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GoldenJude-Blacksmiths_tools-3.0.0 icon

Blacksmiths tools

Tool for hiding parts of the player model when equipping wearables, also a fix for incorrectly deforming skinned meshes on custom items.

Date uploaded 2 weeks ago
Version 3.0.0
Download link GoldenJude-Blacksmiths_tools-3.0.0.zip
Downloads 15533
Dependency string GoldenJude-Blacksmiths_tools-3.0.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350

README

Blacksmiths Tools

This mod is brought to you by GoldenJude, now maintained with the help of VentureValheim. Please direct all comments and issues to OrianaVenture on discord or at Venture Gaming. To make a report on github please do so under the specified project fork.

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. This mod is only needed on the client.

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

3.0.0

  • Updated for Valheim version 1.0.7
  • Improved error handling
  • Added Trinket support

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