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BurlyWurly avatar BurlyWurly commented on August 14, 2024 1

It was either that or the missing comma at the end of the belt override line, but it works now! Thank you so much, this has been kicking my ass for weeks!

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hmmvot avatar hmmvot commented on August 14, 2024 1

Archive with all of blueprints will be included in the game build since v1.1.1

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ijuintekka avatar ijuintekka commented on August 14, 2024

The syntax for modifying resources is:

"ResourceType": { "AssetId": "guid" }

If we wanted to turn a unit into a Spirit Naga, for example, we would alter its Prefab entry:

"Prefab": { "AssetId": "451cb6222a7926542851ca55b9dd0026" }

Otherwise, I completely agree with your assessment of the lack of documentation here. Without documentation or access to the raw blueprints, making any substantial modification is outside the realms of possibility for the general user. There is entirely too much guesswork required, and the necessary knowledge of the internal workings of the game for making even a simple blueprint is currently obfuscated.

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

Thank you so much! So if I understand correctly, attempting to change the weapon and sheath models for an item would look something like this?

m_VisualParameters: {
"$id": "4",
"$type": ", WeaponVisualParameters",
"m_Projectiles": [],
"m_WeaponModel": {"AssetId": "f14893f5a364219459c48f44cef39e1d"},
"m_WeaponBeltModelOverride": "Resource::NULL",
"m_WeaponSheathModelOverride": {"AssetId": "ee32c43d0da64774cbb483a599a5ffe2"},
"m_PossibleAttachSlots": [],
"m_WhooshSound": "",
"m_EquipSound": "",
"m_UnequipSound": "",
"m_InventoryEquipSound": "",
"m_InventoryPutSound": "",
"m_InventoryTakeSound": ""
}

The type GUID remains elusive but am I understanding you correctly on the model modification lines?

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ijuintekka avatar ijuintekka commented on August 14, 2024

Correct.

Also, WeaponVisualParameters has no guid so you can safely erase that line.

"m_WeaponBeltModelOverride": "Resource::NULL"

may also need to be changed to

"m_WeaponBeltModelOverride": { "AssetId": "" }

As will any other null resource reference.

It's quite finnicky.

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

So something more like this?

m_VisualParameters: {
"$id": "4",
"m_Projectiles": {"AssetId": ""},
"m_WeaponModel": {"AssetId": "f14893f5a364219459c48f44cef39e1d"},
"m_WeaponBeltModelOverride": {"AssetId": ""}
"m_WeaponSheathModelOverride": {"AssetId": "ee32c43d0da64774cbb483a599a5ffe2"},
"m_PossibleAttachSlots": [],
"m_WhooshSound": {"AssetId": ""},
"m_EquipSound": {"AssetId": ""},
"m_UnequipSound": {"AssetId": ""},
"m_InventoryEquipSound": {"AssetId": ""},
"m_InventoryPutSound": {"AssetId": ""},
"m_InventoryTakeSound": {"AssetId": ""}
}

If there's nothing that needs to be done for $type then as I understand it this should be everything I need, but it's still not making the substitution, so I've gotta be missing something somewhere.

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ijuintekka avatar ijuintekka commented on August 14, 2024

Not exactly. The ones that don't have Resource::NULL as a value in the dumps you're using, may not be resource links. For example m_WhooshSound is a string. So should remain as "". If you run Wrath with the logging flag, you can check the log for hints as to where you're going wrong. It will (sometimes) tell you if you've made a type mismatch or have any missing/malformed data.

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ijuintekka avatar ijuintekka commented on August 14, 2024

Fantastic! Happy to help any time.

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WittleWolfie avatar WittleWolfie commented on August 14, 2024

ijuintekka: Any chance you'll join the modding discord: https://discord.gg/UWvF85fF? A lot of folks ask about using the mod template and you're definitely more knowledgeable than any of us! Even better if you're willing to write up a tutorial on the wiki: https://github.com/TylerGoeringer/OwlcatModdingWiki/wiki!

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ijuintekka avatar ijuintekka commented on August 14, 2024

I'm flattered you'd say so, but, it might sound strange, I'm afraid I can't use discord for personal reasons. If there's a forum or similar messageboard-like place where modding discussion takes place I'd be happy to join there if you wish. There are still a lot of things about the process I don't know as I'm still learning too, so I wouldn't be able to write up anything comprehensive. However, I'll try my best to answer any question that's within my ability.

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WittleWolfie avatar WittleWolfie commented on August 14, 2024

I'm afraid it's all discord. But I do think you could really help out people if you wrote up what you do know as a tutorial in the wiki. I think I'm the most experienced in the discord w/ the mod template and half of what I know I learned from your comments!

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

ijuintekka, going back to assets again, do you know how to obtain guid's for icons? And I'm assuming once you have said guid the process follows the assetid syntax you provided before, and the one in the ReadMe is when you're providing the asset yourself, or is that incorrect?

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ijuintekka avatar ijuintekka commented on August 14, 2024

My process for getting the GUIDs of icons is rather convoluted, I apologise for subjecting you to it in advance. (Edit: Referencing base game icons for patches is working as intended, but still broken in new mod blueprints in your mod directory.)

