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FluffySpider

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FluffySpider

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119 comments

  1. YrdenNM
    YrdenNM
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    edit:how to get no stub with unique tav below vvvvvvvvvvvvvvvvvvvv
    1. FluffySpider
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      all bodies with no stubs should be in Unique tav loose files i uploaded recently. I think you can try just removing the file of the tail and tail model should not appear
    2. YrdenNM
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      worked. thank you very much, amazing work 

      heres the files to delete for anyone with the same trouble i had

  2. BrownieRaider
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    omg thank you, I love the tiefling tail but it clips with my tiefling character's long hair >~< always bothered the heck out of me, so glad I can have no tail now!
  3. Kafkaesque655
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    Great mod. Does this by chance remove the tail from the Devilish Wyll mod? Thanks again
    1. FluffySpider
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      nope, it doesn't remove the tail from that mod
    2. Katarsi
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      Can you create a patch for Wyll's Devil Form which removes the tail from his body?
      I've been trying to do it on my own but I suck at code...

      EDIT: Nevermind, I managed to do it! Apparently I don't suck at code as much as I thought 😁 I used some Blender too.
      Thank you for the mod!
  4. mrakinache
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    Thanks a lot for your mod! 

    However, for some reason, it doesn't work with the most recent update for the Legacy of Death :( perhaps because the race was renamed from Reborn to Deathborn... but idk 
    :(
    1. FluffySpider
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      character visuals (also names and ids of the visuals) might've been changed, so that's why it's not working anymore. that's my guess
      i'll see what i can do ;D
      Edit: riiight. it was re-made in the toolkit. so that's why previous patch wasn't working. Toolkit just generated the new uuids for everything
    2. mrakinache
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      Thank you for a very swift update ! 
      Appreciate it <3
  5. iherou
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    Awesome mod bro. is there any way to add compatibility with the "Half Demon Cambion" mod. I couldn't get this to work with the tiefling ver the mod generates 
    1. FluffySpider
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      it's been a while since i heard anything about this mod
      good old times...
      but yeah, can definitey make a patch, brb ;D
    2. iherou
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      oh snap. you are a true connoisseur😉. glad to meet your acquaintance 
  6. Leftytesty
    Leftytesty
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    help the unique tav version doesnt have a pak file..........how do i download it
    1. FluffySpider
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      "Loose Files for Unique Tav" are, well, loose files
      you need to go to your "unique tav" folder that should be in your bg3 game folder [Baldurs Gate 3/Data/Generated/Public/Shared/Assets/unique_tav/] and put the contents of the archieve (unique_tav folder) into [Baldurs Gate 3/Data/Generated/Public/Shared/Assets/] 
      Check the pinned comment if you feel confused. or read Unique Tav Custom Appearance "How to Use" section
      and remember to backup your stuff
    2. Leftytesty
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      thanks, im like a monkey with this stuff so i appreciate the clarification
  7. EmeRSy
    EmeRSy
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    hello, am I understand with my poor english correct, there is no way to make all NPC lose their tails too?
    1. FluffySpider
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      if you want to remove the tails from all tieflings, then you can use something like this Boring Tieflings
    2. EmeRSy
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      thanks. yeah I know bout Boring Tieflings, but it doesn't work well and left a huge hole in their bodies. so I was looking for alternatives, but seems there are still none sadly
    3. FluffySpider
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      since [boring tieflings] works like a "file swap. just drop the files into data folder" then you can use my [Loose Files for Unique Tav] and rename the files, so they're named the way they're named in [boring tieflings]
      so TIF_F_NKD_Body_A.GR2 for example. and you can probably use TIF_F_Tail_A.GR2 (and other tails) from [boring tieflings] because they likely contain a file with no tail model
      and you'll need to put the files into the same folder where [boring tiweflings] has its files
    4. EmeRSy
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      yeah it really worked, thanks a lot! except a strong male body, idk why but it still has his tail. is it "TIF_MS_NKD_Tail_A" file name right?
    5. FluffySpider
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      yeah, it should be "TIF_MS_NKD_Tail_A.GR2". make sure the file is GR2, not gr2. If file from [boring tieflings] doesn't work, then i guess you can try using a tail-stub from my mod. it's still visible, but it's not a full tail
    6. EmeRSy
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      I did as you suggested and took from Boring Tiefling only file names and their location. Then I replaced it by yours. First time it was loose file with stub and honestly I didn't like it sorry, really clipping a lot. So I tried to extract your pak file and find there a completely no tail version, but it ended with a weird bug when all tieflings got some double-bodies lol. And then I tried to use Alternate Tiefling Tails mod and also extract files from there, found no tail version and put it in the game as I did with your files.
      So now everything is fine except Male Strong version, which was never work all 3 times I tried something: 2 versions of your files and Alternate Tiefling Tails files. I thought mb the reason is with some wrong file name, but it is "TIF_MS_NKD_Tail_A.GR2" as you said and it in
      "Data\Generated\Public\Shared\Assets\Characters\_Models\Tieflings\_MaleStrong\Resources" folder
    7. FluffySpider
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      well, i'm out of ideas honestly. but i guess you can try and see if renaming the file to Proxy_TIF_MS_Tail.GR2 would do anything. that's another tail model from the game files
    8. EmeRSy
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      no, it didnt change anything. but so far I couldnt find any strong male tiefling in the game itself anyway, so I just tested it in a new game menu so who knows. mb it some mod confilcting or something. you helped me a lot already in any case, thank you again, really much appreciated
  8. NeonCount
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    So if I wanted to only have my custom Tav (durge or not) tail-less, should I use "Loose Files for Unique Tav"? I'm fine with NPCs/companions having tails, just not the MC.

