I got asked about my armour swap and whether it can be used to override other mods but the problem is NWN2 armour has added bits like shoulder pads which clash with my swap. I had to remove them all when I made my mod and blueprint all the armours I used.
So could you change all the original armour to have no addons like shoulder pads and then make UTIs of each with the same number as the original, stick them in your override and wipe out this problem ? If so how ?
Iāve often wondered similar things. Whenever I make a new armor that is supposed to be like a half-plate or something like that, the game (or toolset) always adds shoulder pads and whatnot, destroying the overall look of the armor. Maybe thereās some way around this, but I havenāt found it. I usually just do them as āclothā instead of some other armor, 'cause then they look exactly like the custom armour mdb files.
andgalfā¦ If you actually want the armour to be used and offer itās protection according to the rules remove all the add ons in the armor set tab of properties ( set them to 0 ), give it a new tag and reference number and make it into a blueprint. Then you can equip it via the inventory.
The problem comes with stores or creatures dropping things. You have to put that new blueprint everywhere else too.
There has to be a way to override the addons, some of them are pretty ridiculous anyway. Thatās why I figured itās in the UTI thing, I couldnāt find it in the 2da ( which would be nice and easy ).
ps. Isnāt a UTI a urinary tract infection ? I donāt want to be able to make them !
things to note are that an armor is made up of AC* entries, each with reference to an Accessory, a variant of which might be None or Invisible in the toolset (idk)
and there are also add-ons, like Gloves (shown in the Adamantine Full Plate UTI). the possible add-ons are
- belt
- boots
- cloak
- gloves
- helm
(i think each of those can be toggled with a checkbox in the toolset)
I think @Lance_Botelle has done a fair bit of armor-visual tweaking, and @4760 and @rjshae probly know a fair bit also ā¦
well, an armorās blueprint can be copied to override and tweaked. If you give it the same filename/resref then any time that particular armor is created in the game it will of course be the tweaked armor. The issue I suppose is that most armor that players find in a game were placed there (instanced or pre-placed) and are not newly created (eg. on NPCs). And it would be tedious to run scripts that find and replace such armors ā¦
i donāt know what this means ā
I donāt know what āarmour swapā is or what āother modsā are doing ā¦ sry. Am just here with the basics of what an armorās UTI file looks like ā¦
kevL-sā¦ I renamed a lot of custom armour MDBs for armour to the original NWN2 names but inside the MDBs were custom armour textures, hence I swapped the armour. But this meant making sure all the armour I put in my mod had no shoulder pads, bracers etc. because it didnāt look right.
I removed them manually then made a blueprint and equipped people via the inventory. If a bandit had +1 leather on straight from the toolset it would have armour accessories so I got some +1 leather removed all the bracers and knee pads then renamed it as a new blueprint and gave him that. Iām not talking about gloves, boots hats etc. Just the extra bits of armour.
So my armour swappng mdbs and textures are useless in something like the OC because it uses templates for armour that have shoulder pads and other accessories. But if I could alter the templates of the NWN2 armour, keeping exactly the same names and put those in my override no armour would have accessories and the swap would look like it should.
But how do I do that ? I can only open a UTI with notepad and it is totally incomprehensible nonsense and nothing like your example.
If I could grab all the armour UTIs open them and replace all the accessory numbers with a 0 then save it in my override I think that would do it. You can see in your example that right shoulder pad has a dropdown with byte 9. That is the accessory number of that armour part in the toolset so do I just have to change that to a zero ?
OK I copied an armour UTI into my override, got the file open and swapped all the accessory numbers to zero then saved it. I opened up the toolset and it works but, and itās a big but !
I now have two exactly the same armour files available. One is the original and one is my version so the override doesnāt override it. All it does is creates a new available item !
wait. Thatās the biggest problem here. (unless im totally mistaken) yes they use templates but only in that those templates/blueprints (not exactly the same but for our purposes at present lets say they are) have already been āinstancedā. That means that armors that appear on NPCs, eg. and many/all that are in NPCsā inventories to be dropped, etc etc in the OC, eg ā¦ they are already a done deal.
tbh it depends on the module design. There are two ways:
- pre-placed instances of (eg) NPCs (ie, paint them down in the toolset area)
- create fresh instances on the fly, as the game progresses (usually in OnEnter scripts)
The second way allows your modified overrides to work. The first doesnāt, and I believe that much if not most stuff in the OC (as just one example) is the first ā¦
see above.
now ā¦ this being bits and bytes and all that progamming stuff ofc thereās ways to do it ā¦ but someone would have to be right into it and be ready to fudge with it for however long it takes,
Thanks and Oh dear thatās screwed my plans ! I understand now itās not going to happen, it was just a thought.
I thought the game loaded modules differently so if I placed a bandit with his +1 shoulder padded standard leather armour in an area it didnāt matter because when the area loaded and the computer wanted to put him there it would check his inventory say āah yes this bandit needs +1 leather armourā and put the +1 leather armour from the override on him.
Iām going to go and shoot people in Cyberpunk now !
@4760 yes that is what the template is used for (as opposed to a blueprint).
Iāve never done it before and canāt vouch for it ā¦ but hey, be my guest :)
@Tsongo this is the GIT file for the Docks in the OC. Iāve highlighted the City Watchman (one of themā¦) you can see that he already has his āequipmentā on his instance.
and/or that their template resrefs have all been properly assigned ā¦
even so, the GIT files of the OC would then have to be redistributed ā¦ strikes me as an ungood idea ā¦ would be better to try it by script in each moduleās or areaās OnEnter ā¦ but like i said, tedious ā¦ tedious just to think about :\
4760 and KevL_sā¦ Thanks I thought the override ruled everything but obviously not and all this is way beyond me and would finish up with me reinstalling NWN2 because I wrecked it !
Maybe there is a sneaky way and that is to make all armour bits invisible. One MDB with invisible or non existant textures cloned for every single option. Then it wouldnāt matter who had them because they donāt exist. Then again it might finish up with people covered in red cubes saying missing texture or with question marks on them !
Feel free to tell me Iām being ridiculous and have absolutely no idea what Iām talking about because itās true !