Tchos Posted December 13, 2008 Share Posted December 13, 2008 Firstly, it seems there's a little problem with the GECK if you open the Race dialog from the Character menu. Namely, it counts it as an "edit" if you so much as LOOK at a race's settings. Worse, it starts with the "African American" race already selected, so if you open the dialog at all, you've "edited" that race. It gives you one chance to cancel the "changes", but if you actually want to edit any of the other races, you need to click on the other race, and once you've "deselected" the African American race, it counts it as edited. So ALL mods that do any editing to ANY of the races will conflict with each other on the African American race, in most cases resetting it to the vanilla settings. I've removed the race edit from my own mod using FO3edit, but if there's an easier way of doing this, or a way of preventing it entirely, I would like to know. More positively, it seems we may have more clothing slots in this engine than we had in Oblivion. The slots are:HeadHairUpperBodyLeftHandRightHandWeaponPipBoyBackpackNecklaceHeadbandHatEyeGlassesNoseRingEarringsMaskChokerMouthObjectBodyAddOn1BodyAddOn2BodyAddOn3So, if all of these slots work as it looks like they should, custom clothing may have an easier time of working together, rather than the Oblivion system of using the amulet and/or tail slot for things like circlets, hats, wings, etc. Where Oblivion also had Legs and Feet slots, this system doesn't have any clearly defined slots for those, so I imagine there'll have to be some kind of consensus on which slots to use for those, if people eventually make outfits that aren't all-in-one ensembles. If this has been mentioned before, or if I'm barking up the wrong tree, my apologies. Link to comment Share on other sites More sharing options...
Skotte Posted December 13, 2008 Share Posted December 13, 2008 I am curious, is there a "child" race listing? (like how vampires were handled in Oblivion) Link to comment Share on other sites More sharing options...
Gabrax Posted January 2, 2009 Share Posted January 2, 2009 Firstly, it seems there's a little problem with the GECK if you open the Race dialog from the Character menu. Namely, it counts it as an "edit" if you so much as LOOK at a race's settings. Worse, it starts with the "African American" race already selected, so if you open the dialog at all, you've "edited" that race. It gives you one chance to cancel the "changes", but if you actually want to edit any of the other races, you need to click on the other race, and once you've "deselected" the African American race, it counts it as edited. So ALL mods that do any editing to ANY of the races will conflict with each other on the African American race, in most cases resetting it to the vanilla settings. I've removed the race edit from my own mod using FO3edit, but if there's an easier way of doing this, or a way of preventing it entirely, I would like to know. There is an issue with this - if you make a new race you also incur the weird category glitch where random creatures and npcs are listed under that new race when they are clearly not suppose to be there. I made a dummy race to move them away from the race I created. Link to comment Share on other sites More sharing options...
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