1. no, thats in the same school as the drow 2. yes that would be posible but it wouldn't have a beard (NPC only) 3. I guess so, its only the addmesh you'd have to mes with
Oh well, I might have to drop this one :-( Thats fine for what I have in mind. I'll experiment. Thanks, Charles
RE: 2. how you'd do this is in the size colum (6?) you'd make it about 200 give or take, then in the model colum you'd use the dwarfs model (I can't remember off the top of my head but you can find out by checking the dwafs line in the protos) and in the race colum you'd call it and elf. you'd get a few small problems with it tho, the hair wouldn't quite fit and some clothings and armour wouldn't quite fit either because it will use the ones for the elf not dwarf.
Hey, I'm reviving this topic... I was wondering if it's not possible to do subraces scriptwise... It may be unrealistic but if one would add a race manager on Allyx's shopmap? There the guy (signpost, whatever) would check the characters race and ask (make a simple convetsation) what subrace (s)he wants to choose. Then he would apply the bonuses as well as experience penalties (i.e. making a command if the player chooses to be a dark elf for example, the manager'd give him/her a dark elf mask, game.party[x].stat_base_set(stat_experience,-3000) penalty plus an undroppable item giving the character spell resistance (it may be written into the mask's properties) along with spell-like abilities or (if there's a way) adding it to the character by means of scripting... I know there would be no meshes and no favoured classes (hmm or is it possible to change that too?) but we'd have subraces, and that sounds reasonable, or doesn't it?
A drow mask that was 'buffed' with the necessary properties is both doable and a very goood idea. The only drawback I see is if the person wants to use that slot for a headband of this or that.
I have played one module in NWN supporting subraces so the idea came from there. However they did it by giving an item to the inventory which gave the character possibility to cast darkness (i think it was darkness, etc.) Maybe someone could script such a thing, and the mask option would be worn only if the player want no helmets for his drow? There is one problem however... Drow spell resistance changes by one every level, how would we do that?
Hmmm... a different mask for each level? Cumbersome, but the easiest way. Otherwise just stack the spell resistance bonuses, but since the game calculates these things on the fly, a party of 8 15th level Drow dukin' it out with Zuggy would have 120 stacked bonuses to calculate each time she cast a spell (well, a resistance-relevant spell). Would almost certain cause performance issues, albeit minor ones.
Is there anyway to script the "mask" to check for the character's level and then apply the appropriate spell resistance from there? Also, what's to stop players from passing the masks around, or putting them all on one character (and what would happen if they did?)
Yes, but thats what I meant by stacking them: each addition would not obliterate the previous one (afaik, based on Darmagon's research if I am reading him correctly). The OIF_NO_DROP flag I think it is: it was added to the tattoos a while back for similar reasons.
Humble NPCs breaks this flag. With it on, I was able to pass tattoos to my crafters to get them upgraded.
Hmmm, thats right. Well there u go: if people want to pass the Drow masks around, they'll find a way. Well, it shouldn't stop us from doing the mod.