Oops unintentionally sent the post too early. Nvm, will write additional notes here.
Note1: barkskin texture - the new texture has only one resolution version thus xp2_gui.erf texturepack was modified and the previous darker barskin was removed from it.
Note2: old cloaks - there is a small issue I outlined before and thats the fact that any item you equip into cloak slot (even if it will be some kinf of backpack 2D image item) will show a plain gray cloak on a character. I found out a way how to disable this, but I am not sure whether its a good idea to do or not. Suggestions needed.
Note3: tail and wing support - hopefully I did it right, was notepad job, I tested all but only in toolset haven't tried to fight with them etc. so there might be issues. Also, some wings or tails might not be positioned perfectly, I tried my best but only for the most noticeable ones. So let me know if some creature wing/tail should be repositioned.
For those who wonder what is this for - the goal of this is to enable custom content. In the showcase image I used red dragon disciple wings, thats however a bit unusual usage since it doesn't reallz match for most appearances. But the backpacks and scabbards are more interesting. Furthermore - I might add a vanilla visual effects as a tail/wing such as CEP2 adds - I just wasn't sure whether its in scope of this project and it would also required HAK so suggestions needed.
Note4: bonus feats - for players not using CPP this will show up as Bonus Feat: Bad Streff but otherwise it will be functional. However main usage is for the PC skin. Note that feats with normally limited uses will when added as bonus feat have unlimited uses which is a big problem but on the other hand might be desired for custom content. Some feats are not functional without the class - most of them is not included, added only MonkAC because this works without Monk class when added to Shou Disciple class.
Again to use in script do this:
itemproperty bonusFeat = ItemPropertyBonusFeat(100+FEAT_*); //where FEAT_* is the feat constant
Note5: flank immunity for oozes and elementals, I know a bit hardcore, Im willing to remove this if you think this shouldn't be there
Note6: improved associate conversation - at this moment this works on a script basis - Im not sure whether is it a good idea to do it this way and to do it at all, I have alternative method of doing this (to modify the OC familiar/anim conversation and add new choices there) which would work even in module with modified assoaciate scripts where this won't be at this moment functional.
Note7: Clarified the AI change. As of now the main AI is detached into standalone script and any AI modification can be done by compiling this script. This is a feature for custom content builders as it makes modifying AI very simple and without the usual side effects such as overwriting custom changes in creature events.
Note8: Polymorph engine change: same as above, the new method allows to modify the whole item merging process without need to recompile all polymorph ability spellscripts. This will make custom content features such as the ability to merge offensive properties into unarmed shapes ultra easy and won't break future CPP features.