Amazing, this mod is even better than it looks. You even modified the unreasonable helmet size in the original game to make the helmet more suitable for the character. Thank you, you are an amazing producer and artist.
Does this work with The Convergence mod? I'm trying it right now, replaced the parts in the "parts" folder, but the faces are invisible within the helmets.
great idea for a mod and thanks a lot for making it. I used the Herald helmet for the face visibility reason alone excessivelly. Concerning the mod not functioning: What files are inside Data0.bat? Is it the gameparam.parambnd? I never unpacked the .bat files yet.
Cause i am using modengine and replacing the Data0 didn't work, but I have other mods installed, including an loose gameparam file. Opening the params with Yapped, then going into the ProtectorEquipParam and selecting a helmet from your mod (tested it with dancers crown), looking for Mask entries (at the very bottom) and setting all entries with a 1 to 0 fixed the issue. Now the face (and hair, not sure if that was intended) is visible while wearing the dancers mask.
So if gameparam.parambnd is inside Data0.bat, the problem is not that your mod isn't working, its just that modengine is working as intended by prioriticing the loose files inside the mod folder (or cinders or however you named it) over the packed game archives.
Hey there. I'm not using M.E. because it's not convenient for me, so I can't answer you about this. I've pinned the post at the top, check this out. About "masks" params. You shouldn't set all entries to 0 because each mask is a visual part of char's body. Look at the last of my images, there is the list with number of mask that should be replaced with 0 for each individual helm. For Dancer's Crown (6300) it's "Mask00 (upper face part with eyes)" and "Mask01 (lower face part with mouth)". Any other numbers shouldn't be changed.
Thanks for the fast answer! The second part of your response is very helpfull indeed.
Regarding the first part: My point wasn't that I am not able to set up modengine appropriatelly. Telling ME to not prioritice lose files would break the other mods I have installed. My point is that I already use an overhaul mod (BOWRP) that heavyly depends on modded param files. I just upacked the Data0.bdt to finally confirm that it contains the param files. My point is that your mod is incompatible with any mod that depends on edited param data (basically any overhaul mod or other mod that changes movesets, weapon or armour data). It is still possible to patch your mod in by hand using Yapped as I have shown in the screenshot. That should be around 10min of work, depending on how many helmets one wants to adapt (and weather one already has Yapped installed and some experience using it).
Regarding which helmet is what file: https://gist.github.com/MaxTheMiracle/8a55333ebaf454b97195aecb0563ebd8
Yeah, I know the mod is incompatible with any of this kind. The last time I modded DS, it was impossible to extract parameters separately. I didn't know it was possible now. Anyway, I will adjust the mod to new standards. But I can't promise that soon. I have very little free time lately, sorry.
hello, i placed data0.bdt in the game folder and put both x.partsbnd into parts folder with UXM first, then i tried modengine too but when i'm equipping the helmet my face/back of the head is missing. What am i doing wrong?
I already did, I replaced the vanilla game's Data0 with yours, and moved both files of a x helmet into the game's part folder, then patched with uxm. the result is, the helmet is visible but not the char face/head, visually there'as the helmet basically floating upon the torso. i can't even get to upload an img here bruh
Honestly, I don't even know. The game was updated to 1.15.2 yesterday and all my mods broke too, even iGP. I've fixed this via UXM by Restore->Unpack->Patch. Try this, may help
i get it, but do you get to work, for example, modded clothes through uxm with a downpatched launcher? because i literally replaced the vanilla file with the modded one and still nothing changed, doesn't make sense
It's even more easy if you're using Mod Engine 2 , just placed the "parts" on your mod folder and placed the Data0.bdt on both "mod" folder and the "game" Directory. Every UXM mod can be used like this except loose param if you're using modified "data0.bdt".
EDIT: 1.15.1 and 1.15.2 is just an .exe update so you can search for 1.15 .exe and used it if you want to used mod engine 2 just don't forget to backup the .exe and turn it offline first. Thanks for the mod btw it's perfect!
ok I've tried everything and having same issue with the no faces under helmet (using 1.15v of the game) only thing I didn't tried was modengine2 but I don't feel safe using it as it requires you to boot a custom exe even if it's from github I really prefer don't even risk it. ill keep an eye on the mod for future updates hopefully it gets fixed or updated so it's easier to make it work.
I'm not sure there will be any kind of fix 'cause of: 1) My game crashes with ModEngine dll so I use overwrited unpacked via UXM files and I just can't check out how the mod works with M.E.; 2) I saw the mod works correctly.
36 comments
great idea for a mod and thanks a lot for making it. I used the Herald helmet for the face visibility reason alone excessivelly.
Concerning the mod not functioning:
What files are inside Data0.bat? Is it the gameparam.parambnd? I never unpacked the .bat files yet.
Cause i am using modengine and replacing the Data0 didn't work, but I have other mods installed, including an loose gameparam file.
Opening the params with Yapped, then going into the ProtectorEquipParam and selecting a helmet from your mod (tested it with dancers crown), looking for Mask entries (at the very bottom) and setting all entries with a 1 to 0 fixed the issue. Now the face (and hair, not sure if that was intended) is visible while wearing the dancers mask.
So if gameparam.parambnd is inside Data0.bat, the problem is not that your mod isn't working, its just that modengine is working as intended by prioriticing the loose files inside the mod folder (or cinders or however you named it) over the packed game archives.
I uploaded two screenshots of the result.
About "masks" params. You shouldn't set all entries to 0 because each mask is a visual part of char's body. Look at the last of my images, there is the list with number of mask that should be replaced with 0 for each individual helm. For Dancer's Crown (6300) it's "Mask00 (upper face part with eyes)" and "Mask01 (lower face part with mouth)". Any other numbers shouldn't be changed.
The second part of your response is very helpfull indeed.
Regarding the first part:
My point wasn't that I am not able to set up modengine appropriatelly. Telling ME to not prioritice lose files would break the other mods I have installed. My point is that I already use an overhaul mod (BOWRP) that heavyly depends on modded param files. I just upacked the Data0.bdt to finally confirm that it contains the param files.
My point is that your mod is incompatible with any mod that depends on edited param data (basically any overhaul mod or other mod that changes movesets, weapon or armour data).
It is still possible to patch your mod in by hand using Yapped as I have shown in the screenshot. That should be around 10min of work, depending on how many helmets one wants to adapt (and weather one already has Yapped installed and some experience using it).
Regarding which helmet is what file:
https://gist.github.com/MaxTheMiracle/8a55333ebaf454b97195aecb0563ebd8
Happy modding!
EDIT: 1.15.1 and 1.15.2 is just an .exe update so you can search for 1.15 .exe and used it if you want to used mod engine 2 just don't forget to backup the .exe and turn it offline first. Thanks for the mod btw it's perfect!
1) My game crashes with ModEngine dll so I use overwrited unpacked via UXM files and I just can't check out how the mod works with M.E.;
2) I saw the mod works correctly.