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removed helmet mod

GeSms5499's picture

hey guys, I love playing ds2 n bw for years, but I don't like the helmet to cover my character's handsome face.
is it possible to make a mod to let helmets look invisible when playable character wearing them?

looking at components.gas from ds2 I see the following

[t:component,n:aspect]
{
	doc = "Runtime visual representation for an object";
	required_component* = placement;

// Options.

	// rendering
	[is_visible]				{  type = bool;			default = true;					doc = "Is this object visible (does it render)?";  }
	[lodfi_upper]				{  type = float;		default = -1.0;					doc = "Upper bound for level of detail for items - will always render if object detail level higher than this (set -1 for critical/global)";  }
	[lodfi_lower]				{  type = float;		default = -1.0;					doc = "Lower bound for level of detail for items - will not render at all if object detail level lower than this";  }
[force_no_render]			{  type = bool;			default = false;				doc = "Force this object not to render, but do everything else"; }

force_no_render is false, not sure if it true for armor or not but must be since it is showing
is_visible = false would work as well but not sure if the stats would be active?
the lodfi could be tweaked too but would try the other 2 first...im not an armor expert like Bare_Elf so maybe she can tell us more if the hidden helmet can be done without a alpha graphic

GeSms5499 wrote:
hey guys, I love playing ds2 n bw for years, but I don't like the helmet to cover my character's handsome face.
is it possible to make a mod to let helmets look invisible when playable character wearing them?

Helmets tend to be a bit more difficult to make invisible than body armor because helmets are more of a head replacement than an additional layer as is body armor (alpha channel). There are three possible routes you could take.

1. Try Darkelf's suggestions first. If that does not work then.
2. You could replace each helmet graphic with one of the character's Head. This would be cumbersome because there are at least 6 race/sex types and each has at least 3 skin colors.
3. You could also attempt to make the Adepts Type head gear work with the standard DS2/BW Characters and pick those helms.

I myself never use any kind of head gear. I make gloves and boots stronger to compensate for the lack of helmet. This is far simpler as it only requires modifying the stats of the glove and boot templates.

Elf

That part would probably be the hardest. The helmets, as bare_elf stated, are head meshes and helmets together, with the character's face on the skin part of the texture. But that goes for the player and any NPC as well. When anyone puts on the helmet, they get a total head replacement, and only retain the face texture they had.

Each race can have a separate mesh, I think, so dwarves can keep their beards, and so on, but anyone of the same race and gender as the player would be affected by an invisible helmet.

My Succubus queen was a separate race, so she could have circlets for helmets, and not affect anyone else. Making your character a new race (with all the naming key hassle etc.) would work, but that's a huge amount of work.

i will do a test run with a modified amr_bases.gas to see if my ideas work, since that file would be the easiest to change and override all helmets to appear in the game without modifying each class helmet.

edit - seems
is_visible = false;
force_no_render = true;
lodfi_lower = .3;
lodfi_upper = .5;

didn't change anything so guess only way would be to hide the mesh of helmet in skrit like this -

// Hide the helmet
Go helmet$ = owner.Go.Inventory.GetEquipped( ES_HEAD);
if( helmet$ != NULL )
{
helmet$.Aspect.SSetIsVisible( false );
}