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What script controls the loading of hf_arm_nuda_0.msh when all armor is unequipped?


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#1
JackFuzz

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When you remove all your characters armor it defaults to the following model:

hm_arm_nud_0.msh
hf_arm_nud_0.msh

The question is where in the scripts does it do this? I'd like to modify the script and assign new base models per companion. 

Alistair will have his own custom body.
Leliana will have her own custom body.
Morrigan will have her own custom body.

If I can just find where in the scripting this action takes place it should be fairly easy.

This means custom tattoos, custom body work, etc. Anything you can imagine.

This means designing your own custom body as well anyway you like.

Modifié par JackFuzz, 13 janvier 2010 - 09:29 .


#2
DarthParametric

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There's naked_variation.gda, but that's just a generic reference for body, boots and gloves. Not sure if you can specify individual naked/underwear meshes. In previous games it would have been in appearance.2da, but there's nothing in apr_base.gda (not that NPCs have a unique appearance entry any more anyway).

#3
JackFuzz

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DarthParametric wrote...

There's naked_variation.gda, but that's just a generic reference for body, boots and gloves. Not sure if you can specify individual naked/underwear meshes. In previous games it would have been in appearance.2da, but there's nothing in apr_base.gda (not that NPCs have a unique appearance entry any more anyway).


Yea I checked those gda's. I was excited too. I thought the key would be in the naked_variation but it wasn't lol.

I'm thinking that maybe I can just modify the event EVENT_TYPE_UNEQUIP in player_core ....

Then when a player unequips a chest piece from his own character or the companions I can simply replace it with the correct base nude model chest piece.

Kind of sloppy though :P  If the user highlights over the chest piece they will see an armor piece representing a nude figure model lol.

Modifié par JackFuzz, 13 janvier 2010 - 10:27 .


#4
EJ42

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JackFuzz wrote...

DarthParametric wrote...

There's naked_variation.gda, but that's just a generic reference for body, boots and gloves. Not sure if you can specify individual naked/underwear meshes. In previous games it would have been in appearance.2da, but there's nothing in apr_base.gda (not that NPCs have a unique appearance entry any more anyway).


Yea I checked those gda's. I was excited too. I thought the key would be in the naked_variation but it wasn't lol.

I'm thinking that maybe I can just modify the event EVENT_TYPE_UNEQUIP in player_core ....

Then when a player unequips a chest piece from his own character or the companions I can simply replace it with the correct base nude model chest piece.

Kind of sloppy though :P  If the user highlights over the chest piece they will see an armor piece representing a nude figure model lol.

You could always just name the armor "Birthday Suit"  :)

#5
JackFuzz

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EJ42 wrote...

JackFuzz wrote...

DarthParametric wrote...

There's naked_variation.gda, but that's just a generic reference for body, boots and gloves. Not sure if you can specify individual naked/underwear meshes. In previous games it would have been in appearance.2da, but there's nothing in apr_base.gda (not that NPCs have a unique appearance entry any more anyway).


Yea I checked those gda's. I was excited too. I thought the key would be in the naked_variation but it wasn't lol.

I'm thinking that maybe I can just modify the event EVENT_TYPE_UNEQUIP in player_core ....

Then when a player unequips a chest piece from his own character or the companions I can simply replace it with the correct base nude model chest piece.

Kind of sloppy though :P  If the user highlights over the chest piece they will see an armor piece representing a nude figure model lol.

You could always just name the armor "Birthday Suit"  :)


hah i think that is what it's coming down to :)

Craig of bioware was kind enough to respond.  He said it's not possible to have access to the base nudel models that are loaded. That part of the code is in the engine.

My only issue is if I constantly add this "birthday suit" to the inventory then remove it .. The user will constantly get "Items received".. lol

#6
EJ42

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JackFuzz wrote...

hah i think that is what it's coming down to :)

Craig of bioware was kind enough to respond.  He said it's not possible to have access to the base nudel models that are loaded. That part of the code is in the engine.

My only issue is if I constantly add this "birthday suit" to the inventory then remove it .. The user will constantly get "Items received".. lol

You really need to use the script help file.

C:/Program Files (x86)/Dragon Age/packages/core/dascript.chm

It has all the reference material to answer most of the questions you've had.

Take this one, for example:

object CreateItemOnObject  (  resource  rItemFileName,  
  object  oTarget,  
  int  nStackSize = 1,  
  string  sTag = "",  
  int  bSuppressNotification = FALSE,  
  int  bDroppable = TRUE 
 )   
 
   Creates an item using the specified file name at lLocation. If the object is a creature then it will also attempt to use an appear animation if the flag is set. If an invalid object type is specified, the file name does not exist or the location is bad an invalid object will be returned.

NOTE: As with all commands that add items to a container, this command will reset the container (if a placeable) to interactive not matter it's previous state.


Parameters:
 rItemFileName  - The file name of the object to create (*.uti)  
 oTarget  - The item will be created inside the invetory of this object  
 nStackSize  - Stack size of the item to be created  
 sTag  - Optional tag for the new item  
 bSuppressNotification  - if true, the "Item Acquired" notification will not be displayed  
 bDroppable  - if true, the item can be looted when the target creature dies  

Returns:
a valid new object or OBJECT_INVALID on error 
Author:
Brenon  


Hope that helps.  Good luck.

Modifié par EJ42, 14 janvier 2010 - 01:31 .


#7
EJ42

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What in the world is wrong with this website? Posts randomly disappear then MAYBE reappear...

#8
JackFuzz

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EJ42 wrote...

What in the world is wrong with this website? Posts randomly disappear then MAYBE reappear...


First off that dascript.chm is awesome thanks for that :)

Also I already know how to add items to the inventory of a creature. That is not the problem ... :P

Actually my new problem is so new I'll start another thread.