The Keyring mod for Black Gate includes a files called "avatar_data.txt" which seems to be how it sets up additional portrait options. I was wondering if a modified version of this file would work for Serpent Isle? One could add more frames to the avatar portraits in FACES.VGA, but I'm not sure it'd work as well, since the face is effectively changed when one gets a tattoo. Does Exult just change the face id and retain the frame number when a tattoo is gained or is more going on?
UPDATE
I rediscovered the Avatar Pack at Seven Towers, the same guy who hosts the Keyring mod and SiFixes. Instructions are to place specific files into the
"patch" directory of the Serpent Isle install. Cool. Running an un-modded Serpent Isle, I get the new face options; but running SIFixes apparently doesn't see the patches.
Even so, I've basically figured out what I can do to 'expand' the SiFixes mod.
1. Export the individual shapes from the .VGA files in the patch folder
2. Run SiFixes, load Studio, and import those shapes into the correct .VGA file while paying attention to the index numbers.
3. Copy the avatar_data.txt from the patch folder to the mod's data folder.
As for the Tattoos, here's the structure of how the pack sets up avatr options...
:skin/sex/shapenum/nakedshape/facenum/faceframe/alterface/alterframe/copydata
That "alterface" and "alterfrmae" appears to be what points to the tattoo'd face.
So Work in Progress, and I'll have to see if I actually need the bodies.txt and paperdoll_info.txt files. They DO exist in the Keyring mod, which includes the Avatar Pacl, so yeah, probably do need them... couldn't hurt right? =]
More Avatar options for Serpent Isle- possible?
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Re: More Avatar options for Serpent Isle- possible?
From a quick look, Face 0 is the un-tattooed face, and Face 299 is the tattooed version. I'd imagine the Usecode that calls the face up takes into account the gflag if the tattoo is done and sets the face appropriately in conversation. Possibly using the avatar_data.txt for modded games?