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Rapporter et oversættelsesproblem






I might try a variant or two at some point, but no promises.
I'm honestly pretty much done with making mods for WH 3.
Who did you want?
Thanks @SheAAA for the fix
db been fixed, faction leader portrait renamed
God knows why CA decided to rename the faction leader portraits in this update.
Booted it up for the first time in 3 months and whatever CA has done with this new update crashes my game to desktop.
After I deleted the contents in db->frontend_faction_leaders_tables except Key wh2_dlc11_political_party_cst_the_drowned_ruler, everything became normal.
I think an update is needed, thank you. And, if anyone else has encountered the above problem, you can manually adjust it in RPFM in this way
The orange dress used to be weird, but now that I'm used to it, I think it's okay because it looks pretty
I've honestly got no idea.
The original dress is white, my change is pink, another dds file is light blue yet it somehow makes it orange but keeps the trims pink even though (as far as I'm aware) that should be impossible.
I'll have to take another look when I understand modding better.
This is a picture that I played using only Cylostra Reskin mod after 3.0 update.
picture link 1
https://gtm.steamproxy.vip/ugc/2068882989445007755/E3883DFB85D520D1EEAC513B5B23081ACC75F44B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
picture link 2
https://gtm.steamproxy.vip/ugc/2068882989445009752/1C3F9EEA02CE89696E07E576839A3343A96B41BB/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
@SeaFPT
Can you send a screenshot?
Loaded up a new campaign with her and couldn't get the same issue.
Lifesaver, thanks for the help.
Also found out why the hair wasn't rendering properly; the hair was originally separate from the crown and I originally merged them together. Models now been updated to include the glowing effect and fixed hair.
In the model editor in AssetEditor, select "Generate Ws Model (Wh3)", it will ask for confirmation, select yes, and then a "materials" folder will appear alongside the named ".wsmodel" file will appear in the viewer in the left highlighted in red.
Find the matching weighted4_alpha_off and weighted4_alpha_on material files from the vanilla Cylostra's wh_variantmodels folder, open them, and copy the relevant <shader>, <texture>, and <param> fields to the generated material files in your pack file. Use the save icon next to the # XML button to save each material file.
Next, assign the .wsmodel file to the .variantmeshdefinition file used. For your model, you can safely delete the head slot and assign the model to the body slot only.
If you did everything correctly, you will have ghostly Cylostra in game again. The glowing eyes effect is inherent to her animations as far as I can tell.
I'll only do castrati cyclostra if I can get around to finding and changing the voice files to sound like a mans. Would be pretty pointless having a mute cyclostra or god forbid the 70 year old chain smoker voice of a fleet admiral.
But no promises for the time being.
Cheers for the help, I've now enabled "Use Alpha" for her head and updated the mod. Is this something I should be doing for all models or only those with special effects like glowing eyes etc.?
@撿骨頭
That was my original plan but her skeleton doesn't actually have anything to map legs to; it would be a mass of jelly legs flailing around. I'm surprised the dress actually works with the floating animation.
i see , thx for the clarification .
Not a GPU issue, the author forgot to set alpha to "on" in her headpiece model. Using rigid_model_v2 file is one way to prevent blood decals from showing up on the model, but misses out on the ghostly shader effects.
They can perform the alpha fix in AssetEditor and assign the correct materials files there as well.
https://www.pinterest.com/pin/678214025154387528/