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No Boots, No Gloves


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Anyone know which file is responsible for assigning armor types to have no boots and/or no gloves? I want to create a new full-body armor for one of my mods. I've already copied over the clothing group in bitm_base.gda and assigned it a new number, but boots and gloves are still showing.

 

Any thoughts would be greatly appreciated :)

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If its a suit that has those included in the mesh (like dresses/robes have the hands included in the mesh) you'd have to remove them using a 3d program like blender or 3dsmax (just two examples). And there's something involved in the Templar Armor that causes issues with boots. But I dunno about the 3d stuff to be able to understand it much less explain it. :confused:
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Thanks for the input!

 

Reading it back, I wasn't completely clear on what I'm trying to do in the OP. I've got some full-body meshes I've created using bits of armor from the original game that I've "spliced" together, so to speak, making some in-between armor variations. However, when someone equips them, I want it to have the effect of clothing - hide the currently equipped boots and gloves on the character and replace them with my new mesh. So I'd basically have my armor be a "one-piece" cover-up.

 

So far, I can only do this if I make the armor "clothing." Creating a new category in bitm_base.gda with the exact same variables as the clothing category doesn't work when I try it. I can assign my item to that new category and equip it on the character, but you can still see the character's equipped boots and gloves showing over the mesh. Arg... frustrating (and harder to explain than I thought, lol).

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After poking around in this, I suspect either a) the behavior for this is hard-coded based on base item type or b) somewhere there's a lookup/additional fields based on base item type that I can't find, but it's not in code or in the model or in any of the 2das I looked at.

 

In particular, setting the armor type to "Armor - Massive - no boots" will cause a regular massive armor to force the boots not to display. This suggests that whatever is setting the boots to not display is NOT in the mmh/mao/phy files for the model, but is truly being driven, somehow, by the "Armor - Massive - no boots" (and "Clothing") base item types. Since this setting does not seem to be in the bitm_base.xls nor in the specific item variations' XLS, it suggest either a hard-coded flag for the base item type # by the engine or some other setting/variable/2da that I haven't found yet. I looked through the script files and didn't find anything there that would be triggering this as a script behavior based on these base item types. The bitm_base.xls also has a "bodyoverlay" being applied to both massive armor types (boots and no boots), but I can't find anywhere that would reference or use this in any way, and the clothing base item doesn't have an equivalent overlay anyway so I doubt this is being controlled by that.

 

On a side note, something odd is that BioWare did NOT use the "Armor - Massive - no boots" armor type for the NPC templar armor. They instead use the regular "Armor - Massive" type which displays boots, and then equip those NPCs with special NPC templar boots that have no model. This is why trying to use the NPC templar armor UTI with regular boots causes the boots to show through. Weird that they would have added the "Armor - Massive - no boots" type for exactly this purpose, and then not use it...

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Thanks for all your input, nezroy. It looks like you ran into the same roadblock that I did. It appears that the option to hide the boots/gloves models is hard-coded (or at least very well hidden). I did find a way around it for my mod though - I just used the "clothing" header in bitm_base.gda and modified the armor stats for clothing in "itemstats.gda". Sloppier than I'd like, but it works.
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  • 3 weeks later...

Well, I did some experimenting trying to script in a transparent alpha overlay on the mesh. This worked, but I wasn't able to limit the effect to just the boots/gloves meshes. It turned the whole armor transparent :unsure: If anyone has any suggestions for targeting just the gloves and boots or is successful with this method, I would appreciate any help you might want to offer me.

 

For right now, I've just compromised on using a regular "body" armor mesh with required gloves and boots that have no meshes assigned, making them "invisible." Oh well. At least it works, right?

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