Player's Custom Guildmarm Costume
Screenshots 8 screenshots
About this mod Machine translation
Custom modified Guildmarm clothing now available for players. Change the colors in the game. Mix and match parts. Optional hat sizes and glasses available.
Modifications include tight and cropped shorts, long legs and heels.
Replaces Harvest layered armor.
You don't need to use the Guildmarm costume to use this.
Warning: This forces a high poly mesh (i.e. no LOD). Depending on your system, it may negatively impact your framerate.
notes:
- Swapping with other model files affects customizable colors. I prepared alternative textures to deal with this problem. See instructions below.
- Slight tailoring of sleeves and jacket.
- Default color is different from handler. Can't figure out how to change it.
- Changes in hats may get caught in the hair. The smaller version pushes the bangs in the front, but this causes problems with my hair model.
- During cutscenes, what looks like an inverted red glasses rim can be seen behind the head. Not sure where that came from.
- Sometimes the Belted Frog's legs will stretch weirdly during cutscenes.
How do I convert it:
- To keep the helm from crashing, I pasted the beginning of the skeletal data from the helmet model. Maybe the first 4-5 bones or so.
- To make the chandelier work, I woven the book strap bones into the sling bones, copied the sling bone index from Vaal's arm, and moved the bones in Blender.
- To stop the rig from crashing, I edited the skeleton graph to reference the newly created throwing skeleton.
- To make the shading work, I made a CMM texture and covered the cloth with a player rig. Then copy the original value back to the bottom.
- To fix the coat distortion, I used CrazyT's tool to remove the weird bone effects on the back of the coat.
- For skin tone customization to work, the corners of the skin texture must appear to be skin tone, or appear white in game. Not 100% sure.
- To separate the helm and legs meshes, I created the compare file and then manually replaced the leg vertex data with 00 bytes.
Install:
Just put the NativePC folder into the game directory
uninstall:
Just delete the following folders
NativePC \ PL \ f_equip \ pl076_0000 \
NativePC \ PL \ f_equip \ pl_mod_guildmarm \
Thanks to Vuze for the unpacking tool, daemon1's raw texture converter (correct offset values are usually around 100 to 118), MHWTexConvert for converting DDS to BC7, the MT Framework tool imported with Predator as a reference, and CrazyT's BlenderMhwModelImporter.
Special thanks to people reporting issues and helping others in the forum.
Custom-modified Guildmarm costume, now for players. Change colors in-game. Mix and match parts. Optional hat sizes and glasses.
Modifications include bustier and curvier with shorter shorts, longer legs and higher heels.
Replaces the Harvest layered armor.
You do not need to have the Guildmarm costume to use this.
Warning: This forces use of the high polygon mesh (ie. no LOD). Depending on your system, it may negatively impact your frame rate.
Notes:
- Swapping with other model files affects which color is customizable. I've prepared alternate textures to counter this. See below for instructions.
- Sleeves and coat have minor clipping.
- Default color isn't the same as the Handler's. Couldn't figure out how to change it.
- Hat variations will likely clip through the hair. The smaller version pushes the front bangs down, but that causes problems for my hair mods.
- In cutscenes, what looks like a reverse red glasses rim can be seen on the back of the head. No idea where that's coming from.
- Sometimes the belt frog's legs will stretch weird in cutscenes.
How I converted it:
- To get the helm to not implode, I pasted the start of the bone data from a helm model. maybe the first 4-5 bones or so.
- To get the slinger to work, I hex-edited the book strap bones into slinger bones, copied slinger bone index from Vaal arm, and moved the bones in Blender.
- To stop the outfit from crashing, I edited the bone map to refer to the newly created slinge …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.