    EDIT. Nevermind, figured it out myself, installed the first file and it did exactly what is says on the tin. Endorsed, thank you.
  9. balduran7
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    If I would like to add a smooth body, which do you recommend from existing mods?
    1. FluffySpider
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      never used mods like this, so idk. 
      but i think if you're using unique tav, you can probably take human or elven textures and use them on your tieflings instead
  10. Zolgia108
    Zolgia108
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    i know that you said tailess Karlach doesnt work with other appearences mods, but in realiity you can just use it with datamined and then use mirror and change face again, it works like a charm and i am glad i tried!
    thanks for the mod .)
  11. Darckli
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    Using Kaz Virtual Tav, and no other Tiefling edits. The loose files version result in a stub. Deleting the tail .GR2 files mentioned in the sticky bring the entire tail back. My goal is no stub. Am I doing something wrong?
    1. FluffySpider
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      i've never used virtual tav, so i'm not sure how exactly it works
      i can try and test it too to hopefully find a solution. 
      Like maybe it just uses the default model for a tail if file gets removed.
      If that's the case then i can probably make an empty file with no visual at all and it cold solve the issue
    2. FluffySpider
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      Well, i've just installed virtual tav, added my loose files into utav folder (Generated\Public\Shared\Assets\unique_tav\BODY\TIF) and removed the files for the tail (UNIQUE_TIF_F_NKD_Tail_A and other files for each body type)
      after launching the game and checking the character creator tieflings are tail-less by default, no stub nor tail seen
      i'm not sure where the issue could be
    3. Darckli
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      I installed the original Unique Tav and Trip's Shaders, and I was able to get it to work as stated above. I'm not sure why the behavior is different for me with Virtual Tav. Really frustrating. Oh well.

      Thanks for testing and responding.

      Edit: Ok, based on your first reply here, I made a blank .txt document and renamed it to UNIQUE_TIF_F_NKD_Tail_A.GR2. Now I am getting the correct behavior with Kaz Virtual Tav. Not entirely sure why my setup is behaving this way, but I suppose it works. Thanks again for all the support.