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Racial armor body parts

Posted: 25 Oct 2016, 07:40
by LordVivec
Would it be possible to add the ability to use different body part meshes for armor and clothes dependant on race? I know that you can set the body parts to specific races, but as far as I can tell you can't set one item to multiple body parts so this is useless in that regard. Please correct me if I'm wrong, because I'm pretty new to the OpenMW-CS.
Because I don't know much about programming, I'm not sure if this would be hard to implement, although I don't think it would be.

Re: Racial armor body parts

Posted: 25 Oct 2016, 11:02
by DestinedToDie
Hello and welcome.

I was initially confused because your title says "racial armor body parts", but your question has nothing to do with it? Anyway, assuming the question is can you set one item to multiple body parts, then the answer yes. But through scripting.

You could make an item with a script that adds an additional dummy item and equips it to the player, so you have it occupying 2 item slots. Then give the dummy item a script that unequips the original item if the dummy item is unequipped.

if item onequip = 1
player->add dummyitem
forceequip dummyitem

if dummyitem onequip = 0
player->remove item

Granted. It's a little hacky method and the engine isn't really coded for 1 item occupying 2 equip slots right now. The "hacky" part is that you don't really want the player to see dummyitem in their inventory.

Re: Racial armor body parts

Posted: 25 Oct 2016, 11:59
by weedfreak
I took the question to be if you create a new race with 'special' armour or clothes can you arrange that they only wear suitable items for them. I have a hobbit race and they have a range of specialist armours as normal stuff does not fit and scripting is needed to keep the racial armour to the right race.

What would be nice is if armour parts were scaled to the size of the actor, both height and weight.

Re: Racial armor body parts

Posted: 25 Oct 2016, 12:58
by DestinedToDie
If that's the case, one could write a script that checks

if onequip = 1 and getplayerrace =! khajiit
unequip item

That way no one except for that specific race can equip said item.

Re: Racial armor body parts

Posted: 06 Nov 2016, 19:51
by LordVivec
Sorry for not explaining myself coherently,

What I'm trying to do is make a mod like this ... 1_1280.jpg

I realized that I could just make the orc race's height and weight ridiculously high. This will still bring up other issues such as low ceilings, but I'll deal with those later. But thanks for the help!

Re: Racial armor body parts

Posted: 07 Nov 2016, 00:17
by johndh
Are you trying to 1.) change the overall size, or 2.) change the proportion of individual parts like making the arms longer, but keeping the legs the same length?

For 1, just change the race's height and weight in OpenMW-CS. For 2, I believe you'd need to modify the length of the bones in the rig for that race in Blender (or maybe in NIFSkope?). You'd still need to have a different body part, or else you'd have a gap between different parts.

Someone correct me if I'm wrong. :)

Re: Racial armor body parts

Posted: 07 Nov 2016, 10:52
by weedfreak
Changing the races height and weight will work OK for naked people but clothing and armour does not scale to fit so you will need create a whole new range of clothes and armours for the new race and using scripts as d2d suggested restrict their use of items to only their race specific ones, and prevent others trying to equip those items.

My hobbit race all wear hobbit clothes that only fit them as do my snow elves who are taller and fatter than any other race. I am thinking of adding an option to the armourer skill that allows armourers to alter items to fit, it will still need a new mesh but will allow new races to equip unique items,

Re: Racial armor body parts

Posted: 07 Nov 2016, 12:25
by Capostrophic
weedfreak wrote:clothing and armour does not scale to fit
Uhm. It actually does.

Re: Racial armor body parts

Posted: 08 Nov 2016, 09:38
by weedfreak
It may do in a small range but not if you scale to 0.5 or 2. Height does scale better than weight.