Author Topic: Clothing/Armour Part Numbers  (Read 441 times)

Legacy_GunnersaurusRex

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Clothing/Armour Part Numbers
« on: April 09, 2015, 11:50:49 pm »


               

Last night I decided to have a go at making some clothing and created a pair of boots. To test them out, I had the models override pfh0_footl003 and pfh0_shinl003. However, when I was putting an outfit together in the toolset, the new shins were number 005 and the feet 015:


 


 


4qrhGSl.jpg


 


 


So, why is it they have these numbers when they're replacing model 003? And how do you find out which body part number a clothing/armour model corresponds to in the toolset?



               
               

               
            

Legacy_Haverok

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Clothing/Armour Part Numbers
« Reply #1 on: April 10, 2015, 12:08:19 am »


               

Asked about similiar thing not that long ago:


http://forum.bioware...-custom-number/


Might be useful '<img'> 



               
               

               
            

Legacy_Tarot Redhand

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Clothing/Armour Part Numbers
« Reply #2 on: April 10, 2015, 12:09:31 am »


               

Sorry, can't help but I just wanted to say - Nice Boots.


 


TR



               
               

               
            

Legacy_Pstemarie

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Clothing/Armour Part Numbers
« Reply #3 on: April 10, 2015, 12:16:56 am »


               

Armor parts are indexed according to the value entered under the ACBONUS column of whatever parts.2da file they are referenced in. Aside from parts_chest.2da, the value in the ACBONUS column has no meaning other than assigning a position within the hierarchy in the toolset. If two row numbers have the same ACBONUS value then they are indexed according to the row number.



               
               

               
            

Legacy_GunnersaurusRex

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Clothing/Armour Part Numbers
« Reply #4 on: April 10, 2015, 12:27:15 am »


               

Ah, that explains it!


 


Thank you Pstemarie and Haverok for the speedy answers. And thank you Tarot Redhand for complimenting the boots. Now to move on up and do the trousers...



               
               

               
            

Legacy_Verilazic

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Clothing/Armour Part Numbers
« Reply #5 on: April 10, 2015, 01:06:32 pm »


               

This problem gave me continual headaches for a long time until I finally asked for help on it. Imo it's one of the most common sources of confusion for new builders.


 


This little hakpak can be very handy if you're trying to figure out what parts are associated with what files. Just start up a new module and load add the hakpak to it, and then open up a set of armor for editing. Every part number will correspond to the correct file number.



               
               

               
            

Legacy_OldTimeRadio

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Clothing/Armour Part Numbers
« Reply #6 on: April 10, 2015, 04:31:08 pm »


               

I apologize in advance because I can't quite find the link, but someone released a utility which you ran on a whatever parts.2da you were working with, and it'd spit out the order you'd see them in the toolset.  I can't find this on my new machine and my old one is mothballed currently.  But the tool exists.  It wasn't even that old.  I remember I had problems finding the tool on the old Vault and I can't find it on the new one (yet). 


 


Maybe some kind soul knows the utility I'm speaking of?