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Author Topic: How to: varying hair lengths on lion men and other simular creatures alike?  (Read 787 times)

Lioneez

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Well im kinda new to modding and I dont really have a clue how to add stuff, my current interest is in adding hair to humanoid entities to make them more distinct, problem is I have no clue how to go about it since hair has a length element and color in the normal races but for creatures like Jaguar man and Loin man the dont even have hair which is actually fur, so if I just make them have a variety of hair length for example how can I make sure its not across their entire body?
could anyone help me tackle this?
« Last Edit: April 29, 2020, 08:25:53 am by Lioneez »
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Iä! RIAKTOR!

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Re: Quick question about adding elements in raws to humanoid enteties
« Reply #1 on: April 28, 2020, 05:00:55 pm »

This is strange, if reptiles and spiders will have hair.
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TomiTapio

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Re: Quick question about adding elements in raws to humanoid enteties
« Reply #2 on: April 28, 2020, 06:25:36 pm »

Could change subject line to "How to: varying hair lengths on lion men?", good subject line summons skilled modders.

Dwarves have:[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS] which puts hair.
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES] which puts beard.

------
It's stuff like
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
   [ADD_TISSUE:CHEEK_WHISKERS:CHEEK_WHISKERS_TEMPLATE]
   [ADD_TISSUE:CHIN_WHISKERS:CHIN_WHISKERS_TEMPLATE]
   [ADD_TISSUE:MOUSTACHE:MOUSTACHE_TEMPLATE]
   [ADD_TISSUE:SIDEBURNS:SIDEBURNS_TEMPLATE]

[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
   This command creates tissue layers using tissue token HAIR on every bodypart that has category HEAD.  Categories are strings you type up in the bodypart raws.  The number is a thickness.  You can also place a position or relation token after the thickness, but it isn't required.  You can put multiple tissue layers in each command.  Each one starts with a group token (BY_CATEGORY, BY_TYPE, BY_TOKEN).
   [BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:TOP]
   [BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:BACK]

[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
   [BP_LAYERS:BY_CATEGORY:HEAD:MOUSTACHE:1:BELOW:BY_CATEGORY:NOSE]
   [BP_LAYERS:BY_CATEGORY:HEAD:CHIN_WHISKERS:1:BOTTOM]
   [BP_LAYERS:BY_CATEGORY:CHEEK:CHEEK_WHISKERS:1]
   [BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:1:IN_FRONT:BY_CATEGORY:EAR]

tissue layer stuff is not easy.
--------
From the YAK wool giver:

   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
   [TL_COLOR_MODIFIER:BLACK:1:BROWN:......:1]

         [TLCM_NOUN:wool:SINGULAR]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
            [APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
            [APP_MOD_DESC_RANGE:10:50:100:150:200:300]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:.....UPE_PALE:1:TAUPE_SANDY:1]
         [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]
« Last Edit: April 28, 2020, 06:30:15 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Lioneez

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Re: Quick question about adding elements in raws to humanoid enteties
« Reply #3 on: April 29, 2020, 08:25:02 am »

Could I get a template on how I edit that? for example, here is the raw for a Leopard gecko man:
Spoiler (click to show/hide)
how do I edit that for example to have them have head hair cuts? if I can get an example I can tweak some races to have specific hair to give them more individuality among each other as rare as some of them are, I also want to tweak one race like these once to form in big groups similar to some of the Ork races in 40k which are just there to be annoying and keep me on guard since I assume when they will enter the map there wont be a "Siege" indicator because they are beasts which should make things interesting?
but back on topic, can someone give me a Raw example of how I add head hair verity in some humanoid creatures? pretty please, I want that to make some artwork and have more interesting stories
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TomiTapio

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First, make the gecko man a stand-alone creature, not a copy-tags from othercreature. It'll be easier and simpler.

After the BODY tag of the gecko man, or at the end of the copy-tags geckoman,
put
   [USE_TISSUE_TEMPLATE:HAIR:HAIR_TEMPLATE]
      [TISSUE_NAME:super cool long hair:NP]
and
[BODY_DETAIL_PLAN:MYGECKOMAN_HEAD_HAIR_TISSUE_LAYERS].


in file b_detail_plan_default.txt , put
[BODY_DETAIL_PLAN:MYGECKOMAN_HEAD_HAIR_TISSUE_LAYERS]
   This command creates tissue layers using tissue token HAIR on every bodypart that has category HEAD.  Categories are strings you type up in the bodypart raws.  The number is a thickness.  You can also place a position or relation token after the thickness, but it isn't required.  You can put multiple tissue layers in each command.  Each one starts with a group token (BY_CATEGORY, BY_TYPE, BY_TOKEN).
   [BP_LAYERS:BY_CATEGORY:HEAD:HAIR:5:TOP]
   [BP_LAYERS:BY_CATEGORY:HEAD:HAIR:2:BACK] with any length numbers you like.

