AurianaValoria1 Posted October 28, 2012 Share Posted October 28, 2012 Okay, this is more than a bit of a spoiler for MotB, so click at your own risk. ;) But I could really use some help, here. I'm working on a texture overhaul for Kelemvor (leave it to me to do something so nitpicky ;D ) and I found out that he's actually supposed to have a cloak, but he doesn't wear one in the game. I'd like to see if I could add the appropriate cloak model to his character, but I'm not sure how to do it. The model is visible in the toolset...one of the ones that is male only - it is the long brown cloak with a narrow neck. Unfortunately, Kelemvor's character is not. I'm assuming I'm going to have to use some type of editing tool, but I'm not sure where to start. If you clicked, thanks for reading. :) Any ideas? Link to comment Share on other sites More sharing options...
Tchos Posted October 29, 2012 Share Posted October 29, 2012 Do you mean lore states that he should wear a cloak? If you've added a cloak to him, and it doesn't show up in-game, but does show up in the toolset, check these things: Does the cloak have any wearing requirements, such as "only usable by X class"? Does the character's properties have "Never draw armour" marked? Or do you mean when you add the cloak to the character, the character himself disappears, showing only the cloak standing there? Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted October 29, 2012 Author Share Posted October 29, 2012 I'm sorry, I should have been more clear. When extracting his textures, he has textures for a cloak specifically meant for him. They correspond to the male cloak model 10 in the toolset. This cloak model isn't used by anyone and never shows up as a loot item in gameplay, so I am assuming that it was originally meant for him but was left off in the final release. I'd like to apply this model to him so he is wearing it like it seems he should be...but he is nowhere to be found in the toolset. In other words, I haven't even gotten to the point where I can add the cloak to him, if that makes sense, because I can't find a way to apply it to him. Link to comment Share on other sites More sharing options...
Tchos Posted October 29, 2012 Share Posted October 29, 2012 but he is nowhere to be found in the toolset. Okay, you can locate him in the toolset here: Module: Z_X1.modArea: z05_wall You'll also find a blueprint for him if you load that module, but the placed instance in the area will only show what you add to that instance. Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted October 29, 2012 Author Share Posted October 29, 2012 Okay, because I'm such a N00b, please inform me what a placed instance is.... I feel so ignorant right now. :P Link to comment Share on other sites More sharing options...
Tchos Posted October 29, 2012 Share Posted October 29, 2012 A creature (or placeable, item, effect, etc.) typically starts as a blueprint in the Blueprints palette in the toolset. You can edit any of the properties to those blueprints, and save them, and they're there as a kind of library. If you use a script to spawn a creature or item, it uses the information from the blueprints. If you place a copy of something from the Blueprints palette into the game world, that is a placed instance. It's a copy, and it can changed from the blueprint original, or it can be left as it was. Every single thing can be changed, so it can be a completely different object. Nothing you do to the original blueprint will affect this copy. So if an area already has a copy of the creature in it (as this one does) you want to work on that copy, not the original from the Blueprints palette. Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted October 29, 2012 Author Share Posted October 29, 2012 Oh, I see. Thank you. :) Now, if I wanted to turn this into a mod available to the public, how would I ensure that they get the version of him with the cloak model? Link to comment Share on other sites More sharing options...
Tchos Posted October 29, 2012 Share Posted October 29, 2012 (edited) Placed instances are saved in the module file, which is this case is: Z_X1.mod You would need to distribute that file, in addition to any models or textures you might alter. I think technically, you could extract the area files from the module file and distribute those as an override, but that's a little more advanced. Edited October 29, 2012 by Tchos Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted October 29, 2012 Author Share Posted October 29, 2012 That's what I thought. :D Thank you so much, Tchos. I really appreciate it. Modding this game is a lot different than the Elder Scrolls. Link to comment Share on other sites More sharing options...
Tchos Posted October 29, 2012 Share Posted October 29, 2012 Also, something to know is that module files get saved as part of a save game, so if you've already loaded that module in a particular saved game, you wouldn't see your changes. Link to comment Share on other sites More sharing options...
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