Hello There, Guest! Login Register


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Bald Characters
#1
Hello fellas,

I installed the MTG mod for additional species, and I can create all the races. The only thing I didn't do was modify the skills.iff to give racial attributes (hopefully, this isn't where my problem lies). However, all of my characters are bald, regardless of the hair style I choose during creation and ID cannot change their hair styles either. 

The error that shows in the log is: Core3[4677]>> (668 s) [ImageDesignManager] ERROR - hair object/tangible/hair/human/hair_human_male_s09.iff is not compatible with this creature player object/creature/player/human_male.iff


I made no change to the .lua's or .tre when I imported them into my server. That being said, is there an easy fix that you guys know of for this?

Thanks in advance,
 
Reply
#2
(2017-06-23, 08:19 PM)systems1 Wrote: Hello fellas,

I installed the MTG mod for additional species, and I can create all the races. The only thing I didn't do was modify the skills.iff to give racial attributes (hopefully, this isn't where my problem lies). However, all of my characters are bald, regardless of the hair style I choose during creation and ID cannot change their hair styles either. 

The error that shows in the log is: Core3[4677]>> (668 s) [ImageDesignManager] ERROR - hair object/tangible/hair/human/hair_human_male_s09.iff is not compatible with this creature player object/creature/player/human_male.iff


I made no change to the .lua's or .tre when I imported them into my server. That being said, is there an easy fix that you guys know of for this?

Thanks in advance,

You need to remove the validity check in the ImageDesignManager.cpp and PlayerCreationManager.cpp files. Basically, SWGEmu as coded only allows a particular hair model to be assigned to a single racial template because of that check; remove the check, and the hair will work as expected.
 
Reply
#3
I noticed with the species release some are having a hard time stat migrating either get -600 points or bars freeze was that intended on the beta release? or any works around for the attribute levels exceeding when stat migrating.
 
Reply
#4
(2017-06-23, 09:00 PM)Halyn Wrote:
(2017-06-23, 08:19 PM)systems1 Wrote: Hello fellas,

I installed the MTG mod for additional species, and I can create all the races. The only thing I didn't do was modify the skills.iff to give racial attributes (hopefully, this isn't where my problem lies). However, all of my characters are bald, regardless of the hair style I choose during creation and ID cannot change their hair styles either. 

The error that shows in the log is: Core3[4677]>> (668 s) [ImageDesignManager] ERROR - hair object/tangible/hair/human/hair_human_male_s09.iff is not compatible with this creature player object/creature/player/human_male.iff


I made no change to the .lua's or .tre when I imported them into my server. That being said, is there an easy fix that you guys know of for this?

Thanks in advance,

You need to remove the validity check in the ImageDesignManager.cpp and PlayerCreationManager.cpp files. Basically, SWGEmu as coded only allows a particular hair model to be assigned to a single racial template because of that check; remove the check, and the hair will work as expected.

When you remove the checks make sure it is just the checks that is being removed. I used meld to compare the files. Although be careful SWGEmu have done a lot of changes to the .cpp side over the last few months so the files may differ slightly to the ones Halyn included in his mod. If you change the wrong thing the file can still compile but you could still end up with bald characters. Also point to note the changes will only effect new characters existing characters will continue to be bald. I haven't be able to get them to have hair even after being ID'd
 
Reply
#5
Thanks for the reply guys. I attempted to disable the validation section for hair in the two .cpp files, but it may take me a few tries to find the right ones heh. Hopefully I can get this working soon, and from then on out, I'll probably just add simple things like houses lol. 
What is the "meld" you mentioned?
 
Reply
#6
on the zonamdev build under applications menu > development... you will see meld. it allows you to compare to files side by side and copy certain changes across
 
Reply
#7
Alright Guru Guys, 

I've tried this past week or so to disable the verification commands in the .cpp, but regardless of how or what I disable, I get many Min / Max errors in the ID and playercreation .ccp. Even when I revert the changes back to their original text, the errors remain. I have to copy/paste a fresh .cpp in to get my build working correctly.

I am using a "//" to disable the lines; is that correct? I've seen other lines defaulted like that and assumed it disabled the command. Also, is it only the lines with verify that I need to disable? Or are there other lines associated with that command that doesn't have the word "verify" in them? 

Thanks for helping a noob,
 
Reply
  



Forum Jump:


Browsing: 1 Guest(s)