I've been trying to change the color of a particular armor in the toolset by changing the material. And it works fine if I leave the armor in a container and put it on my PC once I load the module. But when I put it on an npc (Human creature), it shows up with the correct color in the toolset, but reverts to the standard color in the ame. Any thoughts?
Color of NPC armor
Débuté par
ErundilAenar
, déc. 12 2009 06:07
#1
Posté 12 décembre 2009 - 06:07
#2
Posté 13 décembre 2009 - 03:58
Update: It seems only to affect actual armor, not clothing....
#3
Posté 13 décembre 2009 - 11:08
perhaps you could workaround the problem by spawning the npc and the items seperately, then using scripts to equip the items to the npc, that way you could load the items into your module without losing their colouring..
#4
Posté 13 décembre 2009 - 01:36
Nope, that didn't work... it's like the armor changes color the moment the npc equips it...
#5
Posté 13 décembre 2009 - 01:50
Ok, I used another script that subsequently teleported the armor back into my inventory, and when I put it on then I also got the unwanted color--and the item was no longer Red Steel but Grey Iron. So I'm guessing it's an autoscale issue, with the item reverting to a lower rank the moment a creature puts it on--but I put the npc wearing the item to have a minimal level of 10 and set her rank as 'Boss'--anyone got any thoughts how else I can keep this change from happening?
Modifié par ErundilAenar, 13 décembre 2009 - 01:51 .
#6
Posté 31 juillet 2010 - 05:21
do you want to be level 25 (MAX) type if you have tilde
runscript addxp X
x means the # of xp you want to put
then if you want king cailan's armor type if you have tilde
runscript levelparty ?
the ? sign is included
ENJOY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
runscript addxp X
x means the # of xp you want to put
then if you want king cailan's armor type if you have tilde
runscript levelparty ?
the ? sign is included
ENJOY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#7
Posté 01 août 2010 - 08:24
I don't seem to have this problem yet with my NPCs, but it's good to be warned about it.
If it is caused by ScaleEquippedItems, you could give the NPCs a custom script for the SPAWN event, copying the default code in creature_core, then commenting out the call to that function.
As usual, you'd need to pass all other events to creature_core.
That doesn't explain why equipping the item changes it, though. Assuming you don't have any fancy scripts in there (perhaps from another override or add-in), maybe the engine is doing this? AFAIK, ScaleEquippedItems is an engine function, so it's conceivable. If that were the case, you might have to change the material progression table for the items in question.
I'd try the spawn script fix first, as that might by-pass the equip logic (I'm not sure).
If it is caused by ScaleEquippedItems, you could give the NPCs a custom script for the SPAWN event, copying the default code in creature_core, then commenting out the call to that function.
As usual, you'd need to pass all other events to creature_core.
That doesn't explain why equipping the item changes it, though. Assuming you don't have any fancy scripts in there (perhaps from another override or add-in), maybe the engine is doing this? AFAIK, ScaleEquippedItems is an engine function, so it's conceivable. If that were the case, you might have to change the material progression table for the items in question.
I'd try the spawn script fix first, as that might by-pass the equip logic (I'm not sure).
Modifié par Proleric1, 01 août 2010 - 08:37 .
#8
Posté 01 août 2010 - 08:44
P.S. LOL... the reason I haven't seen this problem is because I'm using a tint override in most situations. There's a good tutorial on the wiki - slightly more work, but gives you much better control over the colours and shine.





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