Had a similar issue with creature models until I opened the 2da file in the toolset and saved it, now they all work fine.
Issue is I have armor files in an Override folder in my campaign folder. Most of them work in all places. Some only show up in the Appearence Editor, but not in the Armor Editor under properties (in neither the creature nor item property menus). If I manually type in the number under the properties tab, click on something else then go back, it shows up, but it's blank in the drop-down.
How do I get all models available to show up on drop downs? Having to reload the toolset in order to make sure I have enough memory to use the Appearence Editor every time I want to adjust armor is, well, about as much of a pain as it sounds.
Some armor models not showing up in drop-down menus
Débuté par
Darin
, juin 13 2013 01:41
#1
Posté 13 juin 2013 - 01:41
#2
Posté 13 juin 2013 - 03:48
Many of the Vault models are like this. I think it's because they don't adhere to the naming conventions http://nwn2.wikia.co...ing_Conventions
Note that the name has to be internally consistent, too. You might be able to fix them with MDBCloner.
Note that the name has to be internally consistent, too. You might be able to fix them with MDBCloner.
#3
Posté 14 juin 2013 - 06:03
I've seen these show up in other modules though, so I think it has to do with my settings, not the models....but who knows.
#4
Posté 14 juin 2013 - 06:17
Oh, they show up ingame fine (edit: for the most part; there are a few things on the Vault that are just plain broken). What I have done is create a creature with the hidden armor/pieces, saved it, copied the ArmorVisualType and Variation numbers into a spare armor uti and saved it (GFFEditor). That armor uti will now show the hidden armor in the game, and in the toolset as well (it will show a blank where the number should be in the Armor Set pane). If you change to a different number, you won't be able to get the hidden part back, but you can edit colors and mess around with the other parts to get things right.
You can even do it without closing the toolset by copying your uti into a different mod, then opening that mod.
While we're at it, you can also use the MDB Cloner to make elf etc. variants for some things which are in human only versions, but look fine as is on non-humans.
You can even do it without closing the toolset by copying your uti into a different mod, then opening that mod.
While we're at it, you can also use the MDB Cloner to make elf etc. variants for some things which are in human only versions, but look fine as is on non-humans.
Modifié par I_Raps, 14 juin 2013 - 06:42 .
#5
Posté 14 juin 2013 - 08:39
My issue is they arn't on drop-downs, or rather, not on item drop downs; they show up in the Appearence editor drop down just fine, and the only funky thing I need to do is figure out the number, manually type it in the general properties tab, and there it is... I was just wondering if anybody knew why some models won;'t show in the armor edit drop downs, and if there's a fix for that.
#6
Posté 14 juin 2013 - 09:23
EpicFetus, if you tell me the names of some of the armour models this happens with, I'll check and see if the names are consistent inside the model file.
#7
Posté 15 juin 2013 - 01:01
It's Aleanne's 3, and Chimneyfish's Iconics, and I'm not 100% sure if that's it but it seems to be
#8
Posté 15 juin 2013 - 01:47
Chimneyfish's iconics uses the belt slot for its armour, and is intended to be used along with a nude base.
As for Aleanne's 3, some of those show up for me under Main Type/Cloth, but I'll have to look at the others.
As for Aleanne's 3, some of those show up for me under Main Type/Cloth, but I'll have to look at the others.
Modifié par Tchos, 15 juin 2013 - 01:48 .
#9
Guest_Iveforgotmypassword_*
Posté 15 juin 2013 - 06:34
Guest_Iveforgotmypassword_*
I've used Aleanne's 3 a lot and most of the time I just make a new armour blueprint and equip the npc. It might be because when you use the armour dropdowns Aleanne's armour is not in the armour items list but in a separate list called Aleanne that's the only list I use for them anyway. So to change some standard armour into one of her outfits might be hard the way you want to do it. But you can just change any of her stuff into leather,plate,chain etc in its properties though.
#10
Posté 16 juin 2013 - 12:25
He's not talking about in the blueprints list, but the dropdowns of the Armour Set tab of the Properties palette, where you can create new armour items and/or equip the appearance armour pieces on an NPC without them needing to actually wear a blueprint with that combination of pieces.
In that tab, the armour pieces are not under an Aleanne header, because they use the standard armour naming conventions. Aleanne pack 3 has all of its pieces in the Main type: Default (Cloth) dropdown, ranging from 75-86 (though there's an off-by-one thing between the toolset and the filenames, so it appears as 74-85 in the toolset).
They do show up for me in that range.
The caveat is that the pack only includes models for human and elf females, and no other races (unless those races use the human or elf bodies, like genasis or half-elves).
In that tab, the armour pieces are not under an Aleanne header, because they use the standard armour naming conventions. Aleanne pack 3 has all of its pieces in the Main type: Default (Cloth) dropdown, ranging from 75-86 (though there's an off-by-one thing between the toolset and the filenames, so it appears as 74-85 in the toolset).
They do show up for me in that range.
The caveat is that the pack only includes models for human and elf females, and no other races (unless those races use the human or elf bodies, like genasis or half-elves).





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