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Armor slots


GreenyElephant

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Are there any mods out there that let you wear an type of appeal while still wearing your gear underneath

Like, i could be wearing Elite Riot Armor, but i can choose to wear somthing else over it, but still matain the perks and skills from my ERA while the stats from somthing else to wear over it don't apply. If anybody here has played a game such as Terraria, they know what i mean.

Thank's in advance.

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  • 2 weeks later...

Are there any mods out there that let you wear an type of appeal while still wearing your gear underneath

I don't recall anything that is all encompassing (works with all armors/outfits), but there are probably some items (not whole armor/outfits) that could be worn over some outfits.

 

Like I think there is (or might have been) a ranger duster that oculd be worn over armor....essentially a model hung on a different body slot.

If you can't find one I could probably whip it up pretty quick, once I'm up and running with my modding tools. Or if your handy in geck and blender you can strip out the duster from the ranger vet model, then you'd only have to change a few items on the form (change body slot to body addon1 or something), and probably remove a few.

You would probably get some clipping through with bulkier armor/outfits. I put some dusters on some dlc armors (assassin suit, Joshua Graham etc) and mostly it was just around the shoulders and neck that clipped, so it was pretty easy to edit in blender.

 

There's also the satchels mod that lets you add some accessories, but not whole armors/outfits.

 

Once, long ago when I had free time to mod, I was playing around with an idea for a chinese prototype holographic infiltration suit. My concept was for it to copy exactly another person (face, hair, clothing/armor, everything), however I ran into a snag when I learned that MatchFaceGeometry was unreliable. But if you disregard the face, that project could have one of the qualities you mention above. The holographic armor could swap out the model (and thus look like any armor/outfit) but retain all the qualities (stats) of the holo armor.

Not what you were looking for, but often with these complicated work-a-rounds to existing forms, we have to compromise.

 

But to create what your asking (in my humble opinion and limited understanding) wouldnt' be practical :sad:

 

If we had egm files for armor (or maybe something like a bodyslide, not sure) it might be possible to prevent clipping, but that's just guessing, sort of brainstorming. Without a solution the clipping could get pretty bad.

If you don't care about clipping or have a solution for it, you could probably make some analogs to existing forms that hand off a different body slot. It'd be like I described above (few stat changes), but you'd need a new form for every outfit/armor you wear over your base armor, and a little bit of scripting to allow you to choose the "outer wear" from your hud.

If you wanted everything, or even a small fraction of armors converted that's still a lot of new forms. So, a bit of work.

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If anybody here has played a game such as Terraria, they know what i mean.

 

I'm not familiar with that game , But EQ2 has the regular armor slot page (which uses the stats) Then a slot page for a piece of armor to override the visual only. So guessing that's what your looking for ?

 

Which like devin mentions would be a lot of work to account for every possibility. And in reality you would probably only use a few combinations. Ergo ... much easier and quicker for you to just take the visual armors you want , and adjust their stats.

 

@ devin On MatchFaceGeometry ... I think its problem is you need to match the age,race,class,sex ... then the face geometry should match ??? And of course there is the hair also for exact matching.

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@ devin On MatchFaceGeometry ... I think its problem is you need to match the age,race,class,sex ... then the face geometry should match ??? And of course there is the hair also for exact matching.

I can't say for sure, because I haven't personally experimented with it, but I was told by an experienced modder (I'm a little foggy on her user name, since it's been quite a while since I've been in the scene) that it's unreliable, and I don't think it's just matching age, race, class etc, as I believe she would be unlikely to make that/those omission(s).

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@ devin On MatchFaceGeometry ... I think its problem is you need to match the age,race,class,sex ... then the face geometry should match ??? And of course there is the hair also for exact matching.

I can't say for sure, because I haven't personally experimented with it, but I was told by an experienced modder (I'm a little foggy on her user name, since it's been quite a while since I've been in the scene) that it's unreliable, and I don't think it's just matching age, race, class etc, as I believe she would be unlikely to make that/those omission(s).

 

 

I found this talking about it ...

 

"MatchFaceGeometry does not copy faces. It instead sets FaceGen values to averages between the source and target. Even passing a value of 100 (%) to the function will not directly copy those values"

 

So that explains why it doesn't work 100% during run time. But seems you could pass the function multiple times to keep getting closer ? Albeit it makes me wonder if you could set an npc during run time as a faceGenPreset ... then go into the plastic surgery menu and select it from there ? But of course you still need to match the 4 other values of Race ,Sex ,Age & Class. Which I think a lot of people may overlook the class thinking it wouldn't affect it.

And possibly class is not a data point available for the PC ?

But you can see a marked difference between a Vault Dweller class and a Raider class for example.

 

Not that any of this really matters though , since the comp AI doesn't care about exact matches. I just like figuring out what makes the engine tick :geek:

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