Author Topic: Head override to hak  (Read 426 times)

Legacy_shin-zan

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Head override to hak
« on: March 14, 2011, 06:59:08 pm »


               Hello,

I got a server that uses a bunch of head overrides, the problem with this is that while they can be set manually though leto, they don't appear in the toolset and can't be used for npcs and such. How would I turn the overrides into a hak? I tried just creating a hak with all the head files in it but that didn't work, I assume I am missing a step.

Can anyone help?

Edit: Just thought I'd add, we use some head overrides that do appear in the toolset, and then another that doesn't. The later set still works if I manually leto the head to 223 or something though.
               
               

               


                     Modifié par shin-zan, 14 mars 2011 - 07:54 .
                     
                  


            

Legacy_Xenovant

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Head override to hak
« Reply #1 on: March 14, 2011, 08:37:16 pm »


               there is no difference if they are in the override folder or in a hak

possible problems:
- the numbers of the heads that don't show up in the toolset are too high
- there is a big difference (in numbers) between the last head that the toolset shows and the others that don't show up

solution for both: rename the heads and give them lower numbers
               
               

               
            

Legacy_shin-zan

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Head override to hak
« Reply #2 on: March 14, 2011, 08:44:51 pm »


               Thanks for the quick reply. We already use heads up to 197, the new 200+ ones don't work so I guess that's the cutoff limit...

I'll see if I can shove them into some free slots in between.
               
               

               
            

Legacy_Calvinthesneak

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Head override to hak
« Reply #3 on: March 14, 2011, 08:51:26 pm »


               Toolset recognizes 1-49 and 100-199 only.
               
               

               
            

Legacy_Malagant

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Head override to hak
« Reply #4 on: March 14, 2011, 11:56:58 pm »


               Here's how I understand it:
1-49 are recognized in both player selection and toolset.

50-99 are only recognized in player selection provided no head numbers are skipped and the same heads are in the players override to be seen correctly (otherwise they show up as those helm models in the Bioware resources. (You couldn't have 1-70 then 72-99 or else 72+ will not be available. This is also why CEP has duplicate heads that are numbered between 50-99 and 100+ for the next reason).

Heads 100-199 are only available in the toolset for NPCs and can not be automatically selected in player generation.

Any heads 200-255 (which I believe is the total limit of heads that can be used) are unfortunately only available through LETO, a properly scripted appearance changer, or some other form of manual assignment. It's my understanding that this is a hard-coded issue and these options are the only ways around it.
               
               

               
            

Legacy_Calvinthesneak

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Head override to hak
« Reply #5 on: March 15, 2011, 01:25:48 am »


               

Malagant wrote...
Any heads 200-255 (which I believe is the total limit of heads that can be used) are unfortunately only available through LETO, a properly scripted appearance changer, or some other form of manual assignment. It's my understanding that this is a hard-coded issue and these options are the only ways around it.




You can make all heads available in game, 1-255, but the trick is you will have to use a customizer.  What's more is you can make a pseudo 2da file so you can cycle to specific numbers.

However for toolset purposes the restrictions as noted above are entirely accurate.
               
               

               
            

Legacy_Malagant

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Head override to hak
« Reply #6 on: March 15, 2011, 03:30:18 am »


               

Calvinthesneak wrote...

Malagant wrote...
Any heads 200-255 (which I believe is the total limit of heads that can be used) are unfortunately only available through LETO, a properly scripted appearance changer, or some other form of manual assignment. It's my understanding that this is a hard-coded issue and these options are the only ways around it.


You can make all heads available in game, 1-255, but the trick is you will have to use a customizer.  What's more is you can make a pseudo 2da file so you can cycle to specific numbers.

However for toolset purposes the restrictions as noted above are entirely accurate.


I believe I said that. That might be why I specifically stated "a properly scripted appearance changer". I don't know. Maybe it was just me.
               
               

               
            

Legacy_shin-zan

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Head override to hak
« Reply #7 on: March 15, 2011, 10:47:32 am »


               The toolset's just weird, some of these restrictions seem so arbitrary... *groan*

Thanks all for the replies!