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Bracers - Any Way to Control Their Appearance?


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#1
Sabranic

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I am noticing that bracers only seem to display a leather glove graphic on characters when worn - I tried changing the model using the toolset - creating over 50 bracer types, each with a different model from the selection.  Every one of them only shows the leather glove graphic. 

 

It it possible to use GFF editor or TlK Edit to force a different appearance on these objects manually? 

 

For example, manually add the "gloves" user-defined struct to a pair of bracers to force them to display a certain type and color of gloves?



#2
Tchos

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Are you talking about the inventory icon?  You need to change that manually in the icon selection of the properties.


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#3
kamal_

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Npcs can also be set to not display the armor they are wearing, so they can be forced Iinto a specific appearance no matter what they are actually equipped with.
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#4
Sabranic

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Are you talking about the inventory icon?  You need to change that manually in the icon selection of the properties.

 

No, the actual appearance when worn.  When you put on any variety of bracer, it looks as though a character is wearing the same pair of leather gloves.  I tried adjusting the models in the toolset but they seem to do nothing despite having about 50 to choose from.  I then went in with gff editor and tried to manually add a gloves user-defined struct, (along with the color bytes and everything else that regular gloves and armor have), to see if that would work.  No luck there either.

 

Mechanically, bracers are the best AC in the game, since armor is capped below them, but I can't get them to appear when worn as anything except leather gloves.  Making them "gloves" - which I can control the appearance of - caused them to behave differently with regards to AC bonuses, acting as a ring of protection instead of "armor."

 

I do know how to make an NPC appear a certain way, (Never Draw Armor, Never Draw Helm + customizing their base appearance), but this is something I have been putting together for players use.  (As the housing zone is intentionally designed to sit "outside the main plot-line" functioning as a home base for characters to import and export other module out of).  It's not just an adventure, it's a headquarters for your player(s) before or after completion.  I am heavily focusing on a player's ability to craft and cosmetically customize their gear - my intention is to have vendors that will sell one of every pattern of helm, glove, boot, armor, cape, backpack, ect, in a host of colors, which players can then buy and enchant to their liking.  (In many respects, I am putting a bit more emphasis on some sandbox features than you'd typically encounter in a WRPG).  It's been a lot of work, and I have completed everything except the bracers, but I am at an impasse.

 

I do have the equipment customizer installed, but it's selection of designs is actually rather limited, and I am not only personally far far below the skill level needed to make modifications to this beast, but in peering at it's guts, it's not someone that I feel is feasible to ask/beg/pay something else to improve on.  Not to mention it's rather huge and chokes the tool-set on module load as-is, if I added the 1000 or so item's I've custom made, it would choke further I suspect.

 

From playing NWN2 for a few years with my pals, one thing I've noticed and heard complaints about is that by the time they reach the end of MotB, everybody looks like a Rainbow-pimp who marinated in a vat of liquid skittles.  It bugs me, it bugs my pals, and I have been working very hard to give players a way to exercise more control over their appearance. 

 

There, hopefully I explained the situation a bit better.  :)



#5
kamal_

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 Rainbow-pimp who marinated in a vat of liquid skittles

I have a new signature! :D


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#6
4760

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Weird... The few I made were shown as expected. Maybe the names don't follow the naming convention? If you upload a few bracers, we could check what's happening.
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#7
Sabranic

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Weird... The few I made were shown as expected. Maybe the names don't follow the naming convention? If you upload a few bracers, we could check what's happening.

 

https://www.dropbox....racers.zip?dl=0

 

Here you go, all the bracers I made.  You'll notice in the toolset where you can manually set an object's model, they all use a different one.  It seems the last few are invalid models or something, as the toolset will now allow you to select them.



#8
Tchos

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From playing NWN2 for a few years with my pals, one thing I've noticed and heard complaints about is that by the time they reach the end of MotB, everybody looks like a Rainbow-pimp who marinated in a vat of liquid skittles.  It bugs me, it bugs my pals, and I have been working very hard to give players a way to exercise more control over their appearance. 

 

In early WoW, we called the best gear you could get from leveling "clown suits", because of their horribly clashing colours and lack of theme.  Especially from vanilla to the first expansion, which was the first time people had their high-end raiding gear superseded by the expansion's introductory quest gear.

 

I can't say I've noticed the issue with bracers, but I haven't looked into that.


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#9
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https://www.dropbox....racers.zip?dl=0

 

Here you go, all the bracers I made.  You'll notice in the toolset where you can manually set an object's model, they all use a different one.  It seems the last few are invalid models or something, as the toolset will now allow you to select them.

OK, there was a misunderstanding: I thought you were referring to armbands (which you can change with the armor appearance tab) whereas you were talking about wristbands (which are invisible in game, like belts or necklaces).

 

The only way to show you've equipped a different bracer is to choose a glove base model (by the way, gloves and bracelets/bracers use the same slot in the inventory, so that's not really an issue), and add changes (different colors, different models) to it.

 

The way I did it for the Valsharess (create four different armors that will be swapped with on_equip/on_unequip events based on whether the belt, the necklace, both or none were worn) is not an option here, as you'll have to make 50 versions (one for each bracer) of all the possible armors available.

If you're interested though, you'll find more details here, at post #6.


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#10
Sabranic

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Ahhh I see, so by their nature, bracers won't display a graphic other than brown gloves without some pretty intensive scripting.  It may actually be easier to just add the bracer types to Charlie's Appearance changer, I got some good tips in another thread about editing the xml files.  First I have to actually do a bit more testing to make sure Charlie's appearance changer even CAN change bracers though. 



#11
Sabranic

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In early WoW, we called the best gear you could get from leveling "clown suits", because of their horribly clashing colours and lack of theme.  Especially from vanilla to the first expansion, which was the first time people had their high-end raiding gear superseded by the expansion's introductory quest gear.

 

I can't say I've noticed the issue with bracers, but I haven't looked into that.

 

I see that now - google just turned up quite a bounty on "Outland Clownsuits" over at TV Tropes. 

 

One thing I loved about DAoC was you could use patterns when crafting player-made armor to control what it looked like, between the various patterns and the dyes, you could usually match all your equipment pretty respectably.  But player crafting in that game was insane.  You could quite literally control every single stat on your gear, up to and including the procs, very few people took up spellcrafting, since they needed an encyclopedic understanding of hundreds and hundreds of gear mods and how they interacted with each character plus how to best optimize the various spell-crafting points based on the material the item was made of.  (Rarer materials or higher craft quality = more spellcrafting points).

 

I had spent upwards of 200 hours planning, crafting and spellcrafting the last suit I made before EA's billing department made me quit the game.  That's not counting the months invested in raiding to get the really rare drop pieces I was templating around.  That game was bad for my health.  I was lucky their CC center went berserk and  "accidentally" billed me 17 times for year-long subscriptions - and then EA, in their typical goodness... refused to pay the overdraft charges.

 

Needless to say, I quit the game, sicced the  bank on them, and moved on.  That said, their screw up probably saved my life.  I was too deep into that title.