In order to use base game icons with your custom blueprints they must be placed in the game’s override folder instead of your mod folder. eg. \Pathfinder Wrath of the Righteous\Bundles\Blueprints\

Due to the lack of dedicated tools, to get the guid of an icon I’m currently using AssetStudioGUI to open the asset bundles.

We’ll use Desna’s icon as an example.

Open AssetStudioGUI, click Options and Unselect “Enable Preview”. This allows faster loading and prevents any potential freezing issues.

Open \Pathfinder Wrath of the Righteous\Bundles\blueprint.assets

Wait for the asset list to load, then sort it by Name for convenience. Re-Select Enable Preview if you wish.

Scroll down the list and look for the icon you want. In this case we want “desna” with the type of “sprite”.

In the preview window click the “Dump” tab. Read down the list and you will see the following information:

	GUID first
		unsigned int data[0] = 554253658
		unsigned int data[1] = 1164756007
		unsigned int data[2] = 85910690
		unsigned int data[3] = 2556726540

This is our GUID but not in a usable format.

In order to derive our GUID from this information we need to convert each decimal into hex. Remember GUIDs should always be in lower case.

So for example

554253658 becomes 21093d5a
1164756007 becomes 456cc427
85910690 becomes 051ee4a2
2556726540 becomes 98648d0c

Now we need to reverse each hex string.

21093d5a becomes a5d39012
456cc427 becomes 724cc654
051ee4a2 becomes 2a4ee150
98648d0c becomes c0d84689

Now we join each string together and we have our GUID for Desna’s icon.

a5d39012724cc6542a4ee150c0d84689

If we wished to put this icon into a blueprint the syntax is:

"m_Icon": { "guid": "a5d39012724cc6542a4ee150c0d84689", "fileid": 21300000 }

Sorry about how rough this is, I’m not inclined to build tools to automate this process but maybe someone else can.

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

Double checking the inverted lines actually physically hurt my eyes, but I think I've got the guid I need. As complicated as that process is, you laid it out with incredible clarity.

Can you clarify a bit the beginning part with needing to place stuff into the override folder? What exactly do I need to put in there, the .patch files that reference the icon? The entire Mod folder? Will all of the other changes to the blueprint still get applied?

I wonder if I just exported the icon(s) and stuck them in my mod folder per the owlcat example, do you think that would cause any issues?

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ijuintekka avatar ijuintekka commented on August 14, 2024

The override folder only accepts full blueprints. I would personally suggest dumping the icon you want and making a copy of it in your mod. Much easier than going through this nonsense.

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

That's what I'm trying now and it doesn't seem to be working. I exported the icon, threw it into the Content folder of the mod, grabbed the guid from the meta file unity produced. Based off that, this is what I understand my patch should look like:
{
m_Type: "!bp_5f824fbb0766a3543bbd6ae50248688f",
m_Enchantments: ["!bp_d42fc23b92c640846ac137dc26e000d4", "!bp_e5990dc76d2a613409916071c898eee8", "!bp_20ba9055c6ae1e44ca270c03feacc53b"],
m_VisualParameters: {
"$id": "4",
"m_Projectiles": [],
"m_WeaponModel": {"AssetId": "f14893f5a364219459c48f44cef39e1d"},
"m_WeaponBeltModelOverride": {"AssetId": ""},
"m_WeaponSheathModelOverride": {"AssetId": "ee32c43d0da64774cbb483a599a5ffe2"},
"m_PossibleAttachSlots": [],
"m_WhooshSound": "",
"m_EquipSound": "",
"m_UnequipSound": "",
"m_InventoryEquipSound": "",
"m_InventoryPutSound": "",
"m_InventoryTakeSound": ""
},
"m_Icon": {"guid": "e99751bdc54aec042b0c68d33ed73b39", "fileid": 21300000}
}

I've tried it with and without the quotes around m_Icon, and with both the 21300000 fileid as well as the one unity gives me when I choose 'copy guid & fileid'. Rest of the mod continues to work just fine, it's just not doing anything to the icons.

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ijuintekka avatar ijuintekka commented on August 14, 2024

Make sure your icon's meta is correctly formatted. I'll post one of mine as an example.

Edit: Github's text formatting is terrible. I'll upload a copy in a zip.

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ijuintekka avatar ijuintekka commented on August 14, 2024

Check attached.
Lissala.png.meta.zip

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

It's hard to compare because the lines largely don't mean anything to me. They're largely identical for awhile, with a couple minor differences i.e. nPOTScale: 0 vs nPOTScale: 1 then towards the end yours repeats the whole serializedversion3 section several times while mine only has it once. I don't know what would be considered a difference and what would be considered an error in formatting.
GreatRadianceGood.png.meta.zip

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ijuintekka avatar ijuintekka commented on August 14, 2024

Without documentation I can't explain why it is the way it is, but my icons didn't work unless the meta was exactly as laid out. If you use mine as a template but substitute your own GUID on line 2, it should work for you.

