#Modular Military Mask - ArchiveXL
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Hmmmm
like, rolling over the partner's back to shoot at something in the blind spot
Walking/standing poses
or one kneeling and the other using them as a jumping point
one maintaing cover (holding riot shield)?
or, you know that scene from the hobbit where bard uses his kid as a tripod for the black arrow (which should rightfully have decapitated him)
like that, but with a sniper rifle 
yeah, like this right?
I thought of something slightly more dignified, but that'll do in a pinch lmao





also, dancing pose where one has the arms around the other's waist (but shooting) and the other has the arms around the other's neck (but shooting)
I like this idea, but I think I'll file it away for another set
Yes, yes
ะะธะทะบะพะฟะพะปะธะณะพะฝะฐะปัะฝะฐั ะผะพะดะตะปั ะะฐะปะปะธััะธัะตัะบะพะณะพ ะฉะธัะฐ, ัะตะบััััั 4ะ
ะกะดะตะปะฐะฝะพ ะฒ Blender, Substance Painter, Marmoset, Photoshop
ะะฐ ัะตะฝะดะตัะต ะฒัะณะปัะดะธั ะปัััะต ัะตะผ ะทะดะตัั (https://pin.it/2uFFCR7)
Low-poly, OpenGL/DirectX Normal Maps, fbx/obj, 4k Textures - Included - ะะฐะปะปะธััะธัะตัะบะธะน ะฉะธั/Ballistic Shield (Blender) - Download Free 3D model by TwilightFox
ahhhhh, nice
should i make it as dense as it is here or like it was before
I like the big shapes
Same
Yesh
Yej
ok, bigger tiles now
we try a new patten entirely 
do the thing
my wkit is lagging so hard rn i am effectively full of joy
The one thing I noticed with the shoulders and pauldrons is they clip
clip with what
https://media.discordapp.net/attachments/1198350294401171496/1256737890138980403/image.png?ex=6681dbde&is=66808a5e&hm=1cab033942c2133644528d18dcd3ae6fa46dce6db41bf9bc6a17c8c899e2d372&=&format=webp&quality=lossless&width=735&height=1402 Look at the Pauldron and shoulder pad. They clip in to one another
veri spice, I like
There is nothing I can do there
Fair
You're not technically supposed to wear those together
Both of the thing are shoulder itema
I put them in different slots because people may not be bothered by the clipping, and would instead prefer the the nice round shape it gives I'm combination with the shoulder pad even if it clips
@frail geyser I see you cutting content, smh
I will try adjusting this one tomorrow, I'd like a black and white pattern too
Also, see, I need to plan these out. For example specops, nightops and urban will use the same base, just accent and camo pattern are different
I seeeeee
Moat people just use black variants, so these are not wasted efforts
I found a potentially good tile pattern, will check it tomorrow
Can also probably do multi color camos, but I'd need more masks slots and some items are quite literally full
sheeee
Urban variant, same as nightops and specops, but with 10 variations of opacity on camo and orange accent
You know that you can define material-meshes and then patch them into others, yeah? ๐
Wdym
resource patching?
this is all mlsetup stuff
inside the mlsetups
unless axl works inside mlsetups
yes, but you can for example... sec, let me show, it's easier

yeah ๐ my point was just, you can be even more lazy
they will never be able to find my materials... ahahahahaha
im pretty sure i optimized this as best as i could
I'm using a single mesh with materials, the materials are all dynamic
idk if there's anything else i can do
kind of using whole of axl already
i can tell you what i'd need from axl. i have many parts in mods, so i have many app, ent and roots. if there's any way i could reduce this number, that's what id need next

