Appearance Modding ‐ Mini Tutorials - beckabooo/DAV_Modding GitHub Wiki
Changing NPC Eye Color
for this sample youre going to need to find the meshvariationdb so for bellara its: prototype/paperdoll/npclight_follower_bellara_paperdoll_bundlegenbp_autobundlegen/MeshVariationDb_Win32.
there are 111 entries and you might need to edit about from entry 38 to 71 I think? im not sure its a quick and dirty edit so im not 100 percent i got them all.
this is what the entry would look like there are 4 vector parameters but sometimes there are 7 vector parameter entries. what you only need to edit is the vector parameter for tint01_outer, tint02_middle and tint03_inner
oh and make sure you are editing the shader: materials-> [1]-> material variation-> shader-> human_eyeball_master
Changing Rook's Height
By Frost
Its a timeline mod that only affects rook. again to be clear this would mess up your cutscenes by a lot depending on the value above or below 1.
so if you open the fproject, you'll see only 1 modified file. its all_general_passive_timeline. Open that and in Actions: youll be editing entry 1, 2 and 3 ( you have to leave entry 0 alone).
now for the first entry it adds GS.Float.DynamicScale_Uniform to rook. basically scaling the player's skeleton. Including positioning, camera etc. if you can see in the Value->ConstValue I used 1.05. This is where you want to input the scale multiplier so anything above 1 you'll be bigger and vice versa.
there is a float value for the body's height, but it still cant go over the max which is 1.
Entries 2 and 3 are vec3 values (xyz), basically changing the length of spine bones. This is a bit better at not affecting cutscenes, since your not really scaling anything else. you'll want to go to, valueprovider->transform->translation. this one is a bit of personal taste thing, so change the X values in small increments.