This should give hair to the geckomen. I am not the best modder when it comes to body parts, bp_layers, and tissues.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Lioneez

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I dont really understand what you mean by:
Quote
First, make the gecko man a stand-alone creature, not a copy-tags from othercreature. It'll be easier and simp
I am really new to modding, so I kinda need a dummy guide for it because im conflicted between editing the Raw the info is stored in and just creating a new txt file for the creature which will leave me with the headache of how I implement that into the world im playing in, hence why I asked for:
Quote
Could I get a template on how I edit that? for example, here is the raw for a Leopard gecko man
basically I need an easy step guide on how to tackle this and I will probably make a thread about how it can be achieved for people to mod creatures with more ease
but to the point, how do I make the gecko a standalone creature?
« Last Edit: April 29, 2020, 03:52:36 pm by Lioneez »
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TomiTapio

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By adding the things the "man" version of the creature commanded, to the gecko.

Code: [Select]
[CREATURE:TOAD]
[DESCRIPTION:A squat amphibian with leathery skin, found in relatively dry areas.]
[NAME:toad:toads:toad]
[CASTE_NAME:toad:toads:toad]
[CREATURE_TILE:249][COLOR:2:0:0]
[PETVALUE:10]
[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]
[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]
[NATURAL][PET_EXOTIC]
[NOT_BUTCHERABLE]
[BIOME:ANY_POOL]
[POPULATION_NUMBER:250:500]
[PREFSTRING:beauty]
[BODY:QUADRUPED_NECK:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[SWIMS_INNATE]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:200]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:2:3]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[NOCTURNAL]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:DARK_GREEN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

[CREATURE:TOAD_MAN]
[COPY_TAGS_FROM:TOAD]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:toad man:toad men:toad man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:toad woman:toad women:toad woman]
[SELECT_CASTE:ALL]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:MOUTH_BITE_ATTACK]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[GO_TO_START]
[NAME:toad man:toad men:toad man]
[DESCRIPTION:A dark green man with the distinct head of a toad.]
[POPULATION_NUMBER:5:10]
[CLUSTER_NUMBER:1:5]
[MAXAGE:60:80]
[CREATURE_TILE:'t']
[COLOR:2:0:0]
*reads* hmm... easier to take elf creature and make it into geckolike, than to manually apply the
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON] which contains
Spoiler (click to show/hide)

On creature modding: https://dwarffortresswiki.org/index.php/DF2014:Modding#Modding_creatures

Let's add some tags on toad man: here's your template. The yellow text.
[CREATURE:TOAD_MAN]
   [COPY_TAGS_FROM:TOAD]
   [APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
   [GO_TO_END]
   [SELECT_CASTE:MALE]
      [CASTE_NAME:toad man:toad men:toad man]
   [SELECT_CASTE:FEMALE]
      [CASTE_NAME:toad woman:toad women:toad woman]
   [SELECT_CASTE:ALL]
   [APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
   [APPLY_CREATURE_VARIATION:KICK_ATTACK]
   [APPLY_CREATURE_VARIATION:MOUTH_BITE_ATTACK]
   [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [GO_TO_START]
   [NAME:toad man:toad men:toad man]
   [DESCRIPTION:A dark green humanoid with the distinct head of a toad.]
   [POPULATION_NUMBER:5:10]
   [CLUSTER_NUMBER:1:5]
   [MAXAGE:60:80]
   [CREATURE_TILE:'t']
   [COLOR:2:0:0]
[GO_TO_END] we want the next lines to happen AFTER the BODY tag.
[USE_TISSUE_TEMPLATE:HAIR:HAIR_TEMPLATE]  [TISSUE_NAME:thin toad hair:NP] do we have hair material existing at this point? I don't know.
[BODY_DETAIL_PLAN:MYTOADMAN_HEAD_HAIR_TISSUE_LAYERS]. apply hair as commanded by this layers template.


and in file b_detail_plan_default.txt , put
[BODY_DETAIL_PLAN:MYTOADMAN_HEAD_HAIR_TISSUE_LAYERS]
   This command creates tissue layers using tissue token HAIR on every bodypart that has category HEAD.  Categories are strings you type up in the bodypart raws.  The number is a thickness.  You can also place a position or relation token after the thickness, but it isn't required.  You can put multiple tissue layers in each command.  Each one starts with a group token (BY_CATEGORY, BY_TYPE, BY_TOKEN).
   [BP_LAYERS:BY_CATEGORY:HEAD:HAIR:5:TOP]
   [BP_LAYERS:BY_CATEGORY:HEAD:HAIR:2:BACK] with any length numbers you like.
« Last Edit: April 30, 2020, 06:32:14 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Lioneez

