Just come back to DA and I find this... Awesome. Soooo looking forward to female versions :-)
Raptures Witcher
Started by
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, Nov 03 2010 08:11 AM
727 replies to this topic
#51
Posted 04 November 2010 - 06:28 PM
#52
Posted 04 November 2010 - 06:38 PM
There's a certain female mesh I'm in the process of porting right now. I'll give you three guesses...
#53
Posted 04 November 2010 - 06:55 PM
Um... Triss? *hopeful grin*
#54
Posted 04 November 2010 - 06:55 PM
Hmm... maybe
#55
Posted 04 November 2010 - 07:18 PM
<quote>This mod changes the stats of vanilla "clothing" to those of leather armor. </quote>
Why?
If you have created a cloth item and want to give it higher stats, there are easier ways. Load it up in the toolset and add an armor buff, for example. Why change all game stats?
++ Angel
Why?
If you have created a cloth item and want to give it higher stats, there are easier ways. Load it up in the toolset and add an armor buff, for example. Why change all game stats?
++ Angel
#56
Posted 04 November 2010 - 07:27 PM
*edited* didn't sound very nice and Rapture dealt with the issue.
Edited by XTR3M368, 04 November 2010 - 07:47 PM.
#57
Posted 04 November 2010 - 07:35 PM
It doesn't change all the game stats. If you read down... "This should not affect NPCs, mage robes, or other clothes." This only affects clothing that has an armor material assigned to it (e.g. Armor, Leather). Since no clothing in the game has any material assigned, it shouldn't make any difference.
I hadn't really thought about just adding an armor buff. I really wanted the base armor rating to scale with the material type, which is how it works now.
The only reason I had to go about it this way is because the "clothing" category is the only one that allows you to replace the full body mesh so the gloves and boots equipped don't show through the armor. I've attempted - numerous times - to create new categories in bitm_base.gda that accomplish the same thing without success. It appears that hiding the boots/gloves is hard-coded into the "clothing" category (or is hiding somewhere else I haven't found yet). Even if you copy all the data from the "clothing" category and create a new one using that data, the gloves/boots still show through the armor mesh.
I apologize if this doesn't sit well with you. But, like I said, the net effect on your gameplay should be zero, since it doesn't actually change all clothing into leather armor (just clothing with armor materials assigned to them). I'm still looking for a way to fix this. If I find one, it will be included in the next update.
Thanks for your feedback!
*edit* I should clarify this in the readme. That was a good question you asked.
I hadn't really thought about just adding an armor buff. I really wanted the base armor rating to scale with the material type, which is how it works now.
The only reason I had to go about it this way is because the "clothing" category is the only one that allows you to replace the full body mesh so the gloves and boots equipped don't show through the armor. I've attempted - numerous times - to create new categories in bitm_base.gda that accomplish the same thing without success. It appears that hiding the boots/gloves is hard-coded into the "clothing" category (or is hiding somewhere else I haven't found yet). Even if you copy all the data from the "clothing" category and create a new one using that data, the gloves/boots still show through the armor mesh.
I apologize if this doesn't sit well with you. But, like I said, the net effect on your gameplay should be zero, since it doesn't actually change all clothing into leather armor (just clothing with armor materials assigned to them). I'm still looking for a way to fix this. If I find one, it will be included in the next update.
Thanks for your feedback!
*edit* I should clarify this in the readme. That was a good question you asked.
Edited by InBleedingRapture, 04 November 2010 - 07:40 PM.
#58
Posted 04 November 2010 - 07:47 PM
Posted a new image of the Triss outfit, which will be included in the next update. Still needs some work, but you get the idea.
#59
Posted 04 November 2010 - 08:13 PM
...that I'll be kept busy.but you get the idea.
#60
Posted 04 November 2010 - 08:20 PM
LOL. Sorry about that. I may have gone overboard with some unnecessary "enhancements" to the model. One of the pitfalls of being a guy working with a female mesh... I'll see if I can't include a more conservative version as well.
@ Seti
Keep the videos a-comin'
Also, I noticed in the last one, you didn't appear to have the latest version. Some of the parts in the test version you have move a little "funny." This has been corrected.
@ Seti
Keep the videos a-comin'



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