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Clothing
Posted: Wed Jan 28, 2009 6:44 am
by danielmn
I've heard requests for clothing IG, in chat, in the forums, so here is your one chance to be specific about what you would like to see IG that we are missing currently. I will do the best that I can in accomadating requests, so what are you guys looking for?
Re: Clothing
Posted: Wed Jan 28, 2009 7:13 am
by jmecha
Cloaks of all shapes sizes and color, with matching hoods if possible. As of now the only place I know with a varity of cloaks for sale is the starting merchant.
Hats, all sorts of hats would be cool, and if possible the Tricone hat in any other color then red.
Monks really have few options for clothing on the serve other then friar tuck robes or the traditional NWN ninja pajamas which I think are silly looking. So anything for monks would be a big plus.
I will get back with more shortly.
Re: Clothing
Posted: Wed Jan 28, 2009 11:13 am
by hollyfant
- Belts.
- Accessories:
- Skin:
- bare hands
- short sleeves
- non-choking necklines
- Bare feet on all non-armours
- A way to know what things will look like before buying them: regular shop mannequins, or a specially limited 100% buyback fitting room.
- Torio Claven's dress, I don't care if my toon catches her death with it. Fashion demands suffering.
- Weapons visible on the character without needing to be in hand.
- Weight reduction on (all) small items.
- Scruffy and tattered clothes.
Re: Clothing
Posted: Wed Jan 28, 2009 11:33 am
by Kest
hollyfant wrote:A way to know what things will look like before buying them: regular shop mannequins
This is the better method.
This thread describes how to make them.
Re: Clothing
Posted: Wed Jan 28, 2009 12:28 pm
by johnlewismcleod
hollyfant wrote:[*]A way to know what things will look like before buying them: regular shop mannequins, or a specially limited 100% buyback fitting room.
[*]Weight reduction on (all) small items.[*]Scruffy and tattered clothes.[/list]
+1 My fellow had to quit wearing a bandana because it was too heavy to carry. Bandana's weigh the same as pot helms. Mine would likely be interested in looking good as well, but just cannot afford the "buy and see system" we have now.
It would be nice to see some stat/skill modifiers on some clothing as well...i.e.: charisma, diplomacy, intimidate, etc. modifers (up and down) associated with some apparel.
Re: Clothing
Posted: Wed Jan 28, 2009 5:29 pm
by danielmn
"Belts." I have found there are really only four models of belts, one of which ends up being a quiver. I'll do what I can.
"Weapons visible on the character without needing to be in hand"
Afraid there is very little I can do about that. Might want to put it in the suggestion thread. We have a belt model with a knife, I believe armour models with a scabraded/unscabarded sword, and quiver models. Very limited in this regaurd as to what I can do.
Re: Clothing
Posted: Wed Jan 28, 2009 7:30 pm
by AcadiusLost
Last I checked, the belt models do not appear on your PC when equipped. They look like they will in the toolset, but when you actually put them on in-game, nothing changes. Belt variations tooled as a part of armor or clothing will appear properly in-game, but they you're stuck with them permanently.
Similarly, we have both empty and full sword scabbards (just one model, looks like a bastardsword or a wide longsword) which are available as "hip" variations on clothing or armor; but again, this is not changeable in-game. So, if your armor has a sheathed sword on it's hip, you'll still be seeing it when you've got your actual sword drawn.
When/If Obsidian gives us the same sort of CopyObjectAndEdit() functions that appeared eventually in NWN1, we should be able to provide the illusion of dynamic gear VFX, but until then, we're stuck with the present arrangement.
Re: Clothing
Posted: Thu Jan 29, 2009 3:14 am
by Burt_Reynoldz_Mustache
First off, let me say Dan that I appreciate you helping us be a little bit more fashionable. I would suggest multicolored and styled boots. We currently only have brown boots and one pair of black. it would be nice to have dyed colors to help people match with their armors and such.
On that note, is there a way to have an IG clothes editor (tailor) in NW2 ALFA?
Re: Clothing
Posted: Thu Jan 29, 2009 4:22 am
by HEEGZ
Burt_Reynoldz_Mustache wrote:On that note, is there a way to have an IG clothes editor (tailor) in NW2 ALFA?
