The problem is that (with Monsoon's skrit for sure, and I think most others I've seen have the same problem) the armor must be put on to trigger the drop skrit. That requires there be a valid mesh for the character wearing the item.
What I've done before is add a tiny box that takes the texture for the armor and place it inside the character body where it can't be seen. It has to be weighted to a bone so that it doesn't fall out. Then that mesh is saved as every one of the required meshes (one per armor type, helmet type, boot type and gauntlets too) so you have 7 + 50 + 2 + 2 = 61 new identical copies. The naming key has to match, etc.
I think I feel a tutorial coming on. Once I've written it, I'll post a link here.
In the meantime, I'll see if the dog mesh can be imported into Siegemax without breaking it. If I can, I'll add the box and send it to you.
The problem is that (with Monsoon's skrit for sure, and I think most others I've seen have the same problem) the armor must be put on to trigger the drop skrit. That requires there be a valid mesh for the character wearing the item.
What I've done before is add a tiny box that takes the texture for the armor and place it inside the character body where it can't be seen. It has to be weighted to a bone so that it doesn't fall out. Then that mesh is saved as every one of the required meshes (one per armor type, helmet type, boot type and gauntlets too) so you have 7 + 50 + 2 + 2 = 61 new identical copies. The naming key has to match, etc.
I think I feel a tutorial coming on. Once I've written it, I'll post a link here.
In the meantime, I'll see if the dog mesh can be imported into Siegemax without breaking it. If I can, I'll add the box and send it to you.
Abstraction site
Dungeon Raider