Move all flaps to their corresponding waist slots. Some, obviously, have none. So keep the buckle only for those. Give people options.
RealJobasha wrote: »Unfortunately it's not as simple as "we made a toggle, poof it's done in 5 minutes"
Each of the armor pieces is a mesh. They'd have to open the mesh in their mesh editor and manually delete the flaps from from the armor, and then make a new mesh with just the flap, and then properly set up the mesh properties in the editor (which is much more involved than a few keystrokes or mouse clicks), and then (if it works the same way Skyrim's armor does in the CK) add a new form in the game's editor, and then add then path the flap mesh to that new form, and then properly set up the properties in the editor (which is much more involved than a few keystrokes or mouse clicks, though notably less complex than mesh editing), and then add that new form to the armor addon, and then somehow make it toggleable (which would have be a different method from how the helmet toggle works) and then repeat that process for all 500something armors in the game, and then because the armors have all been changed, you'd have to download an absolutely massive update containing the redone armors and their matching flaps. And I'm sure there's one or two details I've left out. This can't all be done in an afternoon, is the point I'm making. We're talking hours on just one of these armors. There's a reason games take years to create, devs aren't spending 4 hours at the watercooler in their 8 hour day.
RealJobasha wrote: »Unfortunately it's not as simple as "we made a toggle, poof it's done in 5 minutes"
Each of the armor pieces is a mesh. They'd have to open the mesh in their mesh editor and manually delete the flaps from from the armor, and then make a new mesh with just the flap, and then properly set up the mesh properties in the editor (which is much more involved than a few keystrokes or mouse clicks), and then (if it works the same way Skyrim's armor does in the CK) add a new form in the game's editor, and then add then path the flap mesh to that new form, and then properly set up the properties in the editor (which is much more involved than a few keystrokes or mouse clicks, though notably less complex than mesh editing), and then add that new form to the armor addon, and then somehow make it toggleable (which would have be a different method from how the helmet toggle works) and then repeat that process for all 500something armors in the game, and then because the armors have all been changed, you'd have to download an absolutely massive update containing the redone armors and their matching flaps. And I'm sure there's one or two details I've left out. This can't all be done in an afternoon, is the point I'm making. We're talking hours on just one of these armors. There's a reason games take years to create, devs aren't spending 4 hours at the watercooler in their 8 hour day.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
RealJobasha wrote: »Unfortunately it's not as simple as "we made a toggle, poof it's done in 5 minutes"
Each of the armor pieces is a mesh. They'd have to open the mesh in their mesh editor and manually delete the flaps from from the armor, and then make a new mesh with just the flap, and then properly set up the mesh properties in the editor (which is much more involved than a few keystrokes or mouse clicks), and then (if it works the same way Skyrim's armor does in the CK) add a new form in the game's editor, and then add then path the flap mesh to that new form, and then properly set up the properties in the editor (which is much more involved than a few keystrokes or mouse clicks, though notably less complex than mesh editing), and then add that new form to the armor addon, and then somehow make it toggleable (which would have be a different method from how the helmet toggle works) and then repeat that process for all 500something armors in the game, and then because the armors have all been changed, you'd have to download an absolutely massive update containing the redone armors and their matching flaps. And I'm sure there's one or two details I've left out. This can't all be done in an afternoon, is the point I'm making. We're talking hours on just one of these armors. There's a reason games take years to create, devs aren't spending 4 hours at the watercooler in their 8 hour day.
RealJobasha wrote: »Unfortunately it's not as simple as "we made a toggle, poof it's done in 5 minutes"Each of the armor pieces is a mesh. They'd have to open the mesh in their mesh editor and manually delete the flaps from from the armor, and then make a new mesh with just the flap, and then properly set up the mesh properties in the editor (which is much more involved than a few keystrokes or mouse clicks), and then (if it works the same way Skyrim's armor does in the CK) add a new form in the game's editor, and then add then path the flap mesh to that new form, and then properly set up the properties in the editor (which is much more involved than a few keystrokes or mouse clicks, though notably less complex than mesh editing), and then add that new form to the armor addon, and then somehow make it toggleable (which would have be a different method from how the helmet toggle works) and then repeat that process for all 500something armors in the game, and then because the armors have all been changed, you'd have to download an absolutely massive update containing the redone armors and their matching flaps. And I'm sure there's one or two details I've left out. This can't all be done in an afternoon, is the point I'm making. We're talking hours on just one of these armors. There's a reason games take years to create, devs aren't spending 4 hours at the watercooler in their 8 hour day.
