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Kaz and Kart

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Kaz

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About this mod

Kazified port of kartoffels' UniqueTav mod - Features: Unique body models, unique textures for face and body (Tattoo, Makeup, Glowmap) and new VT-enabled materials. Huge credits to kartoffels for the original structure.

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Permissions and credits
Changelogs

Kazified port of Kartoffels’ UniqueTav

Key Features: Unique body models, unique textures for face and body (Tattoo, Makeup, Glowmap) and new VT-enabled materials.
Huge credits to kartoffels for the original structure. Ty to Volno for the Tattoo image(s).







INCOMPATIBLE WITH NORMAL UNIQUE TAV PAK - USE ONLY ONE

All UniqueTav Data files are also compatible with VirtualTav
For body textures, this requires converting the CLEA, NM, and HMVY into a singular GTP/S


WHEN INSTALLING DATA FILES YOU NOW MUST RESTART THE GAME TO SEE CHANGES
This is because of how the VT batching works





If you are on Patch 7

Script Extender is now optional/QOL
I still recommend using SE, but this change allows VirtualTav usage on non-PC platforms (MAC/etc.)

ModFixer is no longer required


If you are still on Patch 6

Script Extender and ModFixer are still requirements for this mod








Using VirtualTav as is, without your own assets
Install via BG3MM and place at the end of your load order
That's it!


Using and creating your own assets
Usage is almost identical to UniqueTav, with a few key differences

Difference #1: Packing Virtual Textures
Due to the nature of virtual textures, we are required to pack this mod with LSLIB - They will not work if packed via any other method!


Difference #2: Glow Map
VirtualTav includes a new map (GM/Glow Map) - the file must be named “UVTT_KAZ_GlowMap_GM.DDS” and must be BC1/DXT1 compression
This GM is located here: …\Baldurs Gate 3\Data\Generated\Public\Shared\Assets\unique_tav\BODY\GLOWY\UVTT_KAZ_GlowMap_GM.DDS


Difference #3: Virtual Textures for Body Materials
We now utilize Virtual Textures for our body materials (CLEA, NM, HMVY) - these are packed via LSLIB (post version 1.19.3).
You do not need LSLIB to simply use VirtualTav, only to edit/generate Virtual Textures (e.g. to use your own body textures).

GTP/GTS files are broken up by Race and M/F - you must match the GTP/GTS name that is defined in the mappings file. To keep this consistent and easy I have created them - each corresponds to a race with the racecode (3 letters) followed by M or F.
To simplify this process, the VT Creation Workspace is available in the optional files of this mod page.

Acceptable GTP/GTS filenames for overrides

Githyanki / GTY
GTS: “Public/unique_tav/Assets/VirtualTextures/KazGTYF.gts”
GTP: “Public/unique_tav/Assets/VirtualTextures/KazGTYF.gtp”

GTS: “Public/unique_tav/Assets/VirtualTextures/KazGTYM.gts”
GTP: “Public/unique_tav/Assets/VirtualTextures/KazGTYM.gtp”

Tiefling / TIF
GTS: “Public/unique_tav/Assets/VirtualTextures/KazTIFF.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazTIFF.gtp”

GTS: “Public/unique_tav/Assets/VirtualTextures/KazTIFM.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazTIFM.gtp”

Normies (Elf, Half-Elf, Human) / NRM
GTS: “Public/unique_tav/Assets/VirtualTextures/KazNRMF.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazNRMF.gtp”

GTS: “Public/unique_tav/Assets/VirtualTextures/KazNRMM.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazNRMM.gtp”

Half-Orc / HRC
GTS: “Public/unique_tav/Assets/VirtualTextures/KazHRCM.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazHRCM.gtp”

GTS: “Public/unique_tav/Assets/VirtualTextures/KazHRCF.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazHRCF.gtp”

Halfling / HFL
GTS: “Public/unique_tav/Assets/VirtualTextures/KazHFLM.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazHFLM.gtp”

GTS: “Public/unique_tav/Assets/VirtualTextures/KazHFLF.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazHFLF.gtp”

Gnome / GNO
GTS: “Public/unique_tav/Assets/VirtualTextures/KazGNOM.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazGNOM.gtp”

GTS: “Public/unique_tav/Assets/VirtualTextures/KazGNOF.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazGNOF.gtp”

Dwarf / DWR
GTS: “Public/unique_tav/Assets/VirtualTextures/KazDWRM.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazDWRM.gtp”

GTS: “Public/unique_tav/Assets/VirtualTextures/KazDWRF.gts”
GTS: “Public/unique_tav/Assets/VirtualTextures/KazDWRF.gtp”

The GTP/GTS files are located here:
…\Baldurs Gate 3\Data\Public\unique_tav\Assets\VirtualTextures\FILENAME
You need BOTH a .gtp AND a .gts with the SAME name


Difference #4 - Shaders
Using Virtual Textures provides access to vastly more shaders, as many BG3 shaders use VTs.
Any shader that is set up to take skin GTP/GTS files is easy to swap to with only minor (and sometimes no) edits required.

However, there are two types of shaders usable with Virtual Textures: Those that support skin and are internally comprised of CLEA, NM, and HMVY, and those that support non-skin PBR and are instead comprised of ALBEDO, NM, and PM.
These two types of shaders cannot be swapped as both CLEA and ALBEDO and HMVY and PM are structurally different.







Kaz Virtual Tav is essentially an expansion and future proofing for the framework you’ve already come to know and love. I worked with Kart to make sure things would be kept consistent while also allowing for access to new shaders that were previously unusable for UniqueTav. The biggest draw in this vein is the base body shader we can now utilize as it contains the exact same triple channel tattoo atlas capabilities in addition to a vertex mask compatible glow map which effectively acts as a 4th tattoo channel if configured to. It has also restored the use of vitiligo, freckles, and wrinkles.

The usage of VirtualTexture compression allows for full overhauls to upscale farther than previously possible while retaining a reasonable file size, e.g. I’ve run an 8k Tattoo/GM to test with 4k Body textures.

TL;DR: wider range of shaders for creators; additional map for glowing tattoos; restored freckles, vitiligo and wrinkles; all in the same setup and structure you know and love (with minor folder location changes).





How Unique Tav & Virtual Tav are set up


Image by Kartoffels

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