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Creating an armor for a non-human. I am doing something wrong.


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The relationship between Armor types, BOD2 (armor slots), RACE, and Body Part Data is giving me a headache.

I seem to be able to create an Armor that I can see in my inventory, but it won't equip on a non-human race -

OR make it available for that race but then can't see it in my inventory (I am using chem bench crafting recipe to make it).

 

What is the minimum I need to do to have an ARMO type object that I can craft and see in my inventory, but when transfered to an NPC of a different RACE I get the 'T (equip)" option when in their inventory?

 

I am really using this to alter that NPC's AV's and resistances so it won't actually be visible on them.

The NPC does not have any 'normal' armor slots - only 33 (BODY) - which is used by their 'skin' ARMO.

 

I tried duplicating the dog collar - but it is invisible in my inventory (so I can't transfer it).

 

I can't use a robot as an example as they use a special Workbench to get around this issue.

The closest example is Pet Armor - but it is not working for me, I think because I can't use standard armor slots.

I am not sure how the Pipboy inventory decides which screen to display an object in either.

 

Thanks

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Armor Addon => Race: actors belonging to this race can equip it.

Armor Addon => Additional Races: same as the above.

Armor Addon => Biped Object: Equips/unequips other items worn in these slots. See Biped Slots.

Armor => Race: see "Armor Addon => Race".

Armor Addon => see "Armor Addon => Additional Races".

Armor => Biped Object: these slots will be covered by the armor ( means underarmor, [A] mean Armor). See Biped Slots.

Race ==> contains: the Biped Slot indexes; which slots are visible in First Person; the "default" biped objects; the default skin (see SkinNaked and NakedTorso/NakedHands and their biped objects).

Body Part Data ==> I've never used them for armors or armor addons so I don't know.

Edited by LarannKiar
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I understand all this and it does not help. There are more interactions than just these basics. For instance the models (meshes), whether they have collision, and which of those (ARMO, ARMA, OMOD) has a model, OMODs on armor records, where (or IF) objects are displayed in the pipboy inventory (I said the armor was not being displayed in my pipboy yet it was in my inventory) etc.

Thanks Larannkiar for listing these things, however my issues are from the undocumented interactions that people do not normally see as they are creating armor for humans.

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