heyas;
so.... i want to make an NWN-style tailor shop in dragon age. well, not exactly, because da doesnt have modular clothing, but something similar in effect. either a merchant with all the clothing (not armor, but like plain commoner/noble clothes), or perhaps a pc that will actually model the clothing items and sell selected ones to the pc.
anyway, i can stock a merchant with the default clothing items pretty easily. but i'm wondering if and how i could stock a merchant (or equip an npc) with clothing from... i don't know, is there some sort of clothing 2da list? because for people who have the special clothing mods installed (like the topless male robes, or the wedding dress package), i want those items to be available in the store, too.
or do custom clothing items have to be manually inserted into the merchant? or the npc. i'm confident i can cobble together an npc that will model the clothing, and then sell it to the pc via conversation; instead of using just a plain store. i just need to know how to give them the items.
[Questions] Equipping NPCs/Stocking Merchants from 2DAs
Débuté par
BloodsongVengeance
, avril 05 2011 02:10
#1
Posté 05 avril 2011 - 02:10
#2
Posté 06 avril 2011 - 07:40
1. Add any custom item appearances to the ItemVariations 2DA.
2. Make item resources with those appearances.
Other people's mods may have done some or all of that for you, but you'll often have to do some tidying up to make them compatible. For example, the ID field for a custom appearance must be unique. Also, I prefer to avoid overwriting official appearances, in case I might need them later.
For a standalone campaign, you simply make a merchant, adding the items to the inventory.
To allow the vendor to model the clothing, I'd put the same items in the vendor's inventory (to minimise the work the engine has to do to equip the items in conversation).
For the OC, see Adding an Item to an existing Vendor or Container.
2. Make item resources with those appearances.
Other people's mods may have done some or all of that for you, but you'll often have to do some tidying up to make them compatible. For example, the ID field for a custom appearance must be unique. Also, I prefer to avoid overwriting official appearances, in case I might need them later.
For a standalone campaign, you simply make a merchant, adding the items to the inventory.
To allow the vendor to model the clothing, I'd put the same items in the vendor's inventory (to minimise the work the engine has to do to equip the items in conversation).
For the OC, see Adding an Item to an existing Vendor or Container.
Modifié par Proleric1, 06 avril 2011 - 07:57 .





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