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Player ONLY meshes


elchapetas

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Does anyone know of a way to make mods like Type 3 or BNB, modify the player character only? (meshes and textures). I've had some recent success employing the custom race mod (http://newvegas.nexusmods.com/mods/35196), but I find myself capable of only isolating the base body and not the armors.

 

I'm just a little surprised this option/notion is practically non-existent, or at least not-so easily accessible in the general community.

 

Thanks!

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To change the armors to affect player only you'd have to make new armor forms for every armor you wanted, pointed at the new meshes. Quite tedious and impractical. Then you'd have to find a way to have the standard armor replaced when the player takes it and converted back when they give it to an NPC.

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Heh... I too, came to such a conjecture... and although I have no expirience in modding, I thought that possibly the mod armor mesh/texture pathway could be modified so that the file execution would only take place if fired by the specific ID of the custom race (or PC for that matter)... yes? could such theory have any true, practical basis?

Otherwise could you give me a jumpstart of how to adjust the armors IDs? Some people, I'm sure, will be interested in such a tweak, of course with the authors permission.

Edited by elchapetas
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I've done this before (see LCWE), and it's a lot more work than you would think. It's not practical in the slightest.

 

 

 

Heh... I too, came to such a conjecture... and although I have no expirience in modding, I thought that possibly the mod armor mesh/texture pathway could be modified so that the file execution would only take place if fired by the specific ID of the custom race (or PC for that matter)... yes? could such theory have any true, practical basis?

 

Nope. Race-specific mesh filepaths are new to the engine in Skyrim. You won't find that in any of the previous games.

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Hmmm, let me restipulate to add the specifications of my theory: (I understand that the custom races are on their early stages)

 

The ID of an object call the function of X file of X library, is it possible to create a sort of independent library which contains the same ID values but relate to a totally different set of files? (defining the pathway to the independent library location), executing its files when specified by the function call, the custom race mod ID employs. I mean, the custom race can do this with the base bodies, why can't, say, Type 3 armors share this same function, although dynamically in-game/middle-game. (My idea of libraries doesn't necessarly relate of them using IDs like the files do)

 

It's like writing in C language, if anyone knows it.

 

Also this does not necessarily require custom races, this could make a completely new mod of its own.

Edited by elchapetas
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You....are talking about all kinds of things that are not possible in Fallout. This isn't C, and we don't have all that extra functionality. The best you could do, is as luthienanarion said, take a look at LCWE and make something similar. But you would still need to make duplicates of every armor you wanted your character to be able to wear, and point them at the new meshes they need to use.

 

The only way you can simplify it is with lists, which can be used to hold the vanilla item and another list with the new item, for easier lookup and swapping of objects in game. There is no way to dynamically swap models or..... whatever you were talking about.

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Armor items point to a single mesh, and that's the end of it. There is no way to have an armor item use a different mesh in this game. Like Gribble says, you will have to duplicate the armors and have your duplicates point to these alternate meshes. Then you need to find a way (via GECK script) to swap the items on an actor based on some criteria that denotes their body type--such as being a different race. That is the only method.

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Its alright, I was just speculating a solution of sorts (that's a pretty shity, inflexible root code by the way), as I said, I have no expirience in modding whatsoever... aaand speaking of which, could anyone give me any jumpstart into modding?

 

Also, with "dynamic change" I was referring to executing and terminating ID object commands in-game, rather than loading them before triggering the engine.

 

Anyway, thanks for the info, and cheers!

Edited by elchapetas
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