Not sure if you're aware, and this might have more to do with Zini's autoequip or something else. But, dude's wearing the wrong stuff.
Also, some of the imperial guards are missing pauldrons but I think you know that.
Running the windows 32 rc1 that ACE just posted
Armour/Clothing rendering
Re: Armour/Clothing rendering
I went off experimenting with what the player had equipped in morrowind. What I found was equipped things were shown on the player with this priority order: robes(5), skirts (4), armor(3), other clothing(2), and skin body parts(1).
When I fire up morrowind, you're right. Dude has armor in his inventory, but it is not shown on him, dunno if it is equipped or not.
Have also noticed guards not wearing the right things in the exterior, but the one in "Seyda Neen, Census and Excise Office" looks good.
When I fire up morrowind, you're right. Dude has armor in his inventory, but it is not shown on him, dunno if it is equipped or not.
Have also noticed guards not wearing the right things in the exterior, but the one in "Seyda Neen, Census and Excise Office" looks good.
Re: Armour/Clothing rendering
I wrote the algorithm for auto equipping from memory and a bit of research. It is possible that it still needs some tuning. But it is also possible that levelled item lists cause differences in some cases, since we are not supporting them yet.
Re: Armour/Clothing rendering
One of the slaves in cell Addamasartus is missing legs.
I thought those are only found in containers.But it is also possible that levelled item lists cause differences in some cases, since we are not supporting them yet.
Re: Armour/Clothing rendering
It is possible that this is the case with Morrowind.esm. Haven't checked. But technically there is nothing that would stop a modder from placing a levelled item in the inventory of a NPC.
Re: Armour/Clothing rendering
Fixed with latest commit.scrawl wrote:One of the slaves in cell Addamasartus is missing legs.
I thought those are only found in containers.But it is also possible that levelled item lists cause differences in some cases, since we are not supporting them yet.
Re: Armour/Clothing rendering
There is still a problem with missing pauldrons on seyda neen guards.
Re: Armour/Clothing rendering
Is that a rendering bug or an auto equip bug? Currently OpenMW logs all auto equip decisions to cout, so it should be easy it identify the source of the problem.
Re: Armour/Clothing rendering
Well, as I said, the auto equipping algorithm is mostly based on guesswork. Might need a bit of tuning eventually.