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like this than?
creature_large_tropical.txt:
Code: [Select]
[CREATURE:LEOPARD_MAN]
[COPY_TAGS_FROM:LEOPARD]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
[GO_TO_END]
[USE_TISSUE_TEMPLATE:HAIR:HAIR_TEMPLATE]
[TISSUE_NAME:thin leopard hair:NP]
[BODY_DETAIL_PLAN:MYLEOPARD_HEAD_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:MALE]
[CASTE_NAME:leopard man:leopard men:leopard man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:leopard woman:leopard women:leopard woman]
[SELECT_CASTE:ALL]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:CLAW_SCRATCH_ATTACK]
[APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[GO_TO_START]
[NAME:leopard man:leopard men:leopard man]
[DESCRIPTION:A spotted person with the head and tail of a leopard.]
[POPULATION_NUMBER:5:10]
[CLUSTER_NUMBER:1:5]
[MAXAGE:60:80]
[CREATURE_TILE:'l']
[COLOR:6:0:1]
[GO_TO_TAG:USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
b_detail_plan_default.txt:
Code: [Select]
[BODY_DETAIL_PLAN:MYLEOPARDMAN_HEAD_HAIR_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:5:TOP]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:2:BACK]
I typed that last below
Code: [Select]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS] at the bottom
Edit:
Well... it didnt work, unlike the eyes and skin there is no hair change indicator, its the same all the time
Edit #2:
Apparently I was told rodent man have a hair trait which by definition is what I want to apply to some cat people, problem is by that logic how do I approach to do the change, or is it the wrong approach?
« Last Edit: April 30, 2020, 09:10:33 am by Lioneez »
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Lioneez

