If you know how to put an npc in your house , it may be time to dress them up !
1: A NPC. (female in this case)
2: An armor/cloth in the chest slot of that NPC.
3: The On_Spawn script : p_cf2_npc_spawn in the NPC On_Spawn slot or make your own and use the following code in your own script.
#include "inc_appr" void main() { string sBodyAppearance = GetLocalString(OBJECT_SELF, "P_BODY_APPEARANCE"); string sArmorAppearance = GetLocalString(OBJECT_SELF, "P_ARMOR_APPEARANCE"); string sHeadAppearance = GetLocalString(OBJECT_SELF,"P_HEAD_APPEARANCE"); object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF); int iOrginalAC = GetItemAC(oArmor); if (sBodyAppearance != "") { SetEntireCreatureAppearance(OBJECT_SELF, sBodyAppearance); } if(sArmorAppearance != "" && GetIsObjectValid(oArmor)) { RestoreItemAppearance(oArmor, sArmorAppearance); object oNewArmor = UpdateItemAppr(oArmor); if(GetItemAC(oNewArmor) != iOrginalAC) { SetItemAC(oNewArmor, iOrginalAC); } } if(sHeadAppearance != "") { SetHeadItemOverrideString(OBJECT_SELF,sHeadAppearance); } }
4: The Variables on the NPC.
Var Values come from :
ARMOR = Tailor dummy change armor appearance menu.
BODY = Body dummy front menu.
HEAD = Body dummy change Body Parts Head menu.
Notes :
The Body appearance is somewhat optional as that would only show if the NPC gets undressed.
The Head appearance is optional in case you use a V2 head (a head you cannot set with the toolset).
The Generic_Master on the picture makes the NPC wander about and has nothing to do with the appearance.