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Blacksmiths tools
Maintained BlacksmithTools release fixing severe player-model stretching and custom wearable mesh artifacts on current Valheim.
| Last updated | a month ago |
| Total downloads | 68 |
| Total rating | 0 |
| Categories | |
| Dependency string | AWLGaming-Blacksmiths_tools-2.0.4 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2105README
BlacksmithTools
Maintained for current Valheim by AWL Gaming.
BlacksmithTools was originally created by GoldenJude. This maintained release preserves the original MIT license and project attribution while providing current-Valheim compatibility fixes.
- Maintained source: https://github.com/AWL-Gaming/BlacksmithTools
- Original source: https://github.com/GoldenJude/BlacksmithTools
- Issues: https://github.com/AWL-Gaming/BlacksmithTools/issues
- Website: https://awlgaming.net
- Optional support: https://patreon.awlgaming.net
2.0.4 maintained release
This release fixes severe player-model stretching and visual artifacting that could affect the character selector and in-game custom wearable meshes on current Valheim.
Notes
In case of questions you may find me on the Modding discord server
You can also file an issue on GitHub
Features
Bone reoder
- Automatically fixes the order of bones in skinned mesh renderers for custom armors/capes/utility items etc., solving the issue of incorrectly deformed meshes as long as the mesh has the correct bone weights
Body hiding
- provides the ability to hide certain parts of the player model for easier armor creation
Installation
Place the BlacksmithTools.dll into your Bepinex/plugins folder.
Configuration
Body hiding is configured by specifying a combination of body part names and bone indexes There are two ways to configure body hiding:
Config file
Create a file named bsmith.ITEM_PREFAB_NAME.cfg and launch once to generate fields
- for the field "List" input a list of body parts names delimited by a semicolon. i.e. Head;Torso;ArmUpperLeft
- for the field "Bone List" input a list of bone names delimited by a semicolon. i.e. 0;1;2;4;7;12;3
Code
Access the BlacksmithTools.BodypartSystem class and insert your configuration into either of the two dictionaries with the key being the item's prefab name
Valid values for configuration via part names
Head
Torso
ArmUpperLeft
ArmLowerLeft
HandLeft
ArmUpperRight
ArmLowerRight
HandRight
LegUpperLeft
LegLowerLeft
FootLeft
LegUpperRight
LegLowerRight
FootRight
Values for configuration via bone indexes (list gained by printing out player model's bones array)
Hips - 0
Spine - 1
Spine1 - 2
Spine2 - 3
Neck - 4
Head - 5
Jaw - 6
LeftShoulder - 7
LeftArm - 8
LeftForeArm - 9
LeftHand - 10
LeftHandThumb1 - 11
LeftHandThumb2 - 12
LeftHandThumb3 - 13
LeftHandIndex1 - 14
LeftHandIndex2 - 15
LeftHandIndex3 - 16
LeftHandMiddle1 - 17
LeftHandMiddle2 - 18
LeftHandMiddle3 - 19
LeftHandRing1 - 20
LeftHandRing2 - 21
LeftHandRing3 - 22
LeftHandPinky1 - 23
LeftHandPinky2 - 24
LeftHandPinky3 - 25
RightShoulder - 26
RightArm - 27
RightForeArm - 28
RightHand - 29
RightHandThumb1 - 30
RightHandThumb2 - 31
RightHandThumb3 - 32
RightHandIndex1 - 33
RightHandIndex2 - 34
RightHandIndex3 - 35
RightHandMiddle1 - 36
RightHandMiddle2 - 37
RightHandMiddle3 - 38
RightHandRing1 - 39
RightHandRing2 - 40
RightHandRing3 - 41
RightHandPinky1 - 42
RightHandPinky2 - 43
RightHandPinky3 - 44
LeftUpLeg - 45
LeftLeg - 46
LeftFoot - 47
LeftToeBase - 48
RightUpLeg - 49
RightLeg - 50
RightFoot - 51
RightToeBase - 52
Changelog
- 2.0.3
fixed patch method names, thanks Azumatt
merged optimization from MSchmoecker - 2.0.2
armor stand update - hiding does not apply to unreadable body models anymore
added .cfg extension and made explanation of config files a bit clearer - 2.0.1
Error when equipping armors with disabled skinned mesh renderers (plate armor) should be fixed - 2.0.0
Added configuration to disable features separately
Changed body hiding to alter the body mesh directly without having to supply my own mesh