Hello,
I'm working on a character for a little module of mine. It has the "Skeleton S" apperance assigned to it, along with a human male head morph, edited to look corrupted and fit with the body. However, I want it to have a helmet, but when the Skeleton S appereance is used, any equiped helmet won't show up.
Is there any way to hack oneself around this little problem?
Skeletons and helmets?
Débuté par
NasInTheOven
, mai 29 2010 02:38
#1
Posté 29 mai 2010 - 02:38
#2
Posté 30 mai 2010 - 06:33
95% confidence the cause is because the "Skeleton S" appearance uses modeltype "H", which means it uses a predefined head and predefined body and weapon/shield parts. The only creatures which show helmets are creature appearances using "P" (parts). The issue here is that setting this for your skeleton will mean that it will then equip all parts including gloves, boots and chest armour (I think).
So in answer to your question... no, I don't think theres a workaround. The best you can manage would be to modify the skeleton model and physically attach a helmet onto it permanently. Not an easy workaround, and itd always be there. and youd have problems if your morph had hair.
So in answer to your question... no, I don't think theres a workaround. The best you can manage would be to modify the skeleton model and physically attach a helmet onto it permanently. Not an easy workaround, and itd always be there. and youd have problems if your morph had hair.
#3
Posté 31 mai 2010 - 01:23
You can be 100% confidence mikemike. The reason is the modeltype: only "P" creatures type can accept many types of equipment (maybe weapons too). The other ones still look the same as the original model (although their inventory properties can be modified).
A solution could be the editing of *_heads.gda of "Skeleton S" and adding a line with an helmet model. Maybe this solution could have a good visual effect only with full-closed helmets.
So i think the best solution is to create a new appearance type "P" indicating the same base model of "Skeleton S" (CN_BDY_SKLSa), so you can add whatever armor, head and weapons you want.
A solution could be the editing of *_heads.gda of "Skeleton S" and adding a line with an helmet model. Maybe this solution could have a good visual effect only with full-closed helmets.
So i think the best solution is to create a new appearance type "P" indicating the same base model of "Skeleton S" (CN_BDY_SKLSa), so you can add whatever armor, head and weapons you want.
Modifié par Nattfodd, 31 mai 2010 - 01:29 .
#4
Posté 31 mai 2010 - 02:00
How would I go about adding a new appearance?
#5
Posté 31 mai 2010 - 05:13
First you must have some knoledge of .GDA files. In your "\\\\\\\\tools\\\\\\\\Source\\\\\\\\2DA\\\\\\\\", you should have some MS excel (.xls) files. Open the "APR_base.xls" (if you do not have excel you can download OpenOffice, an open source version of MS Ofiice).
This file, contains all the appearances you can choose in the "appearance" field of creature's properties.
- What you have to do is to create your own .xls and call it, for example, "APR_myappearance.xls" (you must keep the APR_ suffix).
- From the APR_base you must keep all the columns and only one row (in this case keep the row "Skeleton S"); delete all other rows.
- In the "ID" column, insert a new number (you can choose any number except those used by APR_base).
- In the "model Type" column, type insert "P" (with no quotes
)
- in the "model race" column, type the letter corresponding to the head model you used with the skeleton (i.e. if you used an human head, type "H"); this is important, so the game engine, can load the correct helmet model by combinig the race ("H") and the gender ("M"ale "F"emale or "N"eutral).
- in the "model genderoverride" column, you can type a gender letter or "****" (this means you can choose the gender in the creature's properties).
Some articles to let you know more:
APR_base
2DA files
Compiling 2DA
GDA Editor
P.S.: Keep in mind that if you want to equip armors, that these are divided in three models (chest, gloves and boots). So, if you want to equip only the chest, the hands and the feet of the skeleton, disappear. With helmet you do not have this issue, because helmets do not substitute head models but are inserted togheter with the head.
Thats It!
This file, contains all the appearances you can choose in the "appearance" field of creature's properties.
- What you have to do is to create your own .xls and call it, for example, "APR_myappearance.xls" (you must keep the APR_ suffix).
- From the APR_base you must keep all the columns and only one row (in this case keep the row "Skeleton S"); delete all other rows.
- In the "ID" column, insert a new number (you can choose any number except those used by APR_base).
- In the "model Type" column, type insert "P" (with no quotes
- in the "model race" column, type the letter corresponding to the head model you used with the skeleton (i.e. if you used an human head, type "H"); this is important, so the game engine, can load the correct helmet model by combinig the race ("H") and the gender ("M"ale "F"emale or "N"eutral).
- in the "model genderoverride" column, you can type a gender letter or "****" (this means you can choose the gender in the creature's properties).
Some articles to let you know more:
APR_base
2DA files
Compiling 2DA
GDA Editor
P.S.: Keep in mind that if you want to equip armors, that these are divided in three models (chest, gloves and boots). So, if you want to equip only the chest, the hands and the feet of the skeleton, disappear. With helmet you do not have this issue, because helmets do not substitute head models but are inserted togheter with the head.
Thats It!
Modifié par Nattfodd, 31 mai 2010 - 05:18 .





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