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

Still no luck even after copying over the meta format :-/

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ijuintekka avatar ijuintekka commented on August 14, 2024

I have an idea what your problem is. Can you clarify which blueprint you're patching?

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

Actually I just managed to get it. After fixing the meta file I dropped the quotations around m_Icon and it worked.

{
m_Type: "!bp_5f824fbb0766a3543bbd6ae50248688f",
m_Enchantments: ["!bp_d42fc23b92c640846ac137dc26e000d4", "!bp_e5990dc76d2a613409916071c898eee8", "!bp_20ba9055c6ae1e44ca270c03feacc53b"],
m_VisualParameters: {
"$id": "4",
"m_Projectiles": [],
"m_WeaponModel": {"AssetId": "f14893f5a364219459c48f44cef39e1d"},
"m_WeaponBeltModelOverride": {"AssetId": ""},
"m_WeaponSheathModelOverride": {"AssetId": "ee32c43d0da64774cbb483a599a5ffe2"},
"m_PossibleAttachSlots": [],
"m_WhooshSound": "",
"m_EquipSound": "",
"m_UnequipSound": "",
"m_InventoryEquipSound": "",
"m_InventoryPutSound": "",
"m_InventoryTakeSound": ""
},
m_Icon: {"guid": "e99751bdc54aec042b0c68d33ed73b39", "fileid": 21300000}
}

To answer your question though, the sword Radiance is what I'm editing. I use the +1 version "RadiancePlus1ITem.de1fc233ad934a0a93a17ebed3ec0cfb" to do all my work on then replicate it to the other versions once I've figured it out.

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ijuintekka avatar ijuintekka commented on August 14, 2024

Great. I don't know why that works for you though, as I've never had to unquote an entry. But as long as it's working that's all that matters.

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WittleWolfie avatar WittleWolfie commented on August 14, 2024

QQ @ijuintekka: Since GitHub doesn't have DMs anymore, is there a good way to contact you? Maybe even just setting up a subreddit for questions / discussion on template usage.

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hmmvot avatar hmmvot commented on August 14, 2024

@ijuintekka hi! I checked base game icons in new blueprint and patch and it's works fine. Could you send me example of mod with this problem?

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hmmvot avatar hmmvot commented on August 14, 2024

@BurlyWurly hi! Did you copy guild and file ID of inner asset? Unity creates inner asset when you choose Texture Type "Sprite (2D and UI)".
image

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ijuintekka avatar ijuintekka commented on August 14, 2024

@ijuintekka hi! I checked base game icons in new blueprint and patch and it's works fine. Could you send me example of mod with this problem?

Patches seem to be working fine now, but new blueprints still aren't. Test buff (TestBuff.jbp) should be displaying the icon for Desna (a5d39012724cc6542a4ee150c0d84689) but it fails to load. Using the same GUID to replace the icon of AsmodeusFeature now works as intended. I've attached the compiled mod as requested.
Untitled5
IconMod.zip

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

@BurlyWurly hi! Did you copy guild and file ID of inner asset? Unity creates inner asset when you choose Texture Type

I wound up extracting the icons I wanted to use, and then adding them in like new content. I just get the new guids from their meta file while adjusting the body of that file into the format ijuintekka gave me.

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hmmvot avatar hmmvot commented on August 14, 2024

@BurlyWurly did you try to copy guid as I show on screenshot?

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

I've done it before and I messed with it again just now. There's no purpose to it. The icon's meta file still needs to be reconfigured, and it doesn't give you the 21300000 file id that you need.

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hmmvot avatar hmmvot commented on August 14, 2024

What kind of Texture Type you set for your icon? "Copy guid and file id" works fine for Sprite (2D and UI)

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

image
image
image

I'm not sure what all that means that you said exactly, but that's what I'm doing. And I haven't tested but I'm sure without the meta files being correct it wouldn't work either.

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WittleWolfie avatar WittleWolfie commented on August 14, 2024

It's not obvious in the instructions, but you're copying the wrong "fileid". Click on the arrow for the icon and it expands to reveal the texture. Click that and then go through copying the guid / file id. Alternatively, IIRC you can always use 21300000 for the fileid.

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BurlyWurly avatar BurlyWurly commented on August 14, 2024

Hmmm, yeah that causes it to give the correct fileid. Still, that was never one of the issues that had led to creating this thread. The arrow to select the texture isn't even available until you go into the meta file and correct all the stuff in there. This really doesn't address that nuisance, or the fact that the instructions don't mention having to do that at all. Or that the reason I'm importing assets already in the game like this is because the process to use icons already in the game is maddening.

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hmmvot avatar hmmvot commented on August 14, 2024

@ijuintekka hi! I checked base game icons in new blueprint and patch and it's works fine. Could you send me example of mod with this problem?

Patches seem to be working fine now, but new blueprints still aren't. Test buff (TestBuff.jbp) should be displaying the icon for Desna (a5d39012724cc6542a4ee150c0d84689) but it fails to load. Using the same GUID to replace the icon of AsmodeusFeature now works as intended. I've attached the compiled mod as requested. Untitled5 IconMod.zip

It will be fixed in the game version 1.1.1

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