Beast Race Armors
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Beast Race Armors
I haven't been here long, so I don't know if this has been mentioned, but maybe we could put some armor in TR that accomadates Argonians and Khajiit. For instance, boots that Khajiit could wear, or closed helms for Argonians. Sorry if this has already been mentioned before.
EDIT: These of course would only be found in small quantities, and mainly in southern Morrowind (tear maybe?)
2nd EDIT: Sorry, just thought of this, maybe greaves that have some sort of armor near the tail?
EDIT: These of course would only be found in small quantities, and mainly in southern Morrowind (tear maybe?)
2nd EDIT: Sorry, just thought of this, maybe greaves that have some sort of armor near the tail?
- Negrodomous
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- Stumpytheguar
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Im not keen on the idea of beast feet since they wouldnt want them, would they? Its just like hobbits in generic RPGs, they have no real need.
However on the subject of helmets, I would quite like to see closed helmets. It would be purely a modelling problem...you make it to the shape of the Argonian/Khajiit head and set it as an open helm. It would look so silly on most players that they wouldnt use it. However, for the Argonians themselves it would make great NPC armor.
It might be an idea, if we do make a few, to leave the jaw part open. After all, teeth are a good weapon.
However on the subject of helmets, I would quite like to see closed helmets. It would be purely a modelling problem...you make it to the shape of the Argonian/Khajiit head and set it as an open helm. It would look so silly on most players that they wouldnt use it. However, for the Argonians themselves it would make great NPC armor.
It might be an idea, if we do make a few, to leave the jaw part open. After all, teeth are a good weapon.
- Stumpytheguar
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In addition to being completely wrong, that had nothing to do with the topic. But thanks for your input anyway, I'm sure it will be put to good use.nakai wrote:actually there are some argonians who say in there greeting they want some shoes
Headgear for argonians/kajiits would be nearly impossible to create and you know it, simply because it would have to also fit the non-beast races in a somewhat logical fashion. The difference in skull shapes simply makes modeling such a helmet too akward.
If someone wants to prove me wrong, go ahead, but I sincerely believe that nothing will ever work well enough to pass review.
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- Stumpytheguar
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One of the major problems of Firstguard armour is that although scripts were written in an attempt to allow only beast races to wear them, the scripts... never worked.
I even tried to fix them myself, and found it to be beyond my abilities. Unless you've got a great plan, I'm gonna have to go ahead and say that this concept goes nowhere.
I even tried to fix them myself, and found it to be beyond my abilities. Unless you've got a great plan, I'm gonna have to go ahead and say that this concept goes nowhere.
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1 they do in the voice greeting(not in the text)Stumpytheguar wrote:1 In addition to being completely wrong, 2 that had nothing to do with the topic.nakai wrote:actually there are some argonians who say in there greeting they want some shoes
2 I was replying to jales post who said beast races didnt need any shoes
Looks funny on non-race members?
Personally, I don't really see that having an open-faced helmet looking silly on non_argonians would be a problem. There would be people who'd wear it as a novelty (fashion fad?) and there would be people wearing it because they have no better armor available. Better a funny-looking helmet than no helmet at all when you run upon that cliffracer...
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Hmm. The scripts should be almost trivial. The players race can be accessed easily as a global that gets set based upon it at character generation. You use a state local that starts at 0 and on the first frame sets state to 1 if the player can wear the helm and -1 otherwise. If state == -1 you display a message when OnPCEquip == 1 and force unequip the item. If state == 1 you do nothing...and have it function normaly.
There is one more concern, and that is how to make an argonian/khajiit equip a helm in the first place. If you have to edit the ini file you're out of luck (at least as far as TR is concerned). I don't know much about makeing the objects themselves, so maybe you can just decide this in the reference box for the armor/clothing.
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There is one more concern, and that is how to make an argonian/khajiit equip a helm in the first place. If you have to edit the ini file you're out of luck (at least as far as TR is concerned). I don't know much about makeing the objects themselves, so maybe you can just decide this in the reference box for the armor/clothing.
-Starcrunch
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If the helm is made as an open helm, then argonians and kajiits will have no problem auto-equipping it (so long as it fits their highest armor skill, just like every other NPC in the game).
Keep in mind however with your scripts that even if you force unequip, there will still be that fraction of a second in which it is equipped during which the game crashing mesh stretching will occur. I am not as poor a scripter as you seem to think I am, and I'd tried that exact strategy with the Firstguard armour mod. It won't be too bad on the helms, as you'd just barely see it flicker on the player model for a moment and then dissapear, but on any pair of argonian tailored boots, the story is over.
Keep in mind however with your scripts that even if you force unequip, there will still be that fraction of a second in which it is equipped during which the game crashing mesh stretching will occur. I am not as poor a scripter as you seem to think I am, and I'd tried that exact strategy with the Firstguard armour mod. It won't be too bad on the helms, as you'd just barely see it flicker on the player model for a moment and then dissapear, but on any pair of argonian tailored boots, the story is over.
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Of course just make it a misc. item when not in the players inventory (this means the display info will be slightly off when the cursor passes over it).
1.) It starts as a misc. item.
2.) Player picks it up and is the right race change to a helmet.
3.) Player puts it down change to misc. item.
This means no NPC can wear it except perhaps for specific ones that you exempt via scripting (easier to do from a script on the NPC in question).
-Starcrunch
1.) It starts as a misc. item.
2.) Player picks it up and is the right race change to a helmet.
3.) Player puts it down change to misc. item.
This means no NPC can wear it except perhaps for specific ones that you exempt via scripting (easier to do from a script on the NPC in question).
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