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Offline Talyn82

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Replacing Malkavian model
« on: December 06, 2020, 05:44:34 pm »
Hi, can someone show me how to replace the vanilla Malkavian model with the Tzimisce model from the Antitribu mod?  I do not want the clan name or disciplines from the mod.  I just want the model.  I've never modded VTMB so this is my first attempt.

Offline Barabbah

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Re: Replacing Malkavian model
« Reply #1 on: December 06, 2020, 06:08:42 pm »

Copy the two "tzimisce" folders (one in "/models/character/pc/female/" and the other in "/materials/models/character/pc_antitribu/female/" folders from Antitribu) to a temporary folder.




Place the materials folder in the "Unofficial_Patch" folder (or any other mod you want) maintaning the original directory structure: /materials/models/character/pc_antitribu/female/tzimisce




Place the models folder in the same mod folder, renaming all the model files in order to match the original malks model files:


"models/character/pc/female/malkavian/armor0/Malkavian_Female_Armor_0.mdl"
"models/character/pc/female/malkavian/armor1/Malk_girl_Armor_1.mdl"
"models/character/pc/female/malkavian/armor2/Malk_girl_Armor_2.mdl"
"models/character/pc/female/malkavian/armor3/Malk_girl_Armor_3.mdl"




if you planned on using the male tzimisce do the same except for the models structure which should be:


"models/character/pc/male/malkavian/armor0/Malkavian_Male_Armor_0.mdl"
"models/character/pc/male/malkavian/armor1/Malkavian_Male_Armor_1.mdl"
"models/character/pc/male/malkavian/armor2/Malkavian_Male_Armor_2.mdl"
"models/character/pc/male/malkavian/armor3/Malkavian_Male_Armor_3.mdl"




If no errors where made it should have worked
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Offline Talyn82

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Re: Replacing Malkavian model
« Reply #2 on: December 06, 2020, 06:51:49 pm »
@Barabbah:  Thank you for the reply I will try it.

Offline Talyn82

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Re: Replacing Malkavian model
« Reply #3 on: December 07, 2020, 02:34:21 am »
I tried what you said with the male Malkavian, but the models files for each individual clan in both the Models and Materials folder are all lose.  There is no folder structure like the one you typed above.  All the files both male and female have all been dumped in the Tzimisce folder of the mod.  I don't know what files belong to who, and what files to put into the created armor0, armor1, armor2, and armor3 folders.  Thank you for the help, but I'll just stick with the default or modded Malkavian.

Offline argikt

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Re: Replacing Malkavian model
« Reply #4 on: December 07, 2020, 10:33:45 am »
If you want to use models that are not vanilla, you must copy paste the structure too. The mdls and the materials must be in the right place...
Not hard, just copy-paste

Offline SCO

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Re: Replacing Malkavian model
« Reply #5 on: December 08, 2020, 12:36:52 am »
It's also possible that tricks like these break things that use the same models. For instance, in my last playthrough of the WW2 mod, i replaced the models for the malkavian girl - which i didn't like - with the salubri model from the final nights - which i do like.
When the model was used in map cutscenes (which embed it or something) only a 'warning' 'model' appeared. But it worked fine as a player model.

Same thing when i replaced the protean discipline* wolf model, it worked for the discipline, but a entire level of the game (populated by wolf models) was full of yellow respawning 'missing' letters that can only turn, not move or hit back. It was kind of amusing because they can't move and they're hard to hit and 'kill'. When you manage they stop turning (i'm not sure if it was the level or the 'nature' of the non-model but they resurrected after killed if you moved out of their area and back).

A kind of blessing in disguise because that level would be super annoying if it actually had respawning enemies that could hit because it's a giant puzzle with some obscure and misleading language that even being 'harmless' made me stuck running around for 2 hours.

*  I prefer the clanquest/camarilla edition disciplines because they have singular physical stat boosters and stunners that can replace the need for bloodbuff and bloodheal - easily the disciplines that make the game a cakewalk and too easy for stat checks - and the stunners make stealth more interesting than obfuscate - for instance the stunners make it possible to steal the radio in the beachouse kitchen without alerting the guards - and i buy another discipline instead. Also buying animalism with a ventrue is interesting with that mod because animalism 1 gives 'extra blood from rats', which overrides the Ventrue weakness of 'no blood from rats'. The disciplines are just more variated and interesting than just +1 stat boosters there.
« Last Edit: December 08, 2020, 12:59:31 am by SCO »

 

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