Re: Hero characteristics... [message #46859 is a reply to message #46853] |
Sat, 01 November 2008 10:24 ![Go to previous message Go to previous message](/forum/theme/default/images/up.png) ![Go to next message Go to previous message](/forum/theme/default/images/down.png) |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Jasmer wrote on Sat, 01 November 2008 11:34 | I'd like to know what values will ultimately leave my maxed out hero with a pleasantly muscular appearance while still retaining the ability to turn his head, lift his arms up past his shoulders, and tie his shoes.
| You could use B-Morph, I suppose. You'd want to make bone the Hero tall bone file and the Hero strong bone file a list of 1s. The Hero is actually a decent, average size, his bones make him look the starving kid/hulkinator. What I would do instead is simply delete the bone morphing in the CHeroMorphDef, no bone morphing means no skinny/fat/berserk/superman sizes, just medium.Jasmer wrote on Sat, 01 November 2008 11:34 | I'd also like to eliminate some of the alignment-based physical changes.
| Tattoos, I think you are referring to the blue markings gained from will. That's not an alignment thing, but it can be taken care of just as easily. CHeroMorphDef, all the way. Anything labeled evil, good, light, dark, tan, antitan, will, bright, bad, whatever, these will all be textures in the CHeroMorphDef, where you got rid of the butterflies and magical sunbeams and etc. and so on. Horns and hair are a different and stupidly irritating matter. You'll have to go through each hair style, open up its CAppearanceModifierDef, and delete the entries in the array that indicate which model to use for what alignment rank. Do the same with the horns and you're done.
If you want to keep the age morphing, be careful not to get rid of that in the CHeroMorphDef textures, otherwise, go trigger happy with that Del button.
Additional note: The stuff that I quoted, that's all you had to say.
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