|
stranger
|
OP
stranger
Joined: Oct 2017
|
Hi there, this is my first time posting here but i was hoping someone would be able to help me with a modding problem. I have been trying to make a playable Fleshgolem race and have been following the "My First: character creation race" tutorials on the site but i have run into an issue with the character visual sets not working. There are about 6 different types of flesh golems each with their own UID and their own visual sets but no matter which one i use they all switch into a default leather armor flesh golem with a sword through its back, i have also tested this out with trolls and they too have this issue, Im not sure if im doing something wrong or if there are issues with visual sets not staying persistent. Is there some kind of work around i can add to the text document to force the game to use a specific visual set or anything else i can try?
|
|
|
|
journeyman
|
journeyman
Joined: Oct 2017
|
For players, when a VisualSet is used, the game is going to look at the first model field for all Visuals (Visual 1, 2,.... thru 9). The problem you're having is all of the flesh golems have extra appearance options under each visual, that the game will automatically apply to a player character. "unassigned" is not an acceptable visual indicies for a player.
To remedy this, you need to copy one of the root models, in the root models section. You then need to copy the visualset of the model, which you will find in the resource manager.
Once you have copied the visualset over, you can now remove the model parts the game is calling for that you're not wanting. There should either be one or no model piece under a Visual (visual 1, 2... etc). Since this is an NPC, remember that the Visual # does not correspond necessarily to what piece of the character model it's affecting (that's defined automatically based on the model piece being called for). So for NPCs, you will frequently find there is no "leg model" (it is "unassigned") because the lowerbody/trousers model already includes feet/legs in the piece.
Hope that helps.
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
Thank you for helping me, this is all pretty new to me so im not 100% sure i follow, i have made a copy of one of the models (i used Creatures_Fleshgolem_A) but im not exactly sure what to do for copying the visual sets and so on
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
Another question i have about this is: Is there a way to make these custom races using just the editor itself without the word document that the tutorial uses, and make it go in the actual mod folder? I only ask because i would like to be able to still play multiplayer but the game says i cant because i have altered my files with the custom race
|
|
|
|
journeyman
|
journeyman
Joined: Oct 2017
|
The VisualSets are located in the Resource editor (top middle-ish button, will say REsource manager when you hover over it). First thing you'll want to do is create a new folder, and then right click on the Visual set used by the fleshgolem you want, save as new into your folder, edit accordingly.
I'm unsure how mods work with multiplayer or how to get those working; try checking the wiki maybe?
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
I must be doing something wrong, i created a copy of the Root model, made a new folder and copied over all of the visual set, deleted everything i didnt want and assigned the visual set to the new model but it still doesnt work and it still has the leather armor and sword through its back even though i deleted all of that from the folder. Now im also getting a new issue where once i leave the character creation screen and start the game the screen just goes black and it says "you have no assigned character, the host should access character assignment from the game menu and assign a character to you".....im really bad at this haha
Last edited by T-Rection; 21/10/17 08:02 AM.
|
|
|
|
journeyman
|
journeyman
Joined: Oct 2017
|
Hmm.
1) I copied the RootTemplate of the first flesh golem in the list.
2) I edited his tags to be HUMAN, RECORD_PLAYER and IGNORE_UNDEAD CRIME. I also edited his Scripts to be Player, DefaultCharacter and CRIME_HumanReactions.
3) I went to resource manager and found the VisualSetResource Creatures_Ghoul, copied it to my folder.
