As I recall, you can only use so many extra heads for overrides. Does anyone remember what the limit is?
Limits on Heads?
Débuté par
Jenna WSI
, nov. 08 2010 02:52
#1
Posté 08 novembre 2010 - 02:52
#2
Posté 08 novembre 2010 - 03:21
This isn't what you are asking but perhaps it will jog your memory? The toolset can't see heads 50 to 99. As well as 200+. No clue on an actual override limit.
#3
Posté 08 novembre 2010 - 03:56
Ah, thanks. I knew the toolset wouldn't display them correctly, but I thought there was a limit to how many you could use as well, differing depending on the race/sex.
#4
Posté 08 novembre 2010 - 03:56
Yes there's a "harcoded" limit of 255 heads (per phenotype). The toolset (and character creation screen limits) can be bypassed by using an ingame script like BodyTailor or the one from "Pretty Good character" creator module, I think CEP includes one too now (not sure though).
These informations about heads should be stickied somewhere, it comes back like every week
These informations about heads should be stickied somewhere, it comes back like every week
#5
Posté 08 novembre 2010 - 04:31
Oh, so it's only in character creation anyhow. No issues then for us. Thanks!
#6
Posté 08 novembre 2010 - 06:09
255 is the limit for each race/gender. IE 255 human female heads.2^8 == 256. Some other areas of the game were updated to allow for more selection such as tails, but those are the exception rather than the rule.
#7
Posté 14 novembre 2010 - 06:04
Ran into something else that confuses me. I have a head override that is CEP heads in the normal numbering system intigrated into our head overrides, just as a placeholder. I'm noticing though that there are repeats of heads in 50-99 human female that appear later in 100 and up slots. Any idea why there are doubles?
#8
Posté 14 novembre 2010 - 06:34
Loki Hakanin wrote...
On target. It's our workaround for an engine bug.
Heads 50-99 show up at character creation, but not in the toolset. Hence any heads 50-99 would be player only, which we thought to be unacceptable.
So, once our numbering got past 49, we had to start including things twice...once for players, once for builders. It's a bit odd, but it works. Heads from 50 on up are duplicated from 100. So head 50=head 100, head 60=head 110, etc.
Sadly this is a property of the game engine, and not something the CEP team can fix.
_________________
Loki Hakanin
CEP Team Anatomy Lead
#9
Posté 14 novembre 2010 - 08:59
Well it is something you can get around, just not in a manner that appeases everyone. You can replace either grouping of heads with new and unique heads, just that builders won't be able to access some of them. Players can access any head in game with a body tailor that can use scripting commands to go through what isn't available on creation.
#10
Posté 14 novembre 2010 - 10:11
Note that I just provided an answer to the specific to CEP question asked "Any idea why there are doubles?". CEP's answer date back from about 2005.
Answering to questions such as "is it a good choice?" or "Is there any alternative" or else, is something entirely different
as Calvin showed.
Answering to questions such as "is it a good choice?" or "Is there any alternative" or else, is something entirely different
#11
Posté 14 novembre 2010 - 11:25
Thanks, that make sense. So do most servers have the 50-99 slots enabled on character changing scripts? Trying to be compatible for the changes we make.
#12
Posté 17 novembre 2010 - 05:18
Also... I am trying to replace heads like 184, 187, 150... and I'm still seeing the CEP version even with my head override files in the override folder. Any ideas?
#13
Posté 17 novembre 2010 - 06:40
Haks override the override directory.
I'm going to guess that is your issue. If you want to override the heads in the CEP hak you would have to create a hak and have it higher in the stack than the CEP heads
I'm going to guess that is your issue. If you want to override the heads in the CEP hak you would have to create a hak and have it higher in the stack than the CEP heads
#14
Posté 17 novembre 2010 - 10:16
Heh, I thought overrides would you know.... override. Thanks for clearing it up.
#15
Posté 22 novembre 2010 - 07:33
I'm having problems changing to any heads past 200 on human female, is the limit not 255?
#16
Posté 23 novembre 2010 - 07:08
yes 255. Have you checked your scripts to see you don't have a constant somewhere that says 200 is max size for heads? or are you talking from in toolset?
#17
Posté 23 novembre 2010 - 03:37
I tried to check, I have something off the vault called mk_heads and its override 2das that does our in game character changes. It's throwing me... I can't get it to go past 193 even though the 2das are set at 200.
Modifié par Jenna WSI, 23 novembre 2010 - 03:37 .





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