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Keyring Mod Question
Posted: Fri Feb 13, 2009 11:00 am
by jkhristian
Is there anyway to use The keyring mod without the new character portraits? Or at least have them in addition the the regular U7 ones?
Re: Keyring Mod Question
Posted: Fri Feb 13, 2009 12:22 pm
by marzo
You can delete or rename the "avatar_data.txt" file in the "Keyring/data" folder. It will disable all the new Keyring skins and portraits, and may cause some problems (particularly for the "brown" skins). I have no idea if it will cause any other problems, though.
Any particular reason for not wanting the new portraits?
Re: Keyring Mod Question
Posted: Fri Feb 13, 2009 5:06 pm
by alagner
They graphically compose better with NPC's portraits from BG I suppose
Not that it looks soooo bad now, but still, leaving a choice would simply be nice.
Re: Keyring Mod Question
Posted: Sun Feb 15, 2009 6:31 am
by jkhristian
I like them alot but they match alot better with serpent isle than black gate.
Re: Keyring Mod Question
Posted: Sun Feb 15, 2009 6:40 am
by Wizardry Dragon
They're intended to be in the SI style, yes.
Cheers, Wizardry Dragon
Lead Designer, Ultima VII: The Feudal Lands
www.thefeudallands.ca
Re: Keyring Mod Question
Posted: Sun Feb 15, 2009 1:14 pm
by Earthquake Damage
Since we're on the subject, I, too, would like to be able to use the original BG portraits in addition to the new ones. In fact, it'd be nice if you had some sort of tiny installer or whatever that would import the SI portraits if you have both games.