dominator42 Posted March 23, 2012 Share Posted March 23, 2012 I am trying to identify how to replace an armor mesh based on region. Give alternate meshes for each armor based on snow, tundra, forest etc.. to give a more immersive feel that different holds have different armors. currently trying to allow for generated npc eg. bandits to alter the armor on load to fit the locale they load into Does anyone know how i could write the script to the armor itself to replace with an alternate mesh if a location keyword is matched. Or preferably without a script though i see no way in ck to do it without scripting. I have figured out how to attach the script to specified npc to accomplish but the number of npc vs armor is significant and would likely result in a lagging mod. (only run once so "Event onload" i believe is the init choice i want; and that way if armor is taken it does not revert or rerun script with location change or cell load; however i am not yet sure if it would revert on loading savegame.. this may be my catch 22 to try to correct with attaching this kind of script to the armor itself)current scripting ties to location reference based remove item-add item but this is tied to npc and not armor (i feel this is very inefficient and will result in extremely time consuming mod that would likely have poor performance) any help greatly appreciated and if i am looking at this project all wrong let me know. seems to me short script attached to just the specified target would be more resource friendly than one long one that looks for all variables on each item... especially on say.. cell load of a bandit camp thx Link to comment Share on other sites More sharing options...
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