Hello,
I am looking for a way to exclude certain body/armor parts from use with a custom race. Basically as if I would remove entries from parts_xx.2da, but just for a specific race. Is something like this possible?
Thanky,
KTA
Exclude Body/armor Parts for some races - possible?
Débuté par
K-T-A
, févr. 27 2013 02:30
#1
Posté 27 février 2013 - 02:30
#2
Posté 27 février 2013 - 02:53
Assuming that I understood you correctly, your custom race will have custom body parts : p<gender><race>0_<bodypart><something>.mdl files.
Since parts_<bodypart>.2da files rule all the races at the same time, it is not possible to single out the bodyparts of your custom race other than by removing them from the game/hak, or by simply not creating them.
If someone with your custom race attempts to equip an outfit that doesn't have the relevant parts, it will simply show as blank/empty in the toolset/game.
One way to prevent that would be add "use limitation : racial type" properties to outfits, but it's quite some work.
I hope it helps ^.^
Since parts_<bodypart>.2da files rule all the races at the same time, it is not possible to single out the bodyparts of your custom race other than by removing them from the game/hak, or by simply not creating them.
If someone with your custom race attempts to equip an outfit that doesn't have the relevant parts, it will simply show as blank/empty in the toolset/game.
One way to prevent that would be add "use limitation : racial type" properties to outfits, but it's quite some work.
I hope it helps ^.^
Modifié par Nissa_Red, 27 février 2013 - 02:53 .
#3
Posté 27 février 2013 - 03:13
Thank you for the reply. I was hoping I had overlooked some 'mystery' option... but if thats the way it is, thats the way it is!
KTA
KTA
#4
Posté 27 février 2013 - 11:53
It could be done via script, by checking to see if an outfit has appearances in the parts you don't want to show on that race, and setting them to 0 if there are.
In the process, you'd set variables on the outfit that stored the original appearance of that portion, so that it could be restored when it was unequipped.
The outfit altering would have do be done in a separate container out of the PCs inventory to avoid a permanent OnEquip/OnUnequip loop of removing and restoring as it was reequipped each time a part was altered.
The script itself would be pretty simple to make, but I don't have time at the moment to slap an example script together for you.
In the process, you'd set variables on the outfit that stored the original appearance of that portion, so that it could be restored when it was unequipped.
The outfit altering would have do be done in a separate container out of the PCs inventory to avoid a permanent OnEquip/OnUnequip loop of removing and restoring as it was reequipped each time a part was altered.
The script itself would be pretty simple to make, but I don't have time at the moment to slap an example script together for you.
#5
Posté 28 février 2013 - 11:43
Thank you for that interesting idea!
KTA
KTA





Retour en haut






