Posted 17 February 2012 - 11:51 PM
This patch will remove the requirement for packaging your own Vampire and Companions script for your new Race and make it compatible with other races that use this patch (Hopefully all new races will use this patch, or at least one with a similar concept)
Posted 18 February 2012 - 03:58 AM
also .. hmm.. is there a significant meaning in having all the New(Vanilaracenames) when they are not used (I see only newimperial is used)? I'm really new to scripting so I'm kind of confused at the moment.
Posted 18 February 2012 - 04:01 AM
oh, one more question, do i need to add my custom race into formlists 'PlayableRaceList' and 'PlayableVampireList'?
Edited by hellosanta, 18 February 2012 - 04:09 AM.
Posted 18 February 2012 - 04:17 AM
Posted 18 February 2012 - 04:48 AM
Posted 18 February 2012 - 04:59 AM
Tested using both my Human Alternatives, and OrientalRace simultaneously. (I updated OrientalRace to support this, also cleaned up the plugin, I will send it to the author)
Posted 18 February 2012 - 05:28 AM
No, you do not need to add your custom race to those form lists, in fact don't edit any form lists in the editor, thats what the quest controller is for, if you included RaceCompatibility.esm it will automatically append your custom race into those lists assuming you created your HeadParts links correctly.
Also note, its HIGHLY recommended you make a vampire version of your race, even if you never planned to have vampire support, the order of those lists is important because its how it matches up the counterpart
It will match by index, if you are missing an index all mods that follow this system will be off by one. I just hope that the scripts don't run in parallel (which they probably will now that I think about it... s***...) causing this concept to be scrapped entirely.
Well I tested it, didn't set me as the WRONG race, so I guess that's good lol.
Edited by expired6978, 18 February 2012 - 05:55 AM.
Posted 18 February 2012 - 06:00 AM
Setting Nord, Breton, Imperial or Redguard won't really have a visual effect as they are all humans and the available head parts don't really differ, but I'm almost positive there are conditional quests or dialogue that are initiated by race, "isHuman" or "isElf" or "isBeast"
Edited by expired6978, 18 February 2012 - 06:03 AM.
Posted 18 February 2012 - 06:17 AM
Posted 18 February 2012 - 06:45 AM
This mod adds your race to the associated FormList, so if someone chose to add a particular HeadPart to a specific race, if you proxied that specific race your custom race would have access to it. This mod won't copy any face data so choosing Imperial as the source won't make a difference because nobody has made any Imperial restricted HeadParts, most available hairs are available to all the human races.
I tried to make the process as simple as possible, I've already converted the OrientalRace to work, it was actually how I debugged because I already had my own custom race, and when I started to convert OrientalRace things that were already broken started to appear so I traced what was happening and fixed it.
Edited by expired6978, 18 February 2012 - 06:48 AM.
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