There are things on the vault, just don't know how compatible they are:
http://nwvault.ign.com/View.php?view=NW ... ail&id=125
http://nwvault.ign.com/View.php?view=nw ... ent_page=4
Re: Clothing
Posted: Thu Jan 29, 2009 4:33 am
by danielmn
Clothes editor is down the list for tech. AL has graciously volunteererd to help find a workaround.
Re: Clothing
Posted: Thu Jan 29, 2009 3:17 pm
by oldgrayrogue
Colors. Lots of Different Colors, especially for cloaks, hoods and boots. Oh and masks too.
As others have said an option to "try on" clothes, armor etc before buying them is sorely needed. Having to spend like 80% to 100% of the cost of an item to just see how it looks on your PC stinks. There are few things worse than plunking down all your hard earned gold on a new suit of magical armor and then discovering that you hate how it looks on your toon, or worse it just doesn't work with the character's style. With a low gold server it also effectively makes most of the wonderful items made by guys like Dan superfluous, as people won't buy them due to the gold penalty for trying them on.
Re: Clothing
Posted: Thu Jan 29, 2009 3:29 pm
by HEEGZ
It really wasn't that hard for me to toolset my own clothes and send the .erf to Vendrin. Took me about 30 minutes altogether. If you want something bad enough it's worth looking into, as I think making RP gear is one of the easiest things to do in the toolset. Both Curm and Vendrin were available to import the items, and I'm sure one of the other DMs would have as well. I'm sure we'd rather see Dan spend more time on locations, if a few people could do their own RP stuff, which is comparatively easier to do.
I use this plugin:
http://nwvault.ign.com/View.php?view=NW ... tail&id=12
If you have trouble with it, or want me to have a look at some RP gear for you feel free to PM me.
Re: Clothing
Posted: Thu Jan 29, 2009 4:23 pm
by Brokenbone
HEEGZ wrote:It really wasn't that hard for me to toolset my own clothes and send the .erf to Vendrin. Took me about 20 minutes altogether. If you want something bad enough it's worth looking into, as I think making RP gear is one of the easiest things to do in the toolset. Both Curm and Vendrin were available to import the items, and I'm sure one of the other DMs would have as well. I'm sure we'd rather see Dan spend more time on locations, if a few people could do their own RP stuff, which is comparatively easier to do.
There used to be a thread about this, highlighting the use of the
"Sin Plugin" and its "Item Laboratory" functions... much more pleasant to use than the toolset without the plugin, if your desire is clothing/armor etc. If clueless about how to use plugins, grab something like the "Don't Panic" guide to the toolset, it happens to feature use of SinPlugin in describing how to use a plugin, as well as how to get use out of the item laboratory.
Try it. Making your own stuff, DMs aren't fussed much about naming conventions on tags & resrefs typically. Making LOTS of stuff for say, the standard pallette, naming conventions are listed someplace... helps avoid accidentally having same name resrefs cancel each other out in conflicts.
Re: Clothing
Posted: Thu Jan 29, 2009 4:37 pm
by bartleby
AcadiusLost wrote:Last I checked, the belt models do not appear on your PC when equipped. They look like they will in the toolset, but when you actually put them on in-game, nothing changes. Belt variations tooled as a part of armor or clothing will appear properly in-game, but they you're stuck with them permanently.
Similarly, we have both empty and full sword scabbards (just one model, looks like a bastardsword or a wide longsword) which are available as "hip" variations on clothing or armor; but again, this is not changeable in-game. So, if your armor has a sheathed sword on it's hip, you'll still be seeing it when you've got your actual sword drawn.
When/If Obsidian gives us the same sort of CopyObjectAndEdit() functions that appeared eventually in NWN1, we should be able to provide the illusion of dynamic gear VFX, but until then, we're stuck with the present arrangement.
Is there no way to dynamicly change the a sheith via a spell like vfx effect triggered by an onequip and onunequip type check? I havent realy looked into the vfx maker too much so dont know how it works ...
Re: Clothing
Posted: Thu Jan 29, 2009 4:46 pm
by Wynna
Brokenbone wrote: ...DMs aren't fussed much about naming conventions on tags & resrefs typically.
Name (include the {}): {PC'sName}_ItemType_Specifics
Tag/ResRef: pcname_itemtype_specifics
Cuz I'm fussy (and I'll do it if you don't)
After creating, export: File/Export/ItemBlueprints/YourResRef
Thanks for learning to tool your own stuff. It frees builders up for building!