Couple of oddities I noticed with the 1.9 update:
Some of the robe parts (21 through 24) are wonky. The models themselves work fine, but the armor loses its icon in the toolset (the box showing the item's icon just completely disappears) and in game the armor's icon shows up as bare-chests.
I’ve made placeholder icons for now. We’ll get better icons in the future.
Also, I'm getting robe 001 (the new kimono part?) showing as all-white. I haven't yet searched out the plt file in the hak though to see if it's fubar, or just a case of the texture being larger than 512 (which my own computer doesn't seem to like).
Added the missing plt texture
Some of the new heads are showing up (at least for me) as all white in the toolset/in game. I had this with other heads in Q, and it was due to the plt texture being too large for my piddly lil laptop to handle... I found reducing them down to 512x512 in size fixed that... however with some of the new heads, the plt textures appear incredibly small already, smaller than a number of other head plts which show up just fine, so I am not sure what is going on. They are all male heads, halfilng 103, human and elf 101, human 195 and 196.
Working fine for me. This is a GPU issue – I can’t do much about this.
Another oddity from at least v1.8, The vfx mask script qit_hmask001 has a slight bug. For half orcs, it applies the human sized/placed mask vfx. I found that moving the if statement for half orcs above the human/half elf if statement fixes this. I am not sure why having it after the human/half elf statement screws up.
Simplified script. Try this please and let me know if it works for you...
//:://////////////////////////////////////////////
//:: Created By: Pstemarie
//:: Created On: 5/9/2014
//:://////////////////////////////////////////////
void main()
{
object oPC = GetItemActivator();
int iSex = GetGender(oPC);
int iRace = GetAppearanceType(oPC);
int nEffect;
if(GetLocalInt(oPC,"USEDQITMASK") == 1)
{
SetLocalInt(oPC,"USEDQITMASK",0);
effect eEff = GetFirstEffect(oPC);
while(GetIsEffectValid(eEff) == TRUE)
{
if(GetEffectType(eEff) == EFFECT_TYPE_VISUALEFFECT)
{
RemoveEffect(oPC,eEff);
}
eEff = GetNextEffect(oPC);
}
return;
}
SetLocalInt(oPC,"USEDQITMASK",1);
switch (iSex)
{
case GENDER_MALE:
{
switch (iRace)
{
case APPEARANCE_TYPE_HALFLING: nEffect = 738; break;
case APPEARANCE_TYPE_DWARF: nEffect = 740; break;
case APPEARANCE_TYPE_ELF: nEffect = 742; break;
case APPEARANCE_TYPE_HUMAN:
case APPEARANCE_TYPE_HALF_ELF: nEffect = 744; break;
case APPEARANCE_TYPE_HALF_ORC: nEffect = 746; break;
}
}
break;
case GENDER_FEMALE:
{
switch (iRace)
{
case APPEARANCE_TYPE_HALFLING: nEffect = 739; break;
case APPEARANCE_TYPE_DWARF: nEffect = 741; break;
case APPEARANCE_TYPE_ELF: nEffect = 743; break;
case APPEARANCE_TYPE_HUMAN:
case APPEARANCE_TYPE_HALF_ELF: nEffect = 745; break;
case APPEARANCE_TYPE_HALF_ORC: nEffect = 747; break;
}
}
break;
}
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectVisualEffect(nEffect),oPC);
return;
}
Another oddity I've noticed, some icons (such as the arrows/bolts, reforged weapons) show up with the nicer looking Q icons in the toolset, but I get the old default icons in-game. I checked out some of the icon files and found they were saved at 32bit/pixel settings. I resaved to 24 bit, and then they show up in-game. Is it absolutely necessary to have small icon images saved at 32 bit? For something like the head plts, I can understand having to either make my own fix or deal with white-heads, but for icons, I honestly can't see much graphical improvement saving them at the higher bit rate.
They should be 24-bit, not 32-bit – I thought I had gotten them all. Can you send me the files?