Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You would download Asset Editor, you would open these other mod's packfiles, you would check out the rigid_model_v2 for that mod's particular model, then you would look at its .wsmodel, and see the materials that it's made of, and then plug in the equivalents from my mod. Alternatively, you could just do 1 switch out, and that's with the material slot that = the unit's head, and do that around 4 times in the .wsmodel to make sure the red eyes are visible at multiple LODs.
You also have to make sure that whatever the unit is, that I have the equivalent mask.dds for it. So it could be some custom clan rat model, but if it uses a plague rat head, it has to use the mask.dds file (and material) that powers plague rat glows.
How might one go about adding it to other mods, if I may ask? I'd really like it for SCM's Skaven Clans, and I don't think anyone else will do it. I feel way more mods SHOULD be compatible with this one.
It would be cool! I just don't have the time to do something like that these days. I'm a bit surprised not a single soul in the modding community has carried over Red Eyes compatibility to other beloved Skaven mods. It's not technically difficult, just very time consuming.
Yeah this mod won't be compatible with U&H by me anytime soon. Too time consuming. But there might be others who pursue and publish such an effort.