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Tristan wrote:

You seemed to get kind of fixated on the fact that the clay tatters had mud on it, so I will send the laundered version instead.

Only meant that I'd like to recycle it for a future mod, assuming someone else isn't already making it. Like a "Dirty Clay Tatters, -1 min armor, -5 max armor" sort of deal.

Tristan wrote:

My problem with "implementation" was not that I don't know how to make a mod like this, but that I'm just reluctant to override the retail armor templates. There are a lot of reasons for this, but I won't waste peoples' time with an essay.



[t:template,n:bd_ra_ro_m_g_c_089u6]
{
doc = "Gown";
specializes = base_body_armor_cloth;
[common]
{
pcontent_special_type = rare, unique;
screen_name = "Radiant Gown";
}
[defend]
{
armor_style = 504;
armor_type = a7;
f defense = 93.000000;
}
[gui]
{
equip_requirements = intelligence:54;
inventory_height = 2;
inventory_icon = b_gui_ig_i_a_pos_a7_056;
inventory_width = 2;
}
[pcontent]
{
[base]
{
f modifier_max = 176.000000;
f modifier_min = 18.000000;
}
}
}

...is what I mean. No textures are being overwritten outside a very few cases, which are almost entirely nitpicking. Like, this in-game texture is darker than the inventory icon, or otherwise similar nitpicks. As of right now, that only includes 1 thing, but it might expand to the shocking count of 6 rewritten objects. The only thing being redone is the template.