Flaps often work, if you place them with the right gear. So they should not be removed. Maybe an option to show/hide flaps would be a nice solution. But I feel ZOS creates flaps on purpose, so players can't make insanely showing outfits.
Also, clipping isn't a flaps issue. Some outfitcombinations simply clip with anything. Try wearing a shield and not have it clip with the hair, weapon, shoulders, or chestarmor. Clipping is just how some outfitstyles are combined, because they are a certain measurement.
Another new Chapter. Another new Style. Another instance of clipping from the flaps. It even clips into it's own style. The legs were designed to match the chest, and it still clips. Honestly, if the physics can't be made to fix it then why keep creating Motifs with flaps? Really though I am in love with the style, I changed three slots over to it, but the flap made me stay with Bloodforge.
Khajiit and Argonians has no rear flaps as it will clip the tail. So its more than an single mesh, we also see some npc with outfits options we don't have like the dark shaman skirt and an shirt.RealJobasha wrote: »Unfortunately it's not as simple as "we made a toggle, poof it's done in 5 minutes"
Each of the armor pieces is a mesh. They'd have to open the mesh in their mesh editor and manually delete the flaps from from the armor, and then make a new mesh with just the flap, and then properly set up the mesh properties in the editor (which is much more involved than a few keystrokes or mouse clicks), and then (if it works the same way Skyrim's armor does in the CK) add a new form in the game's editor, and then add then path the flap mesh to that new form, and then properly set up the properties in the editor (which is much more involved than a few keystrokes or mouse clicks, though notably less complex than mesh editing), and then add that new form to the armor addon, and then somehow make it toggleable (which would have be a different method from how the helmet toggle works) and then repeat that process for all 500something armors in the game, and then because the armors have all been changed, you'd have to download an absolutely massive update containing the redone armors and their matching flaps. And I'm sure there's one or two details I've left out. This can't all be done in an afternoon, is the point I'm making. We're talking hours on just one of these armors. There's a reason games take years to create, devs aren't spending 4 hours at the watercooler in their 8 hour day.
RealJobasha wrote: »Unfortunately it's not as simple as "we made a toggle, poof it's done in 5 minutes"
Each of the armor pieces is a mesh. They'd have to open the mesh in their mesh editor and manually delete the flaps from from the armor, and then make a new mesh with just the flap, and then properly set up the mesh properties in the editor (which is much more involved than a few keystrokes or mouse clicks), and then (if it works the same way Skyrim's armor does in the CK) add a new form in the game's editor, and then add then path the flap mesh to that new form, and then properly set up the properties in the editor (which is much more involved than a few keystrokes or mouse clicks, though notably less complex than mesh editing), and then add that new form to the armor addon, and then somehow make it toggleable (which would have be a different method from how the helmet toggle works) and then repeat that process for all 500something armors in the game, and then because the armors have all been changed, you'd have to download an absolutely massive update containing the redone armors and their matching flaps. And I'm sure there's one or two details I've left out. This can't all be done in an afternoon, is the point I'm making. We're talking hours on just one of these armors. There's a reason games take years to create, devs aren't spending 4 hours at the watercooler in their 8 hour day.
I want a toggle on/off flaps.
IN_WORLD_UI_SETTING_HIDE_LOIN_CLOTH IN_WORLD_UI_SETTING_HIDE_TASSETS
RealJobasha wrote: »Unfortunately it's not as simple as "we made a toggle, poof it's done in 5 minutes"
Each of the armor pieces is a mesh. They'd have to open the mesh in their mesh editor and manually delete the flaps from from the armor, and then make a new mesh with just the flap, and then properly set up the mesh properties in the editor (which is much more involved than a few keystrokes or mouse clicks), and then (if it works the same way Skyrim's armor does in the CK) add a new form in the game's editor, and then add then path the flap mesh to that new form, and then properly set up the properties in the editor (which is much more involved than a few keystrokes or mouse clicks, though notably less complex than mesh editing), and then add that new form to the armor addon, and then somehow make it toggleable (which would have be a different method from how the helmet toggle works) and then repeat that process for all 500something armors in the game, and then because the armors have all been changed, you'd have to download an absolutely massive update containing the redone armors and their matching flaps. And I'm sure there's one or two details I've left out. This can't all be done in an afternoon, is the point I'm making. We're talking hours on just one of these armors. There's a reason games take years to create, devs aren't spending 4 hours at the watercooler in their 8 hour day.