I'm investigating potential causes for being unable to recolour the backpacks, but so far I've not been able to reproduce the issue on both a clean install with no other mods, and a heavily modded setup. I'll continue to look into it, but I can't guarantee anything, as I'm currently still relearning a lot of the Breakpoint modding stuff (as well as catching up on new developments since I took a break).
I usually rename the modded files to match the ones in my existing directory, and then just replace them; but I think deleting the original ones would also work fine.
Love these mate, I have only one issue and it's the Blackhawk backpack. I can't seem to get it to load, the other two? No problem. I don't have any mods that would be reskinning that backpack previously. But here's what I tried before sending you a message:
- looked for duplicates, deleted those and repacked, no joy - restored the duplicates, after reading below the suggestion of taking the numbers of those original .buildtable files, and putting that number in the corresponding modded .buildtable files supplied (HEAVY, MEDIUM, NO VEST). Repacked teammate, patch_01 again, no joy still.
I also noticed the camouflage does work, but solid colours do not. Again, this is so fantastic, and I'm excited to use it, esp the BlackHawk backpack (if I can figure out what I'm doing wrong). If you've any ideas on what I could do different, I'd appreciate it, otherwise I'll keep scratching my head on this when I get a chance, and shall share my solution if I find one. Cheers to you and have a lovely weekend!
Just to make sure, are you checking the right backpack? It's the Cyane Dynamic in the store -- the plain one with no tarp -- not Vasily's one. I completely forgot it was a paid item...
If it works on that, then all you need to do, assuming you don't want to buy it just for this mod, is swap out the model on another pack you want replaced using the guide I posted below. As with the other comment, let me know if you have any specific questions on this, assuming this is the issue.
If it's not the issue, then the only thing I can potentially think of is that there is a duplicate buildtable also referencing the store-bought Cyane Dynamic (although I specifically have checked every other mod on Nexus and on the Discord servers, nobody else has used it as far as I'm aware except me) which overrides the relevant buildtables in this mod. Although you said you confirmed that wasn't the case, so beyond that I'm not really sure.
Hopefully it's just the first issue though, that's much easier to resolve...
That was it! So sorry about that, I had 200 credits handy so picked it up there and all is well. As for the colours, some of the solid colours do work, and all of the camouflage patterns work, all in all, loving it. Thank you again, and I appreciate the response!
I won't personally do it, but if you're interested and willing/able to work with buildtables, I can walk you through it step by step here so you can do it for yourself.
Ok great. To start, you need the three buildtables for the Mystery Ranch replacement from this mod, and the three buildtables (located in TEAMMATE) for the AMP24 from your install folder. They should be named something like "TP_Backpack_BACKPACKNAME_NOVEST/MEDIUMVEST/HEAVYVEST" etc. Each backpack has three different versions which correspond to how the backpack will sit on the player character when various vests are equipped.
I also recommend you set up a folder outside of the Extracted folder but still in the game directory to place buildtables that you intend to open to access the contents (as we'll be doing with the buildtables from this mod) but don't plan on using in your game. This step is not essential but very useful for organisation and preventing yourself from getting your files mixed up. Mine is called "UNUSED REFERENCES", and is located in the top level of the game directory.
Unpack all of the buildtables in their respective directories, and starting with the NOVEST variant, open each variant (so in this case, 3DayAssault and AMP24) side by side so you can directly compare the two files. I don't know how much you know about working with buildtables, but in case you don't know anything, the general structure is that you have sections: the first is BuildColumns, which is at the top and basically creates a "holding grid" for storing all the different properties of the object, and the second is BuildRows, where those properties are actually defined and given specificity. Practically speaking, for this example the BuildColumns won't matter because we're not adding any additional properties; but if you're curious about it I can elaborate further.
Scroll down till you reach the BuildRows section in both documents side by side. You'll see within the BuildRows various "DynamicProperty" components. Each of these corresponds by index with a similar BuildColumn above: so for example, if you want to add a new item (say attaching a scarf or something to a top), you would have to add a new DynamicProperty to both the BuildRows and BuildColumns section, with a shared Index that is NOT USED already. Typically, indices 1, 2, and 3 are automatically reserved by the vanilla game: 1 is for the GraphicObject (basically the mesh, or the LODselector that swaps the mesh out dynamically based on camera distance), 2 is for a tag which determines which gender is being used, and 3 is for the Skeleton (which in most cases you shouldn't touch if you're not really familiar with what's going on).
(Every modder has different personal approaches to numbering new components but typically the safest way is to make the new indices something extremely unlikely to be used (like 21 or 800 or something). If you have two DynamicProperties in the BuildColumns or BuildRows sections that share the same index, ATK will flag an error as you are recompiling the XML.)
Anyways, in order to do the swap, what you're looking for is DynamicProperty Index=1 in the BuildRows. For example, the relevant section in 511_AMP24 would be:
The thing you need to swap is the value that reads "1733658943693". This is the item ID of the respective model for the swap. I don't remember what the ID is for my Mystery Ranch pack, but you'll see it in the same DynamicProperty Index="1" component in the 3DayAssault buildtable. Note that for most modded files, the Path variable will be a string of seemingly random numbers: that's entirely ok, the game doesn't actually care about the path, it's primarily for your own legibility, and for a very simple swap like this where there's only one GraphicObject in the buildtable, it's very easy to identify.
If you don't know the ID or can't identify it for whatever reason, you can go in the Resources folder of the mod, open the DATA file of the modded meshes, open up the mesh using ATK, and copy the ID from the upper right corner of the mesh viewer where it says "ID".