you can put everything into the same .app
and I recently learned that you an also put things into the same root entity now, although I don't feel very good doing that ๐
and what if i need visual tags for a specific item
but not for other
anyway, that's the urban set done
this one has denser camo, with orange accent
denser camo works since it has 10 opacity levels of geometries on this pattern
now im done with these ultra dark ones, ill move down a level to ligther black
have them on a per-appearance base?
but yeah, a bunch of files doesn't hurt
new pattern to attempt with
pixel camo!!
So my plan is 30 variants in total, idk how many to make camos
6 from 30 will be pure black/white variants
so i have 24 to work with
-3 because militech, kang tao and trauma
21 left
I have seen people use burgundy so i guess i keep that
lmfao
๐
What was the cause?
I had set up the appearanceName for dynamic variants in the hopes of saving some work
It did not enjoy that
oof
Currently really unhappy with my glass materials
might have to go back to reverse-engineer those bottles
big sadge
I absolutely had tinted transparent glass
Just need to look up which exact shader I used for it ๐
Hmmmmmmm
New camo set "Alpine". Brand new camo, new base variant (basically dark grey instead of black) and with white accent
verigud verigud
I'm trying to plan my 30 variants out:
- 3 camo variants with Void base (Specops/Nighops/Urban)
- 3 camo variants with Black base (Alpine/Enforcer/Digital)
- 2 camo variants with White base (Arctic/Zealot)
- 2 camo variants with unknown base
(Arid/Coyote) - 3 faction camos with slightly lighter than black bases (Militech/KangTao/Arasaka - this one has only solid color)
- 1 Trauma team variant, modified base from faction ones
- 6 solid non colors (Void/Black/Charcoal/Grey/White/Snow)
and im left with 10 slots
Which i can do either more camos, or solid colors
Hmmm
I'd love to have some solid colors to mix with all the camo stuff
I'd say a yellow set for sure, that mixed with some of your black camos would be a godly combo
Maybe a whole set in Militech yellow, would work on the militech stuff, the darker camos, and on its own too probably
yellow?
out of all colors, yellow?
Trust
this is the current situation
the ones without mark are up for either saving or replacing
i do see people use burgundy
and pink
most people use blacks
or whites
Yellow goes very well with black
It would work best as a solid color imo
there isn't much of yellow in mlsb

I thought you could just override it?
I can but I'd really like not to because then I have to make many overrides
cuz yellow, literally doesnt exist
Greens go hard
with camo
I can do single color camo
Just like with militech and all other patterns
Go fer it
Although, eh, I should probably just go over mlmasks again
See if I can shrink some layers in to add another microblend
I could do a camo with dual colors then
Like you have idk, a Grey base on which you put idk, red and green pixel camo
But I need one more layer in mlmask, ik how to make microblends for this to work
Christmas camo 
I'm sure people would be more likely to use stuff like ncpd, maxtac or barghest even if they don't have camos, just colors
porhapsss
I guess I can replace some of the solid colors with those
Problem with barghest is same as with your Yellow
Needs overrides, but it'd be only for accent
I have so much to do to update these mods, I'm lucky if I finish the updates by the end of summer
Do you think the Faction Variants can be released? Add in all others later? I'm sort of really in need of the Militech one. All my gear is mismatched and terrible
No, everything thing will be at once
True
There's digital set with green accent
Ill go over mlmasks again to see if I can squeeze another microblend layer
So I can make dual color camos at least
you mean pantyhoses?


I guess? I see most stockings end at the hips, and I'd like something higher
Yeah pantyhose
Trying to fit them under something like this
garmentSupport XD
of course ๐
but it's usually easy since you can just skin the lower body
just feet are a bitch
I also have a pantyhose mod in the pipeline. Somewhere waaaayy down.

I wanted it just for a preview image, so I guess I'll try to learn tattoos real quick
It's just textures, how hard can it be?

๐
I hate modding, it's awesome
See? Glowing reviews, nothing to be afraid of
The mod support channels are a conspiracy created by CDPR to make people believe modding is anything but drag, drop, and pressing the install button in Wolvenkit. Otherwise we'd have too many modders and it'd upset the balance of Nexus
But don't tell anyone else that
ok i added a second microblend layer to all mods that needed it
now i should be able to make double color camos
digital set next. triangle pixels with green accent



here we gooo
Oooooh
shiiiinnnnnyyyyyy
I have gold, bronze, dark and light steel, and black iron
7 different emissives and 15 shades of glass
three different hilts
search&replace in selection my beloved
no way to get props to work on replacer poses?
wot
props what work on nibbles replacer
Not that I'm aware of, if I had to guess it'd probably work if you could figure out how to give them a weapon
But you can't as far as I know, and player made anims dont seem to select from the inventory. You either get a placeholder or the weapon you're currently holding
What are you trying to do exactly though?
You can add them from the, uh, ent?
it's somehow possible. I know that there are mods doing it
I saw in the anim of the child playing with the cans how to do it

