mynameisdanza wrote...
I'm using a new FullBodyAppearance, and in every cutscene it sounds as if I'm wearing a helmet, when I'm not. Is there any way to fix this?
Also, how do I create empty(or invisible) shoulder/arm/leg slots?
First some background:
1) To my understanding, modified voice was supposed to be determined by the bhasbreather=true boolproperty. If it was functional, it would have meant that you had a "helmet voice", and that you do not need to auto-switch to the N7 helmet when in non-breathable atmosphere. However, since it did not work, devs used a hack to simply override the mesh currently used with the N7 one. yep, it doesn't even equip the N7, just the mesh.
Now, since fullbodyappearances are only made of a single mesh, and the breather bool doesn't work, the devs just configured all fullbodyappearances to have helmet voice. that is also the reason for the fact that all non-customizable armors have a helmet. adding custom armor parts like the kestrel's require A LOT more work then adding a casual outfit.
Now to the part you actually care about:
2)When using values with empty mesh paths, the game has a limit for how many "skeletalsockets" can be empty before loading default appearance - 3 including the face. that's why you most players will use headgear for shep. In fact, the reason the game allows even a single empty mesh path, is not due to a bug, it's just the mechanism that customizes NPC outfits. Example: blue suns merc has 2 mandatory sockets - body + head, and 3 optional - breather, helmet and visor.
So just make sure your shep has his head gear when using 3 empty mesh paths for arms legs and shoulders. There's also a workaround i came up with:
a) find the hair mesh used by your shep.

configure it to be a selectable headgear with a bhidehair=true bool.
now your hair will be treated as an additional mesh off-ship, and your on-ship head will look the same.
I hope someone will find this info interesting.