Author Topic: Subraces and Setting Appearances  (Read 333 times)

Legacy_Rio420

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Subraces and Setting Appearances
« on: August 27, 2013, 05:18:53 pm »


               Just out of morbid curiosity, say I add Goblins as a subrace.. 

As it stands, they show up and are in the correct faction, but the characters do not show up as goblins in appearance, they show up as their base race, in this case, a halfling.  Has there been any improvements on this front? Or do you still have to go into the player file and edit their appearance manually?

It would be nice if it were possible just to set the appearance and be done with it, without having to manually edit a file.
 
               
               

               
            

Legacy_DM_Vecna

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Subraces and Setting Appearances
« Reply #1 on: August 27, 2013, 06:06:32 pm »


               If you want the non dynamic goblin appearance just use the SetAppearance() function. The appearance should persist through resets. If need be you can set the new appearance number on an item or pc skin object and call it later.

For a dynamic goblin appearance use there are some cool heads and body parts on the vault.
               
               

               
            

Legacy_Thayan

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Subraces and Setting Appearances
« Reply #2 on: August 27, 2013, 07:14:16 pm »


               The 1.69 patch included a module OnEnter script called x3_mod_def_enter that calls a function which will revert a PC's appearance to what is coded for their base race. This is because if a PC is not marked as mounted, and they do not appear to have a horse 'tail', it acts as a way to reset the PC's race to what the designers think it should be based on the PC's base race. Therefore, to use the 1.69 mounts as Bioware implemented them and have subrace PCs maintain their appearance, you need to modify multiple functions in the x3_inc_horse script to either use a variable you store persistently which has the subrace's true appearance. Either that, or if you're not using the 1.69 mount system - stop the horse code in he x3_mod_def_enter from running.
               
               

               
            

Legacy__Guile

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Subraces and Setting Appearances
« Reply #3 on: September 14, 2013, 10:12:47 pm »


               Yes when you use appearance changing make sure you listen to what Thayan said, it's a big annoyance because many systems are built on that, and if you change the OnEnter script for custom appearances then you would most likely not be able to use horses, unfortunately.
               
               

               
            

Legacy_Shadooow

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Subraces and Setting Appearances
« Reply #4 on: September 15, 2013, 12:08:59 am »


               

Thayan wrote...

The 1.69 patch included a module OnEnter script called x3_mod_def_enter that calls a function which will revert a PC's appearance to what is coded for their base race. This is because if a PC is not marked as mounted, and they do not appear to have a horse 'tail', it acts as a way to reset the PC's race to what the designers think it should be based on the PC's base race. Therefore, to use the 1.69 mounts as Bioware implemented them and have subrace PCs maintain their appearance, you need to modify multiple functions in the x3_inc_horse script to either use a variable you store persistently which has the subrace's true appearance. Either that, or if you're not using the 1.69 mount system - stop the horse code in he x3_mod_def_enter from running.

fyi this is long time fixed in my unofficial patch
               
               

               


                     Modifié par ShaDoOoW, 14 septembre 2013 - 11:09 .