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hoods plus circlets


NanakoMagojiro

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hi everyone. I have a (hopefully) small project in mind that i'd like to achieve., though right now it's not clear how to proceed. I see a few possible solutions, and i'm awae there may be other possible solutions i don't know about

 

The objective, in short, is to divide headgear into three approximate categories:

 

Full: Helmets that completely or mostly cover the face.

Partial Type A: Hoods, hats, and other headgear that doesn't cover the face

Partial Type B: Circlets, masks, glasses, and other face-type gear

 

The idea is To allow the player to choose either to wear a helmet, or to wear two non-helmet items instead (a hood and a circlet together, for instance). I would also include hooded robes in partial type A.

 

The idea for this struck me randomly, while using a modded hood that allowed a circlet too. I opened the CK to do some digging. I found out the following:

 

-There are two main equipment slots for headgear, named "Hair" and "Circlet"

-Most headgear fills both of these slots simultaneously

-A few hoods (considered bugged) don't fill the circlet slot, and allow circlets to be worn with them.

-Circlets only fill the latter slot

 

So, to my mind the support for this system is already in place, it's just not being used. What i;m posting this thread for, is to ask in advice regarding methods of making the game utilize it, ideally while minimising effort and number of changes, and thus minimising conflicts.

 

The first thing i need to know, is about the nature of conflicts. Is the game able to Discern different types of changes to the same object? For example, if i change an enchanted hood to not use the circlet slot, is that going to conflict with another mod which edits the same hood, to change it's enchantment? We're affecting completely different information, on the same object. will it work, or will one nullify the other?

 

I also want to know if anyone has any information on possible methods of accomplishing this in a dynamic manner. Perhaps a script to modify the biped slots of an item at runtime, when it's equipped? OR is changing lots of things in the CK the only way to accomplish it ?

 

Any thoughts on the matter would be appreciated ^^

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