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It's why you don't see any mask mods on Lastbullet that allow you to use the Skull mask or the four Completely Overkill masks.
I think it's pretty clear what he's asking for isn't skipping any pay walls so I'll explain it.
OP is using a mask mod. The mod maker made the new mask replace the Arch Nemesis mask. OP doesn't have access to the Arch Nemesis mask so he wants it to replace something else like Calaca or something.
He's not skipping any pay walls, he wants to replace a different mask.
But if I do remember correctly, Overkill's stance would still be the same, regardless. At least, I remember that being on the LastBullet site, which abides by what Overkill says. Not that they can do anything about it. I was simply stating that.
Then you don't remember correctly. Overkill are fine with custom masks.
yeah sorry about that. I'll see my dumb ass out.
And thanks to Bluewave for clearing things up, as I said, I most likely worded it wrong
Few thing you would need to keep in mind,
> Open the modded mask, the original mask it replaced, and open the model you want to use as the new base.
This allows you to make adjustments to the mask you want to change. In some situations, a mask can fit the new base, in others, the mask can appear sideways and 40 miles above the character's head.
Before you export the obj, rename the replacement appropriately.
Create a new filepath, to the mask base being replaced.
Remember to move and rename the mod's texture.
I'm currently using the diesel model tool, is it the right one?
Unbundle the game
2.
Get the Diesel mod tool and a 3D model software. (I use blender)
3.
Download the mod you want to use.
4.
Check to see how many objects, within the mod's model, are required for the mod
5.
Use the Diesel tool to convert the mod, the original model that got replaced, and the new mask you want to replace. (Recommend converting the new mask last, and don't close it until you have exported the new model)
6.
Open all three models and adjust the mod's model, until it fits the new mask's orientation.
7.
Copy the name of the object you are replacing, and use it to rename the mod's objects.
8.
Delete the unnecessary objects, and export the changed mod
9.
Bring the Diesel mod tool up, and click "Import Model" and navigate to the file you exported.
10.
Name the output file the same thing as the new base mask, and click "Export"
11.
In the Mod Override folder, create a new folder, and the appropriate paths to the mask you replaced.
12.
Move the Exported model to the new folder.
13.
Copy the textures from the mod's original folder, and place them inside the new folder.
14.
Rename the textures, as the replacement mask's textures
15.
Close the programs you used, and play the game