4) Double clicked on my copied EO_Creatures_Ghoul file to edit visual indices. Before editing, I open ResourceManager in the background and narrow the search results to Creatures_Ghoul so I can check what visual appearances I'm actually dealing with as I go through this section.... then: Under visual 1, removed the Platehelmet one. Under visual 2, deleted everything but model A (you choose here). Under Visual3 removed everything as those are armor overlays. Under visual 4, deleted everything but model A (to match visual 2). Under visual 5, keep your favorite. I kept the platemail lowerbody, looks chill. Under visual 6, these are boot overlays, you can use them or just delete, I deleted. Visual 7 should already be empty. Visual 8 consists of the swords-through-the-body options, you can delete them all to your taste, this would be causing you the most grief. (-:
4.5) (you may be interested to know, you can add/remove visual set pieces under any Visual # above, but the only ones choosable by the player at creation are Visual 1 and Visual 2; Visual 3 doesn't have to be torso--it could be the knives in the back etc but note the player can only choose 'nothing' for Visual 1)
5) With my VisualSetResource clicked on in resource manager... Now I'm gonna jump back to my RootTemplate ghoul model, and at Visual Set Resource ID I'm gonna click on the three "..." and click the arrow. This is "pulling" my VisualSetResource to attach to this character. You can now click on Visual Set Indices, and at the bottom of that screen hit 'random' and you'll see what the character will look like in game.
6) Copy the GUID, place it into your Race file.
7) Worked fine for me in game!
8) You're gonna want to make a Character stat file and assign it to them, though. I noticed I started off at level 6, it confused the game, I reverted to level 1 somehow after casting a spell... etc lol. You may also wish to edit his run and walk speed as it was crazy faster than a normal race. Also, the portrait icon will not generate correctly; you will have to follow a wiki guide to fix that or your icon will be that of his neck. I would copy Lizard portrait icons and camera as they have the exact same height.
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
Ill give it a shot  thank you!
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
IT WORKS! THANK YOU SO MUCH! 
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
Would it be possible to set it to ignore armor visuals? At the moment when i put armor on the body part with the armor disappears, would it be possible to make it so that the armor has no effect visually so it doesn't override the characters body parts, like how it works in GM mode?
|
|
|
|
journeyman
|
journeyman
Joined: Oct 2017
|
No problemo!
So when he equips armor, his body is being altered? Odd... because I think by default that shouldn't happen. But I should be able to help with that as well.
Armor visuals for a model are defined by the Root Template it is using. So go to your race's Root Template. At the top of your options, there is a spot called Equipment Class. But I believe all the Flesh Golem's default to none already.
Are you talking about character creation armor or in game? In game like I said should already be defaulting to no appearance changes when something is equipped.
If you're talking about character creation, what you would have to do is override the default classes into your mod (copy/paste all the class files into your mod; you would have to follow the Wiki guide for packing/unpacking to get those files). You will then see that equipment sets are defined by race in the class file. You would create one for your race, and then create an Equipment Set stat that defines what you want, which would be blank. But make sure you make it empty for Preview; for Starting Equipment, you would still want to give them the usual bag/res scroll/appropriate potion/appropriate weapon. And don't freak when you don't find the weapon at start--that is defined thru scripting, and your start weapon is always next to Windego in that chest.
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
Yes the issue is with in game only, the equipment class is set to none but for some reason when i equip armor this body parts disappear
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
I tried using the undead lizard equipment class the armor actually shows up and works like normal (doesnt fit properly though), but i would still like to know how to keep it invisible because i like the actual flesh golem armor look better and like i said the lizard armor doesnt really fit properly 
Last edited by T-Rection; 23/10/17 05:49 AM.
|
|
|
|
journeyman
|
journeyman
Joined: Oct 2017
|
Reflecting on this after my 3 doubles..
I'm not 100% certain on that, for I have played with "NPC" races (where their armor and appearance is all set through a visualset) and have equipment class set to none, and when they equip armor in game their body parts do not disappear and their armor does not change.
The only thing I can think of that could cause a potential problem is how the VisualSet isn't like a normal race. Maybe if you moved VisualSet pieces around to their proper places like other races (Visual 1=hair, Visual 2 = heads, Visual 3 = torso, etc. and then Visual 8 and 9 should be the "armor" pieces you desire), it would potentially fix the problem. Not a guarantee but something you could try.
|
|
|
|
stranger
|
OP
stranger
Joined: Oct 2017
|
Hmm i just checked the visual sets and i think everything is in the right place already, ill have to keep trying different combinations and see if any of that works, thanks for your help though
|
|
|
|
|