Now all you need to do to complete the swap is copy the Value (only the number) from the 3DayAssault modded buildtable to the exact same place in the 511_AMP24 buildtable, replacing the "1733658943693". Repeat this for all three variants: NOVEST, MEDIUMVEST, and HEAVYVEST. Then recompile the XML, and from there all the usual repacking stuff.
It should work out of the box. Let me know if you have any additional questions or issues.
27 comments
was looking at the wrong pack.
ALICE backpack don't seem to be working... the others work flawlessly, though! Good models.
- looked for duplicates, deleted those and repacked, no joy
- restored the duplicates, after reading below the suggestion of taking the numbers of those original .buildtable files, and putting that number in the corresponding modded .buildtable files supplied (HEAVY, MEDIUM, NO VEST). Repacked teammate, patch_01 again, no joy still.
I also noticed the camouflage does work, but solid colours do not. Again, this is so fantastic, and I'm excited to use it, esp the BlackHawk backpack (if I can figure out what I'm doing wrong). If you've any ideas on what I could do different, I'd appreciate it, otherwise I'll keep scratching my head on this when I get a chance, and shall share my solution if I find one. Cheers to you and have a lovely weekend!
If it works on that, then all you need to do, assuming you don't want to buy it just for this mod, is swap out the model on another pack you want replaced using the guide I posted below. As with the other comment, let me know if you have any specific questions on this, assuming this is the issue.
If it's not the issue, then the only thing I can potentially think of is that there is a duplicate buildtable also referencing the store-bought Cyane Dynamic (although I specifically have checked every other mod on Nexus and on the Discord servers, nobody else has used it as far as I'm aware except me) which overrides the relevant buildtables in this mod. Although you said you confirmed that wasn't the case, so beyond that I'm not really sure.
Hopefully it's just the first issue though, that's much easier to resolve...
I also recommend you set up a folder outside of the Extracted folder but still in the game directory to place buildtables that you intend to open to access the contents (as we'll be doing with the buildtables from this mod) but don't plan on using in your game. This step is not essential but very useful for organisation and preventing yourself from getting your files mixed up. Mine is called "UNUSED REFERENCES", and is located in the top level of the game directory.
Unpack all of the buildtables in their respective directories, and starting with the NOVEST variant, open each variant (so in this case, 3DayAssault and AMP24) side by side so you can directly compare the two files. I don't know how much you know about working with buildtables, but in case you don't know anything, the general structure is that you have sections: the first is BuildColumns, which is at the top and basically creates a "holding grid" for storing all the different properties of the object, and the second is BuildRows, where those properties are actually defined and given specificity. Practically speaking, for this example the BuildColumns won't matter because we're not adding any additional properties; but if you're curious about it I can elaborate further.
Scroll down till you reach the BuildRows section in both documents side by side. You'll see within the BuildRows various "DynamicProperty" components. Each of these corresponds by index with a similar BuildColumn above: so for example, if you want to add a new item (say attaching a scarf or something to a top), you would have to add a new DynamicProperty to both the BuildRows and BuildColumns section, with a shared Index that is NOT USED already. Typically, indices 1, 2, and 3 are automatically reserved by the vanilla game: 1 is for the GraphicObject (basically the mesh, or the LODselector that swaps the mesh out dynamically based on camera distance), 2 is for a tag which determines which gender is being used, and 3 is for the Skeleton (which in most cases you shouldn't touch if you're not really familiar with what's going on).
(Every modder has different personal approaches to numbering new components but typically the safest way is to make the new indices something extremely unlikely to be used (like 21 or 800 or something). If you have two DynamicProperties in the BuildColumns or BuildRows sections that share the same index, ATK will flag an error as you are recompiling the XML.)
Anyways, in order to do the swap, what you're looking for is DynamicProperty Index=1 in the BuildRows. For example, the relevant section in 511_AMP24 would be:
<DynamicProperty Index="1">
<Value Name="DataType" Type="UInt32" HashName="GraphicObject">3966419799</Value>
<Value Name="Type" Type="UInt32">1179648</Value>
<Value Name="Unk00" Type="UInt32">0</Value>
<Handle>
<Value Name="Value" Type="UInt64" Path="DataPC\TP_Backpack_511_AMP24\TP_Backpack_511_AMP24.LODSelector">1733658943693</Value>
</Handle>
</DynamicProperty>
The thing you need to swap is the value that reads "1733658943693". This is the item ID of the respective model for the swap. I don't remember what the ID is for my Mystery Ranch pack, but you'll see it in the same DynamicProperty Index="1" component in the 3DayAssault buildtable. Note that for most modded files, the Path variable will be a string of seemingly random numbers: that's entirely ok, the game doesn't actually care about the path, it's primarily for your own legibility, and for a very simple swap like this where there's only one GraphicObject in the buildtable, it's very easy to identify.
If you don't know the ID or can't identify it for whatever reason, you can go in the Resources folder of the mod, open the DATA file of the modded meshes, open up the mesh using ATK, and copy the ID from the upper right corner of the mesh viewer where it says "ID".
Now all you need to do to complete the swap is copy the Value (only the number) from the 3DayAssault modded buildtable to the exact same place in the 511_AMP24 buildtable, replacing the "1733658943693". Repeat this for all three variants: NOVEST, MEDIUMVEST, and HEAVYVEST. Then recompile the XML, and from there all the usual repacking stuff.
It should work out of the box. Let me know if you have any additional questions or issues.