LAST_ACTION_HERO 说:
Have you tried " skeleton_bodies.xml " in the Data folder of the Mod?
kalarhan 说:
Remember to read the permissions thread to know what you can (and cant) do with VC for modding.
That file translates the body measures (bones) used in the models. Just as you mentioned it will affect the game (3D assets for characters like armor, etc).
remember that module_skins.py is also used (for example to control the scale for kids).
Thanks for the replies both of you. I've tried editing the
skeleton_bodies.xml file in the past, and maybe I'm not editing it properly, but changing the number values don't seem to effect any of the skeletons in game. In fact, if I'm reading these files correctly, I believe that Viking Conquest and Native share the same values. For example:
Native:
<Bone name="hb_abdomen" bone_mass="10"> <Bodies> <body type="capsule" radius="0.14" pos_x="-0.04" pos2_x="0.04" pos_y="0.08" pos2_y="0.08" pos_z="-0.03" pos2_z="-0.03"/> </Bodies> </Bone>
Viking Conquest:
<Bone bone_mass="10" name="hb_abdomen">
<Bodies>
<body radius="0.14" pos_x="-0.04" pos_y="0.08" pos_z="-0.03" pos2_x="0.04" type="capsule" pos2_y="0.08" pos2_z="-0.03"/>
</Bodies>
</Bone>
This is the case for all the other parts, thigh, spine, shoulder, forearm, etc. It would seem the only difference is the formatting, VC follows a more coherent and streamlined writing style. I have noticed that Viking Conquest's
skeleton_bodies.xml does include a section called
<Skeleton name="skel_human_reduced">, however, it has the same values as the regular
<Skeleton name="skel_human"> section:
<Skeleton name="skel_human_reduced">
<Bones>
<Bone bone_mass="10" name="hb_abdomen">
<Bodies>
<body radius="0.14" pos_x="-0.04" pos_y="0.08" pos_z="-0.03" pos2_x="0.04" type="capsule" pos2_y="0.08" pos2_z="-0.03"/>
</Bodies>
</Bone>
I'm guessing this might be for skeleton references for kids? I haven't looked into this in particular, and I'm reluctant to touch it.
That being said, how would I even change the values of VC skeletons to match those of Native, if they already share the same values? I thought I'd use the Native code or even the AWOAIF ones as reference to editing the VC bodies, but since they have the same numbers I don't think reducing or increasing them would help?
How much of this is reliant on the python scripts? Would I have to edit those alongside the
skeleton_bodies.xml to see actual change in game? I'll read through the guides relating to the Module System, but knowing what it does specifically beforehand could help give me an idea of what to look for.
I'm assuming it's not as simple as just changing the numbers around in
skeleton_bodies.xml, as I can't see any physical changes. Might there be something else? For example, the way the facial textures are mapped onto the head models are also different, Native and VC have different structures that trying to use one texture for another results in everything looking displaced and wrong. I could just be saying completely wrong things due to my lack of knowledge, but after editing around for a couple of hours nothing has actually changed in-game.
Otherwise, I'll try my best hand at following any advice and fiddling around with editing/learning things, and ask anymore questions I haven't already found the answers to. There's just a lot to read with various guides that may or may not be relevant to what I want to mod; it's all very fun and interesting but also intimidating. Once again, I appreciate the responses.