Removal - remove all arm/leg parts with one click.
i also rearranged the conversation slightly, as it made more sense to me this way.
oh, and the two cost scripts have base price and base multiplier variables you can change if you should want to inflate the prices of the resultant clothing.
oops, i also tampered with the base clothing name to shorten it.
Update: 9/10/2005 fixed studder typo and added tlr_reset script to reset the default clothing
Update: 11/08/2005 added copy TO other side option under individual parts.
the tailors are mainly used for open or vault social servers for people to noodle around with making custom clothing. so the cost thing isn't really used in general practice, and i just threw it in for people with open servers whose players tend to have 5000000 gold on them all the time.
you can customize it for your purposes, of course. i dont really see it as that big of a feature to mess with variables on the npcs and such.
as for the helms... HAH! i was looking at the lilista custom crafting on those, and um.... yeah, where's bloodymisclicks?? he'll do that! (not me, buddy. i dont even understand those 2da things. remember, *I* didnt do all that 2da readin, MANDRAGON did. get him!) ::runs away::
Just finished toying with this and a few things sprang to mind. Why not take this:
[Code] int BaseCost = 0; //-- change to raise prices
float BaseMultiplyer = 2.0; //-- milamber's default
[/code]
out of: "tlr_copycost", and "tlr_buycost"
I'd either stick 'em in "tlr_include" or cause it to look for variables on the NPC's Like so:
[code] int BaseCost = GetLocalInt(OBJECT_SELF, "TLR_BaseCost"); //-- change this to raise your base prices.
float BaseDivider = GetLocalInt(OBJECT_SELF, "TLR_BaseDivider"); //-- mil default
[/code]
That way it'd be a lot more flexiable as you could change it on each model. Just set that on the default models and no one oughta really notice, unless they try to change it around to adjust values and such.
Any chance you'd be inclined to expand this a touch to work with helm's also? _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster.
As far as I know, the chest is not needed for the actual modeling, but was only built for security reasons. Not sure how it works though, it's what I was told when I built with the original script.
milambus' original readme says you need the chest. but as far as i can tell the chest is not used, so ignore that part. just paint down the tailoring models.
you can install this on top of your mil tailor, or by itself. i did include the original scripts.
Posted by Sneltrekker ( 217.136.xxx.xxx ) at 2005-10-03 14:53:18
you need original Milambus script and install this on top on an already Milambus mod?
or don't need the orig files?
Posted by athelu ( 65.164.xxx.xxx ) at 2005-09-28 06:37:52
Just imported this and i am not seeing the clothing editor either. Please respond.
Posted by athelu ( 65.164.xxx.xxx ) at 2005-09-27 13:23:35
Just imported this and i am not seeing the clothing editor either. Please respond.
In the readme text file, it says to place a chest with the name ClothingBuilder that is suppose to be in the custom palette. It's not there. Should it be or is it no longer needed?
Posted by DazLa66 at 2005-09-16 19:07:02 Voted 9.50 on 09/16/05
Best clothing customiser i've come across so far, so easy to use. and the fact u get to see what you've created on the model before buying it pure genuis. Will definatly be using this in my mod thumbs up all round.
Posted by DazLa66 at 2005-09-16 19:06:44 Voted 9.50 on 09/16/05
Excellent stuff, so easy to use and love the way u get to see your creation on the model before deciding to buy. Definatly be using it in my mod. thumbs up all round.
thanks draco (he's in the score comment box; dontcha hate that?), and shad; i'll look at those mistakes and post an update.
and yep, according to draco, it just reads your 2das, so whatever clothing you got, it does. milambus is a genius! (*I* did NOT do it! i just tinkered a little on the corner of the great masterpiece.)
thanks draco (he's in the score comment box; dontcha hate that?), and shad; i'll look at those mistakes and post an update.
and yep, according to draco, it just reads your 2das, so whatever clothing you got, it does. milambus is a genius! (*I* did NOT do it! i just tinkered a little on the corner of the great masterpiece.)
Posted by dracoferox at 2005-09-06 20:05:04 Voted 9.50 on 09/06/05
@69 Yes thats the beauty of this script, it looks directly in your 2da's to know what clothes parts theres available, so basically you have nothing to do. Just import, build and you're ready to go. Excellent stuff :)
@ Bloodsong: Theres a missing script on the "Reset to original appearance" dlg branch. Thats minor, excellent add-on to an already excellent system. Thanks a lot you Bloodsong & Milandus (damn can't spell it either :p )
If you ever look for improvement suggestion, I would love to be able to give cost values or multipliers to chosen colors or body parts. Thanks guys!
Posted by 69MEH69 ( 69.38.xxx.xxx ) at 2005-09-06 18:19:39
This is compatible with CEP? Is it fairly easy to include other added clothing content? Please excuse my ignorance, it is the first time seeing this available but I do believe I have seen it in action on various PWs.
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