Baldur's Gate 3 mods/Alternate Wyll Origin Appearance
Developer | SwedenRebel |
---|---|
Latest version | 1.0 |
Release date | 2023-08-18 |
Description
I decided to take a break from my personal modding to fulfill some requests made by friends/acquaintances, making this relatively simple mod that changes the appearance of Wyll. I'm sharing it here by popular demand and for ease-of-access in the future. While this mod is in itself very simple, it took me three days to make and I am still not sure how to make presets use heterochromia.
Do note that Wyll uses HAIR_HUM_M_Dreads_Short_A.GR2 for hair, in-game called "Loomspun". This mod replaces that hair type, meaning that it will not be available to use for character creation, and anyone in the game that uses it will similarly have their hair replaced. There is no way around this that I know of. So don't use this mod if that's not a loss you can live with.
Extract to the \mods\ folder and "install" using the BG3ModManager. Likely also requires the Full Release Mod Fixer.
If you manage your modsettings.lsx manually, make sure that it is part of the "ModOrder", and not simply sorted in under "Mods", because for whatever reason, the mod will not include the model changes/overrides if it is loaded with any other mod otherwise. I am not sure how to fix that; it took me a long time just to track it down. Here is an example of a working modsettings.lsx, assuming Gustav and one other mod:
<node id="ModOrder"> <children> <node id="Module"> <attribute id="UUID" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8" type="FixedString" /> </node> <node id="Module"> <attribute id="UUID" value="d8948833-e4a7-4ba5-b60c-14d3b18cd692" type="FixedString" /> </node> <node id="Module"> <attribute id="UUID" value="2809a5ae-c85b-4c2b-b35b-03ad946f67e6" type="FixedString" /> </node> </children> </node> <node id="Mods"> <children> <node id="ModuleShortDesc"> <attribute id="Folder" value="GustavDev" type="LSString" /> <attribute id="MD5" value="4f8d917068fbe7ded01b558235dbed96" type="LSString" /> <attribute id="Name" value="GustavDev" type="LSString" /> <attribute id="UUID" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8" type="FixedString" /> <attribute id="Version64" value="144115617576214574" type="int64" /> </node> <node id="ModuleShortDesc"> <attribute id="Folder" value="DummyMod" type="LSString" /> <attribute id="MD5" value="" type="LSString" /> <attribute id="Name" value="DummyMod" type="LSString" /> <attribute id="UUID" value="18948833-44a7-8ba5-860c-14d3b18cd688" type="FixedString" /> <attribute id="Version64" value="36028797018963968" type="int64" /> </node> <node id="ModuleShortDesc"> <attribute id="Folder" value="AlternateWyll" type="LSString" /> <attribute id="MD5" value="" type="LSString" /> <attribute id="Name" value="AlternateWyll" type="LSString" /> <attribute id="UUID" value="2809a5ae-c85b-4c2b-b35b-03ad946f67e6" type="FixedString" /> <attribute id="Version64" value="36028797018963968" type="int64" /> </node>
Finally, I know this mod works in the beginning of the game, but it is my understanding that certain events can affect the look and nature of your companions throughout the game. I cannot currently test this myself, and I am not sure what files will be used at such a time, so if there are any issues, I cannot promise that I can fix them until I can actually progress in the game - which there is no guarantee that I will be doing for many moons, as my partner-in-crime is intensely busy with life. However, any feedback is appreciated and I will take a look at things as time permits.
I claim no ownership or credit of any of this, and encourage anyone to pick it apart as they see fit or include it in whatever.