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nvm, I kinda got how to apply the wanted change, I got some guiding but here is the main question, this is the ANIMAL_PERSON section:
Code: [Select]
[CREATURE_VARIATION:ANIMAL_PERSON_WITH_HAIR]
[CV_REMOVE_TAG:NAME]
[CV_REMOVE_TAG:GENERAL_CHILD_NAME]
[CV_REMOVE_TAG:GENERAL_BABY_NAME]
[CV_REMOVE_TAG:CASTE_NAME]
[CV_REMOVE_TAG:CHILDNAME]
[CV_REMOVE_TAG:BABYNAME]
[CV_REMOVE_TAG:SMALL_REMAINS]
[CV_REMOVE_TAG:DESCRIPTION]
[CV_REMOVE_TAG:CREATURE_TILE]
[CV_REMOVE_TAG:COLOR]
[CV_REMOVE_TAG:MAXAGE]
[CV_REMOVE_TAG:SOUND]
[CV_REMOVE_TAG:PET]
[CV_REMOVE_TAG:PETVALUE]
[CV_REMOVE_TAG:PENETRATEPOWER]
[CV_REMOVE_TAG:VERMIN_EATER]
[CV_REMOVE_TAG:VERMIN_HATEABLE]
[CV_REMOVE_TAG:VERMIN_GROUNDER]
[CV_REMOVE_TAG:VERMIN_FISH]
[CV_REMOVE_TAG:VERMIN_SOIL]
[CV_REMOVE_TAG:VERMIN_SOIL_COLONY]
[CV_REMOVE_TAG:VERMIN_ROTTER]
[CV_REMOVE_TAG:VERMIN_NOTRAP]
[CV_REMOVE_TAG:FISHITEM]
[CV_REMOVE_TAG:IMMOBILE_LAND]
[CV_REMOVE_TAG:TRIGGERABLE_GROUP]
[CV_REMOVE_TAG:MOUNT]
[CV_REMOVE_TAG:PET_EXOTIC]
[CV_REMOVE_TAG:MOUNT_EXOTIC]
[CV_REMOVE_TAG:NOT_BUTCHERABLE]
[CV_REMOVE_TAG:SPEED]
[CV_REMOVE_TAG:SWIM_SPEED]
[CV_REMOVE_TAG:MUNDANE]
[CV_REMOVE_TAG:POPULATION_NUMBER]
[CV_REMOVE_TAG:CLUSTER_NUMBER]
[CV_REMOVE_TAG:ATTACK]
[CV_REMOVE_TAG:ATTACK_SKILL]
[CV_REMOVE_TAG:ATTACK_VERB]
[CV_REMOVE_TAG:ATTACK_CONTACT_PERC]
[CV_REMOVE_TAG:ATTACK_PRIORITY]
[CV_REMOVE_TAG:ATTACK_FLAG_WITH]
[CV_REMOVE_TAG:ATTACK_PENETRATION_PERC]
[CV_REMOVE_TAG:ATTACK_PREPARE_AND_RECOVER]
[CV_REMOVE_TAG:ATTACK_FLAG_EDGE]
[CV_REMOVE_TAG:ATTACK_FLAG_CANLATCH]
[CV_REMOVE_TAG:SPECIALATTACK_INJECT_EXTRACT]
[CV_REMOVE_TAG:SPECIALATTACK_SUCK_BLOOD]
[CV_REMOVE_TAG:ATTACK_VELOCITY_MODIFIER]
[CV_REMOVE_TAG:GAIT]
[CV_REMOVE_TAG:UBIQUITOUS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED]
[CVCT_REPLACEMENT:HUMANOID]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_FRONT_GRASP]
[CVCT_REPLACEMENT:HUMANOID]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_NECK_FRONT_GRASP]
[CVCT_REPLACEMENT:HUMANOID_NECK]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_HOOF]
[CVCT_REPLACEMENT:HUMANOID_HOOF:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_NECK_HOOF]
[CVCT_REPLACEMENT:HUMANOID_NECK_HOOF:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:HUMANOID_ARMLESS]
[CVCT_REPLACEMENT:HUMANOID:4FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:HUMANOID_ARMLESS_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:4FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BODY_WITH_HEAD_FLAG]
[CVCT_REPLACEMENT:HUMANOID:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BASIC_1PARTBODY:BASIC_HEAD]
[CVCT_REPLACEMENT:HUMANOID:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BASIC_2PARTBODY:BASIC_HEAD]
[CVCT_REPLACEMENT:HUMANOID:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BASIC_1PARTBODY:BASIC_HEAD_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BASIC_2PARTBODY:BASIC_HEAD_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:INSECT]
[CVCT_REPLACEMENT:HUMANOID_4ARMS:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:INSECT_4LEGS_2ARMS]
[CVCT_REPLACEMENT:HUMANOID:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:SPIDER]
[CVCT_REPLACEMENT:HUMANOID_6ARMS:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:5TOES_FQ_FINGERS]
[CVCT_REPLACEMENT:5FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:4TOES_FQ_FINGERS]
[CVCT_REPLACEMENT:4FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:3TOES_FQ_FINGERS]
[CVCT_REPLACEMENT:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:5TOES_FQ_REG]
[CVCT_REPLACEMENT:5FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:4TOES_FQ_REG]
[CVCT_REPLACEMENT:4FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:3TOES_FQ_REG]
[CVCT_REPLACEMENT:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:5TOES_RQ_ANON]
[CVCT_REPLACEMENT:5TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:4TOES_RQ_ANON]
[CVCT_REPLACEMENT:4TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:3TOES_RQ_ANON]
[CVCT_REPLACEMENT:3TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:5TOES_RQ_REG]
[CVCT_REPLACEMENT:5TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:4TOES_RQ_REG]
[CVCT_REPLACEMENT:4TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:3TOES_RQ_REG]
[CVCT_REPLACEMENT:3TOES]
[CV_NEW_TAG:LARGE_ROAMING]
[CV_NEW_TAG:SAVAGE]
[CV_NEW_TAG:SELECT_CASTE:ALL]
[CV_NEW_TAG:GRAVITATE_BODY_SIZE:70000]
[CV_NEW_TAG:CHANGE_FREQUENCY_PERC:10]
[CV_NEW_TAG:CAN_LEARN]
[CV_NEW_TAG:CAN_SPEAK]
[CV_NEW_TAG:EQUIPS]
[CV_NEW_TAG:CANOPENDOORS]
[CV_NEW_TAG:LOCAL_POPS_CONTROLLABLE]
[CV_NEW_TAG:LOCAL_POPS_PRODUCE_HEROES]
[CV_NEW_TAG:CAN_DO_INTERACTION:PET_ANIMAL]
[CV_NEW_TAG:CDI:ADV_NAME:Pet animal]
[CV_NEW_TAG:CDI:USAGE_HINT:GREETING]
[CV_NEW_TAG:CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CV_NEW_TAG:CDI:VERB:pet:pets:pets]
[CV_NEW_TAG:CDI:TARGET:A:SELF_ONLY]
[CV_NEW_TAG:CDI:TARGET:B:TOUCHABLE]
[CV_NEW_TAG:CDI:TARGET_RANGE:B:1]
[CV_NEW_TAG:CDI:MAX_TARGET_NUMBER:B:1]
[CV_NEW_TAG:CDI:WAIT_PERIOD:20]
now, apparently since leopardman and creatures alike apply features from their animal tag and the one I listed up there I only need to somehow find where do add a hair feature on it and replace the ANIMAL_PERSON tag with ANIMAL_PERSON_WITH_HAIR in the LEOPARD_MAN section specifically or other animals I want to have hair with the changes, thing is what do I put and where in that tag, can anyone help?
« Last Edit: April 30, 2020, 10:17:35 am by Lioneez »
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