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I have been looking at the templates for the armor that I have been having issues with. I compared first the templates
From DS2BW_Adepts_Logic_Beta_1q with DS1_Mod_Content_Beta_23 and could find no templates that had the same name. So there should not be any conflict, and in any case since the files of the Legendary Map Pack have no priority and Adepts has maximum priority anything that existed in both places would be overridden by the Adepts file.

I did note in the gui section of the templates the line equip_slot = es_chest. This line has no bearing on the issue, it is just unnecessary it can be left in, removed or commented out with no change on how the body armor is applied to either a standard character or a cat mansion character. You can take this as fact from someone who has been making body armor for the last ten years regardless
of what any documentation might say.

I looked at a majority of the armor images in both Adepts Resources version H and DS1_Mod_Content_Beta_23 and could not find anything out of place such as missing alpha channels or alpha channels that where the wrong color.

I am going to try a standard character and see what occurs

Elf

UPDATE

I ran a standard character in broken world on MyTestWorld and picked up all the armor that was not working with my adepts characters and all of them worked. From this I am forced to believe that the problem exists in Adepts.

:ELF:

UPDATE 2

Just to make sure that there was nothing in the legendary Map Pack that was causing this I removed all references to DS1 armor from DS1_Mod_Logic_Beta_24 and DS1_Mod_Content_Beta_23. Next I started a game of adepts and discovered that the DS1 armor that I was having issues with where all still there. From this I have to assume that the problem is in fact a problem with Adepts and not the legendary map pack. I could be wrong but it seems to me that if one mod does not contain the offending armor and the other one does then the one that does is broken.

Elf