New Tailor is In, But Could Use Info from Players
Posted: Mon Jun 08, 2015 4:58 pm
What Just Happened
BG has opened a tailor in Ruqel (for those familiar with the place, it's the new building; for those not familiar with the place, a haberdasher/ modiste/ milliner/ cordwainer = shirts and trousers/ dresses/ hats/ shoes). I'll leave it to TSM and MS (who requested copies and I provided, but I did not replace any of their existing NPCs) to say when and where their tailors are going up.
If the new tailor proves to be stable on the three servers who took it over the next week or so, I'll also be replacing the tailor in Baldur's Gate city with the new one.
How it Works
This new tailor organizes itself as a conversation tree, like the one before, but does not use "next model" or "previous model" to cycle through outfits. It provides a list of the various options with names as best as I could estimate (though I admit that I used words like "skimpy" and "revealing" often; there doesn't seem to be a happy medium between preparing for winter in Westeros and asking strangers if they need a date).
A few notable differences...
1. There is no cancel button. Everything is reversable, of course, by just picking the old settings again-- but a cancel button would've risk duplicate items by a different avenue, which was one of the goals of this project.
2. You can fiddle with a color of a given setting many times with one popup. There is no need to click "OK" until you're happy with the colors you've picked.
3. You have the ability to pick sets of models in addition to single models.
4. You have the ability to pick "base" and "accent" colors to modify the colors of many models at once, but if you have not picked the other, it will just make it black until you do. (so if I were to, having never picked any coloration, set an "accent" color on my armor as red, the result would be black [never picked a base] and red [just picked it]-- if I then set a "base" color as white, the result would be white [just picked it] and red [my last selected accent]-- if I then set "accent" color as blue, the result would be white [my last selected base] and blue [just picked it].)
5. Helmets, gloves, belts, boots, and cloaks can be added to clothing and armor which don't have them. Just pick a visual type and then pick a model.
6. Helmets, gloves, belts, boots, and cloaks can be removed from clothing and armor which do have them if they're unwanted. There's just a conversation option for that.
7. Helmet, arm, belt, foot, and cloak base items can be forced to their default appearance with the "remove" option. On helmets, this is a droopy hat; on arms and feet, this is bare hands and bare feet; on belts and cloaks, this is the appearance of no belt or no cloak.
Obviously, DMs may pimpslap you if you use the above to violate RP, which is at their discretion, and the PA may pimpslap you if they give orders that you ignore. That's outside of the borders of my power, though I will respond to instructions from DMs/the PA if they're obvious (e.g. if a certain model is always wrong with a certain kind of item, I'll just take the option to pick that model away. The only traps I want to leave in my content aim at characters, not players)
A few notable things that are still broken...
1. Non-armor items with appearances (e.g. belts, hats) which have intentionally been modified to not show a model by removing the data structures for it (this is pretty common on BG) can't be fixed by either tailor system.
What I Can Use to Make It Better
Now because of the organization of this new tailor system, we have a much-stronger ability to filter and label options by who's talking to the tailor, but I am far from having a complete set of information. What I could use from players is information about when the options in the tailor don't match what you see on your PC. So, just post here, and provide...
1. The race and gender of the PC (e.g. Dwarf Male -- unfortunately, our stout friends have a pretty-limited model set)
2. What you picked (e.g. Core/ Style/ Buttflap)
3. What you got (e.g. default pants)
I figure that with a few passes at this, we can get those lists tidied up, and players won't have to sift through mountains of garbage.
If the request is to add a model, two possible options. If you can get the model to show for your race and gender in the toolset, post here with the numbers (e.g. "Padded Armor 1 on a Half Orc Female"); if the model isn't in the toolset, your quest becomes finding one, and that gets posted in the Custom Content Thread.
If you have non-bug comments to make, please post them here:
http://www.alandfaraway.info/phpBB3/vie ... =3&t=51537
BG has opened a tailor in Ruqel (for those familiar with the place, it's the new building; for those not familiar with the place, a haberdasher/ modiste/ milliner/ cordwainer = shirts and trousers/ dresses/ hats/ shoes). I'll leave it to TSM and MS (who requested copies and I provided, but I did not replace any of their existing NPCs) to say when and where their tailors are going up.
If the new tailor proves to be stable on the three servers who took it over the next week or so, I'll also be replacing the tailor in Baldur's Gate city with the new one.
How it Works
This new tailor organizes itself as a conversation tree, like the one before, but does not use "next model" or "previous model" to cycle through outfits. It provides a list of the various options with names as best as I could estimate (though I admit that I used words like "skimpy" and "revealing" often; there doesn't seem to be a happy medium between preparing for winter in Westeros and asking strangers if they need a date).
A few notable differences...
1. There is no cancel button. Everything is reversable, of course, by just picking the old settings again-- but a cancel button would've risk duplicate items by a different avenue, which was one of the goals of this project.
2. You can fiddle with a color of a given setting many times with one popup. There is no need to click "OK" until you're happy with the colors you've picked.
3. You have the ability to pick sets of models in addition to single models.
4. You have the ability to pick "base" and "accent" colors to modify the colors of many models at once, but if you have not picked the other, it will just make it black until you do. (so if I were to, having never picked any coloration, set an "accent" color on my armor as red, the result would be black [never picked a base] and red [just picked it]-- if I then set a "base" color as white, the result would be white [just picked it] and red [my last selected accent]-- if I then set "accent" color as blue, the result would be white [my last selected base] and blue [just picked it].)
5. Helmets, gloves, belts, boots, and cloaks can be added to clothing and armor which don't have them. Just pick a visual type and then pick a model.
6. Helmets, gloves, belts, boots, and cloaks can be removed from clothing and armor which do have them if they're unwanted. There's just a conversation option for that.
7. Helmet, arm, belt, foot, and cloak base items can be forced to their default appearance with the "remove" option. On helmets, this is a droopy hat; on arms and feet, this is bare hands and bare feet; on belts and cloaks, this is the appearance of no belt or no cloak.
Obviously, DMs may pimpslap you if you use the above to violate RP, which is at their discretion, and the PA may pimpslap you if they give orders that you ignore. That's outside of the borders of my power, though I will respond to instructions from DMs/the PA if they're obvious (e.g. if a certain model is always wrong with a certain kind of item, I'll just take the option to pick that model away. The only traps I want to leave in my content aim at characters, not players)
A few notable things that are still broken...
1. Non-armor items with appearances (e.g. belts, hats) which have intentionally been modified to not show a model by removing the data structures for it (this is pretty common on BG) can't be fixed by either tailor system.
What I Can Use to Make It Better
Now because of the organization of this new tailor system, we have a much-stronger ability to filter and label options by who's talking to the tailor, but I am far from having a complete set of information. What I could use from players is information about when the options in the tailor don't match what you see on your PC. So, just post here, and provide...
1. The race and gender of the PC (e.g. Dwarf Male -- unfortunately, our stout friends have a pretty-limited model set)
2. What you picked (e.g. Core/ Style/ Buttflap)
3. What you got (e.g. default pants)
I figure that with a few passes at this, we can get those lists tidied up, and players won't have to sift through mountains of garbage.
If the request is to add a model, two possible options. If you can get the model to show for your race and gender in the toolset, post here with the numbers (e.g. "Padded Armor 1 on a Half Orc Female"); if the model isn't in the toolset, your quest becomes finding one, and that gets posted in the Custom Content Thread.
If you have non-bug comments to make, please post them here:
http://www.alandfaraway.info/phpBB3/vie ... =3&t=51537