How the hell do the parts_X.2da works? I want to add TAD's CCC dragonscale armors to my module, but I don't want them to overwrite any Q content. I just cannot figure out how the 2da is working. I knew at one point as I remember adding the bendy legs to my module prior to them being part of Q, but I can't remember, nor can I find any info on it that is clear on how what row matches up to what mdl.
Yeah, those things are a pain in the posterior.
Basic: 2da line number and part model number need to match. Each part number needs a matching 2da line in order to show up in the toolset and game.
The AC value determines where the part shows up in the toolset dropdowns. For my own haks (and the upcoming CEP 2.60), I've actually added AC values to every non-chest entry so that armor part numbers in the toolset match up with the actual 2da lines and model numbers...it means lots of "blank" parts, but is much better from a content maker perspective.
The only one where the AC value has any actual game effect is parts_chest.2da. The AC value in that one determines the actual AC value (and weight, max dex bonus, armor check penalties, etc.) of the entire suit of armor/clothing. It's why in the toolset all the torso/chest parts are grouped by AC.