420 wrote...
I have very little knowledge of custom phenotypes but all the work I've seen has been to reposition the existing model's animations (flying/swimming, horse riding) or to alter the model's dimensions (thin). However, keep in mind that even if you do figure out a method to do this you still can't change the actual gender of a PC in-game so conversation tokens like Sir/Madam will still use the PC's true gender.
-420
Yes, but this is aiming to change the model's animations to a point where the alternate-sex models can work.
So it is kind of like a frame? In which case; replacing the models used in making armour would work. Tie in the cursed item with a script that changes the models to the matching female/male one every time one equips/dequips armour (And when wearing nothing, create an 'underwear' clothing to wear), or a script embedded in their PC properties or some other client item. (So it will work like the crafting scripts, but the entire armour at once)
As for the Sir/Madam, that can be handled in several ways:
- Never use the tokens, and have unique dialogue options that check for gender
or a local variable (Of the curse)
- Use the tokens, explaining away that the player wants to still be refered to as their proper gender (Cheap option)
- Just have unisex dialogue (Though that can subtract from the game)
- Rather than a <Sir/Madam> ect. token, have a token like when in the campaign another player gets a waterdhavian creature and Aribeth tells you (Only example I've looked at, there are others) that reads a local variable that states the player's gender, and if female/cursed-male it comes up Sir, and if male/cursed-female it comes up Madam.