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An idea about skeleton compatibility


TotallyNotToastyFresh

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I have seen skeleton mods, but the problem is that they don't go well with stock clothing, armors etc.

 

So I was thinking about making a mod, where when you equip the armor/clothing in the menu, through scripting, the game detects if you have the skeleton item equipped. If so, then the game equips a second armor, except this one has the human body parts removed.

 

If that's too hard then when you equip the armor then a message box comes up asking 'Do you wish to equip skeleton or non skeleton armor?' and you get to choose.

 

I can easily do the meshes and create the armor copies, but I suck at scripting. Would someone be able to help me on this?

 

Thanks, Toasty.

 

EDIT: Whoops... I meant to post in mod chat. Could a moderator please move this?

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Would this be along with the skeleton mod in question, or a universal thing? I'm not sure how bad clipping would be; my limited experience with the Skeleton model suggests the head would poke through a lot of helmets, and the hands/feet might tend to clip through gloves/boots. You might need to do more than just remove the "human" bits and outright redesign the armor in question to prevent clipping. Either way, if you wanted to do it for all Vanilla clothes/armor, it would be a pretty huge (in both workload and file size) undertaking.

 

The scripting involved should be doable without too much trouble; I could whip a template up later. Checking automatically would actually be less bothersome than via messagebox, unless it was going to be universal.

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it would be a pretty huge (in both workload and file size) undertaking.

 

Most likely, but think about it; You wouldn't need to worry about armor, because they cover up all of the body parts they're associated with. And you'd only need to edit clothes that have short sleeves or short legs. And with the clipping issues, yes, that could be a problem, but it depends what skeleton model you mean. The one that I use is the one in this mod, it doesn't seem to have that bad of a clipping issue. If that's the case then all you have to do is edit the skull mesh.

 

The scripting involved should be doable without too much trouble; I could whip a template up later.

 

That would be very much appreciated. :)

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How about something like this for the script?

 

scn MyHumanoidClothingScript

ref wearer
short ChangeClothes

Begin OnEquip
  set wearer to GetContainer

  if (wearer.GetEquipped MySkeletonBody)

  wearer.AddItem MySkeletonClothing 1
  set ChangeClothes to 1
  endif
end

Begin MenuMode 1002
  if (ChangeClothes == 1)
  wearer.EquipItem MySkeletonClothing
  RemoveMe
  endif
end

 

The reason for splitting it up into OnEquip and MenuMode insead of just equipping it on the spot is that, supposedly, equipping an item in the same frame you add it doesn't always work. You'd likely want an inverse script for the Skeleton versions so any humanoids picking them up will wear the humanoid version. Hope everything goes well with your mod. :)

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Much appreciated, login. I'll try starting work on it at some point.

 

However, do you know if there are commands to change the body texture? I'm not scared of using OBSE...

 

Because if that were the case, you have the script detect if the player has the skeleton items equipped, like this one, then have it change the body texture to a transparent one. Much more efficient, if I do say so myself.

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Indeed. What about a shader? I've no idea how shaders work, but in Moriarcis: City of the Dead, the corpseflesh spell uses a shader which only affects the body texture. Seeing as the skeleton is a piece of equipment it should work, and you could be able to still see the player's hair and eyes, a la pirates of the caribbean.
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