CustomMeshes
Fork of aedenthorn's CustomMeshes for v0.217.46+ Allows you to replace object meshes with imported model files.
Last updated | 6 months ago |
Total downloads | 1600 |
Total rating | 0 |
Categories | Mods Tweaks Misc Tools Skins Client-side Utility Ashlands Update |
Dependency string | cjayride-CustomMeshes-0.4.1 |
Dependants | 6 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: 5.4.2202cjayride-AssimpLibaries
Assists with importing mesh for custom textures of weapons in Valheim
Preferred version: 0.1.0README
CustomMeshes
Patched for Valheim v0.217.46+
A fork of aedenthorn/CustomMeshes
Replace object meshes with imported model files.
This mod will hopefully eventually allow replacing any mesh in the game; for now it lets you do the following:
- Replace the static mesh(es) of building pieces with imported fbx or obj files.
- Replace the static mesh(es) of items with imported fbx or obj files.
- Replace skinned meshes with imported AssetBundles (experimental)
All files should be placed in subfolders in BepInEx\plugins\CustomMeshes folder (create it if it's not there) as explained below.
DETAILED INFORMATION
Building Pieces
To import static meshes for building pieces, do the following:
[Step One:] create a folder with the name of the thing you are replacing.
For example, to replace the wooden chest meshes, create a subfolder in BepInEx\plugins\CustomMeshes called: piece_chest_wood
[Step Two:] create a subfolder for each of the states of the building piece: New, Worn, Broken
So now you should have three folders:
BepInEx\plugins\CustomMeshes\piece_chest_wood\New
BepInEx\plugins\CustomMeshes\piece_chest_wood\Worn
BepInEx\plugins\CustomMeshes\piece_chest_wood\Broken
Step Three: put fbx or obj files corresponding to each MeshFilter name into that folder, e.g.:
woodchest.fbx woodchesttop_closed.fbx
Items
To import static meshes for items, you need the item name, the renderer object name, and either the mesh filter name or the skinned mesh renderer name, depending on the item. You can find these by turning on debug in the config file and looking at the messages when the item spawns, e.g.:
CustomMeshes got mesh filter item name: HelmetPadded, obj: HelmetPadded, mf: default
CustomMeshes got skinned mesh renderer, item name: HelmetPadded, obj: attach_skin, smr: ChainLinkVisor
You then create a file with the following folder structure:
- BepInEx\plugins\CustomMeshes<ItemName><ObjectName><MeshFilterName>.obj
and/or
- BepInEx\plugins\CustomMeshes<ItemName><ObjectName><SkinnedMeshRenderer>.obj
For example:
- BepInEx\plugins\CustomMeshes\HelmetPadded\HelmetPadded\default.obj
or
- BepInEx\plugins\CustomMeshes\HelmetPadded\attach_skin\ChainLinkVisor.obj
Player Meshes
To import player meshes, you need to create an AssetBundle with a body object in it. Please don't ask me how to do that, I have no clue. You can ask people working on it in my discord server if you know something about Unity.
Step One: create a folder called player with a subfolder called model in the CustomMeshes folder. So now you have:
BepInEx\plugins\CustomMeshes\player\model
Step Two: put the asset bundle you created in the subfolder, naming it 0 for male and 1 for female (make sure it has no file extension).
Configuration
- A config file BepInEx/config/cjayride.CustomMeshes.cfg is created after running the game once with this mod.