Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Question on modding out clothes  (Read 395 times)

dwarfhoplite

  • Bay Watcher
  • Gentledwarves, prepare for Glory!
    • View Profile
Question on modding out clothes
« on: March 09, 2012, 01:44:40 pm »

I want to remove clothing other than armour from the game but I don't know what exactly to remove from the raws.
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Question on modding out clothes
« Reply #1 on: March 09, 2012, 01:47:57 pm »

the armor, glove, shoe, etc raw files.  You'll find ones like:
Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_SHIRT]
[NAME:shirt:shirts]
[UBSTEP:MAX]
[LBSTEP:0]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:3]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
This is clothing, although it's listed under the "armor" entry that's mainly so that it appears in the uniform screen in the "body" section.  Same for socks, they're not shoes but appear in the "footwear" section.  Though really, who's modding out socks?

If you remove an entry, also check the entity file and remove it there as well.  In fact you don't need to remove the items, you just need for no civilizations to produce them, so the entity file gets to the root of the issue.

dwarfhoplite

  • Bay Watcher
  • Gentledwarves, prepare for Glory!
    • View Profile
Re: Question on modding out clothes
« Reply #2 on: March 09, 2012, 01:54:49 pm »

So can I make them not produce certain items?

Oops I didn't read your msg not carefully enough. Thanks for help
« Last Edit: March 09, 2012, 02:05:09 pm by dwarfhoplite »
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Question on modding out clothes
« Reply #3 on: March 09, 2012, 02:05:45 pm »

Or you can make them start producing items.  I made masks common, now I get cat bone masks for my guards.  Most adorable killing machines ever.