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#1
Aesthral

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Hi,

Basically I want to create some appearances so that I can change it in game easily. The idea is not to create any new armors, weapons, etc., but to use the existing objects to create a complete new appearance.

Is there any easy way to archive this?

Thanks!!!

#2
kamal_

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I'm still unsure what you are asking. You want an appearance for "human+plate armor" and "human +leather armor" ?

#3
Aesthral

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Yes exacly, that'd be a good example, but also with specific models of head - hair - color, etc., together with weapons, armor and so on.

Modifié par Aesthral, 04 novembre 2013 - 11:01 .


#4
kamal_

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I don't think it generally works that way, maybe someone who knows better will chime in with a more definitive answer. You can equip/unequip on npcs via script though.

Modifié par kamal_, 04 novembre 2013 - 11:05 .


#5
Aesthral

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Thanks for your quick reply kamal_. Yes, for example, I want to have a human female to change her head to head 2, hair to #4, its color to blonde, etc., when she uses a specific skill. On the same action, also change armor appearance, etc. And I don't actually need them to be wearing those armors. So doing it all at once could make it simple, in case there is an easy way to create a new appearance like that...

Modifié par Aesthral, 04 novembre 2013 - 11:09 .


#6
Tchos

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I believe what you're asking is simply to create blueprints of humans using different appearance choices. You can create as many of those as you want. For instance, find a blueprints such as "human", right click it, and select Copy Blueprint>Module. Then, rename your new blueprint to something like "Human{female}", and change the appearance as you like, and save your module. It'll always be in the list for that module.

#7
Aesthral

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Thanks Tchos for your reply. Does that mean that I would be able to create an entry for that new blueprint in appearance.2da, and then be able to change the appearance in game to that new one by calling the respective entry in appearance.2da with SetCreatureAppearanceType()? I think the referenced files in appearance.2da are mdb files, but creating a blueprint does not create those files in my understanding.

#8
Tchos

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No, if you're talking about changing a creature's appearance during the game, then what I'm describing has nothing to do with that. Creating a blueprint does nothing to the appearance list or any 2da. It simply puts a new creature in the palette that you can place or spawn in your areas as many times as you like. You cannot change an existing creature's appearance to that of another blueprint.

However, you can achieve a similar effect to what you describe, using the blueprint method, by destroying the original creature and spawning a new copy of the second blueprint in its place. It depends on what you want to do with it.

#9
Aesthral

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For example, imagine you have a spell that allows you to turn the appearance of your character into different ones. Some could be human, having different head, hair, color, attire, even, why not, gender... So loading a new appearance could be a way (how to create them easily?), but maybe there are other alternatives.

#10
Morbane

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simply put - no it cannot be done without severely involved processes - and even then if you decide to use Tchos' method - there would still be the problem of transferring items and local variables between appearances.

but, no - not really - nice idea - like a disguise feat or something - but no - isnt actually possible like you are aiming at.

#11
Aesthral

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Thanks Morbane for your reply. Okay, I understand that it is not easy, however, I would like to give it a try.

- Btw, what would Tchos' method consist of in more detail? (what functions to call, etc). And more importantly, would it work for PCs?

- Now if I'd want to try on the other path, I believe it would consist of creating, for example for humans, two new mdb files,one comprising the body, another for the head. I would have to edit those files (with 3ds?) where I would add for example, for the body, the armor on the body, change the colors etc., amd then save this. Is this correct, am I heading in the right direction or missing other things that should be done? Are there any tutorials I could be pointed at that could help me in this process?

- Another solution could be maybe to just to create a new entry in appearance.2da and link only the models I'm interested to switch in. This could maybe work, but, is there any clear solution for the color of the hair and skin? I think that would be the only problem in this option, and I do not know if the cloner could help me sort this out...

Thanks for your help!!!

Modifié par Aesthral, 05 novembre 2013 - 03:25 .


#12
Tchos

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What I suggested would not work for PCs (at least I wouldn't know how to do it), and it would be tricky to use it for a joinable party member, for reasons Morbane mentioned. I would not have suggested it if I knew that's what you wanted to use it for. I would only use it for non-joinable NPCs and enemies. You're probably on the right track with your MDB and 2DA editing, but I can't give suggestions on that since I haven't created any new appearances.

#13
-Semper-

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you could play around with the setcreatureappearancetype command but i don't know what will happen with your feats and if you're still able to cast spells. the shape changing ability of the druid is very similar but comes with ability restrictions after transforming.

dynamically changing heads, hair and so forth ain't possible - afaik. you need to edit your save game where the appearance and the different parts are stored.

#14
Aesthral

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Thanks for your answers. Then maybe the best way is to create a new appearance... I'm not really trying to create a new model per se (I would use the existing models), but to make new appearances available for humans (in appearance.2da), having hairstyle, hair color, skin color, even why not, armor, all already set, which would allow for a direct change of appearance in game by a call to SetCreatureAppearanceType().

I wonder how difficult it would be to put all the elements together in the corresponding mdb files. Anyone experienced in this field that could give me some orientation on how I could accomplish this?

Thanks!!!

Modifié par Aesthral, 05 novembre 2013 - 06:26 .


#15
Tchos

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-Semper- wrote...
you could play around with the setcreatureappearancetype command but i don't know what will happen with your feats and if you're still able to cast spells. the shape changing ability of the druid is very similar but comes with ability restrictions after transforming.

The good news is that changing your appearance with SetCreatureAppearanceType does not interfere with spellcasting, nor does it affect your feats.  And when you change back to normal, you still have the same head, hair, colours, etc. that you had before.  That was my experience when I was setting up the swimming animation swap, and tested out the script first by changing my PC's appearance into a badger and then back again.

There are a lot of humanoid NPCs from the OC that have custom appearances, so another test could involve changing to one of them.  I don't know how to dissect them to see how different model parts are specified in an appearance, but I would expect it has something to do with their entries in the 2da.

#16
Morbane

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...so, another lead might be to examine RWS swimming and any attached scripts in the system...

but it will not likely be a solution per se but more info on how this issue might be approached...

#17
Tchos

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There are no scripts in the RWS swimming package. However, I posted the script I used for it in some thread around here on this forum. Not sure which it was, though.

#18
Dann-J

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SetCreatureAppearanceType() won't change your head, hair or armour appearance. Just your base racial appearance. Changing from one human appearance to another won't change anything at all visually.

#19
Aesthral

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Well, basically I need to create a new appearance entirely, as an entry in appearance.2da. For that new appearance, I'm going to reuse already existing models, I'm not planning to create anything new or modify anything really, just to put things together as I was explaining before. The point is, I seek some orientation on what's the best and most practical approach to archive this... I guess it will involve 3ds at some extent. Any ideas?

#20
Aesthral

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Hi, any hints?

#21
kamal_

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Aesthral wrote...

Hi, any hints?

At some point, you have to stick your hands in there and get them dirty.

#22
PJ156

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In the module "the wizards apprentice II" Matt used a script on a belt that changed the sex of the PC. There is going to be something, if not all of what you need in there but you will likely need to fix it to do what you want. I don't know the method he used but it was stable in game, except for a reported bug that it turned some people into a dwarf.

PJ