. Repack both "CE_P_Crafting_Bracer_14.data" & DataPC.forge
The mod author of that mod simply forgot to add the NormalMap texture to that file, which causes the shiny missing texture issue.