Well, the title almost says it all :
I've got this module where I used NinjaWeaselMan's (fantastic) Romantic Animation which are gender based... and I've got a request from a player :
she plays a female who romance the female NPC, and because the animations are differents for males and females everything goes wrong on screen
I suppose that if I can create a male character (gamewise), but that looks like a female on screen, it would be a good workaround
but... my first (naïve) attempt was to use the override folder and rename female mdl files with the male equivalent, as you surely guessed : an epic fail (the parts were there but floating around where the male body would have joined them)
Do you have any idea, is it simply not possible ?
Thanks
male character with female appearance in game
Débuté par
Sagard Le Barbare
, avril 28 2013 03:48
#1
Posté 28 avril 2013 - 03:48
#2
Posté 28 avril 2013 - 03:51
<pulling his kilt out...>
You could create a new transgender pheno, that is Male or Female to the engine but uses it's own, swapped models for body-parts.
That is, the PC is still Male (or Female) to the engine, but uses a set of renamed bodyparts that have the m/f swapped in the filename.
Perhaps one of the pheno experts could expand on my crude glimmer of an idea :-)
<...of storage>
You could create a new transgender pheno, that is Male or Female to the engine but uses it's own, swapped models for body-parts.
That is, the PC is still Male (or Female) to the engine, but uses a set of renamed bodyparts that have the m/f swapped in the filename.
Perhaps one of the pheno experts could expand on my crude glimmer of an idea :-)
<...of storage>
#3
Posté 29 avril 2013 - 08:40
If you've messed with Q, Samedi there is probably a good starting point. He uses the female animations
Rolo's got the right idea though. You'd just need to make a new phenotype based off the female/male animations. Completely possible and for the most part is just going to be a mass renaming task, just going to be a bit time consuming and may require a few adjustments here and there to account for the different body part sizes between the genders
Rolo's got the right idea though. You'd just need to make a new phenotype based off the female/male animations. Completely possible and for the most part is just going to be a mass renaming task, just going to be a bit time consuming and may require a few adjustments here and there to account for the different body part sizes between the genders
#4
Posté 29 avril 2013 - 08:56
The way it's generally done with the nwm animations, is to create a series of racial base models on a different pheno (19 instead of 9 being common), that link the female models to the male supermodel, and the males to the female one.
For example, using the human felale model, you would change this:
setsupermodel pfh9 infh_anims
To this:
setsupermodel pfh19 inh_anims
Using a text editor (like notepad even), you also should change all the internal p**9 references to p**19.
If you're using compiled models, you'll have to text export the p**9 models from the hak with nwnexplorer first.
For example, using the human felale model, you would change this:
setsupermodel pfh9 infh_anims
To this:
setsupermodel pfh19 inh_anims
Using a text editor (like notepad even), you also should change all the internal p**9 references to p**19.
If you're using compiled models, you'll have to text export the p**9 models from the hak with nwnexplorer first.
#5
Posté 29 avril 2013 - 10:21
Just to expand on what Failed.Bard wrote...
Make a new female only phenotype and a new supermodel. IMPORT the male romantic animations into the new supermodel then link that supermodel to the new phenotype base model.
In phenotype.2da make sure that your new pheno links to the Normal pheno (line 0).
The only models you'll then need to copy over to the new phenotype are cloaks and robes. The other parts will be filled in from the Normal pheno.
Make a new female only phenotype and a new supermodel. IMPORT the male romantic animations into the new supermodel then link that supermodel to the new phenotype base model.
In phenotype.2da make sure that your new pheno links to the Normal pheno (line 0).
The only models you'll then need to copy over to the new phenotype are cloaks and robes. The other parts will be filled in from the Normal pheno.
Modifié par Pstemarie, 29 avril 2013 - 10:23 .
#6
Posté 30 avril 2013 - 07:35
waow ! thanks for all your answers !
I'm glad to see there's chances that this could be actually done... Now, if I can partly apprehend your options, I must be honest and say they are way above my present capabilities
Rest assured I'm not going to ask anyone to "do it for me", but I'd greatly appreciate if you could give me directions, step by step, like... where do I start ?
I'm glad to see there's chances that this could be actually done... Now, if I can partly apprehend your options, I must be honest and say they are way above my present capabilities
Rest assured I'm not going to ask anyone to "do it for me", but I'd greatly appreciate if you could give me directions, step by step, like... where do I start ?





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