But I guess that way they can only use the weapon placed in their components? So you'd have to have an appearnce for each weapon you'd want?
I think you can add the entity with the prop directly, or something...?
Probably, yeah. Unless you could somehow script that / use RHT
Hmmmm
This is amazing btw
it's gonna be good. Just have to take preview pictures without losing my will to live.
Do you need help?
if you're offering, absolutely
I thought about making, like, a bunch of inkatlas files
maybe photoshop ๐
Hmmm, I need to get a better understanding of this process anyway
I may not have too much time today or tomorrow, but if you're ready for a minion on Wednesday I can start
I'm so ready for a minion lmao
just need to fix the damn projectile
honestly, search and replace is such a great feature
It is extremely good, I don't think I've used WK's yet but I wear Notepad++'s out daily ๐
0.0
I wanted to pose So Mi with katana
But my disappointment is immeasurable, and whatever is left of this day is quite frankly ruined
Does it need to be through the Nibbles replacer?
Digital set done
verigud
Hmmm
does anyone know what kind of issue this is? It happens after I enable vtk
You have non-matching frameworks. But you should be asking these questions in #mod-troubleshooting
Okie doke

So I searched for more IVAS system helmets but only found 2, and the one that might be a slight gamble is the best
Also it doesn't come with a headset
Just so you guys know, I now made my own server. Advertising is not allowed here i believe so the invite is in my profile if you wanna join. I will update about my progress there, but I will continue here as well
it is allowed, just, like, don't spam the link everywhere?
you can absolutely put it on your release threads
(and I won't join, I have too many servers and all but two are on permamute)
ye ye np
I wont post it anywhere
Except like here
i will still continue updating here
Cuz here you are active 
So for anyone interested to join, there is this now, one and nly invite, I'm not putting it anywhere else + update notices will continue in this channel https://discord.gg/fsH9xvpCVt
Shit logo, pls dont roast me too hard
aight, with that done
I move on to next camo
So this next one i thought i lost it
(In reality i did)
but i did find a PS project where i had it saved
so now is converted to this
I made a small plan
See, I'm thinking 12 of the 30 variants to be custom microblends
3 black camos/ 3 dark grey / 2 white/ 2 desert themed / 2 green themed
Then I have militech/trauma/kangtao and maybe, but this one will be hard, the orbital air black ops one
i will need to investigate these dudes, because idk how their microblend or camo pattern exists
then there's a bunch of corpo-like factions which could be worth a variant
NCPD/MaxTac and Barghest
Barghest has a mix, I will need to get creative there
There is also Arasaka, which has 2 variants, but none with camo
The goal is 8 or 10 faction focused variants
and everything else is solid variants
veri sicc veri sicc
looking forward to it โค๏ธ
Arctic
Pretty!

It took me so long because I had to change every material path from my overrides to base game
to every item

Now I will do Zealot camo which is same as this but different camo and red accent
You, uh, know that you can do batch replacement via nitepax++ in json, right?
Perhaps, but too late now, this was the one time it was needed to be done
OK โค๏ธ
Barghest attempt. The accent color is an override, but its quite close to their logo on vanilla
I like it โค๏ธ
h-huh
I just noticed that with my material library, I can retroactively make additional materials available as long as I don't use normals ๐
like, I have a bunch of meshes in there who just have the material on all submeshes, and I can patch them in...
How were you doing it before? You had the texture assigned to the actual item?
I had the appearance and material in the actual item
Unfortunately, these have normals
big sadge
but this is already insanely lazy, because I have all the materials in a single mesh ๐
psiiiiii this needs to be even more modular
lmao
all of them
Hey Mana, I am doing some technical updates to my AXL projects. Multiple ent files can't be combined together?
For individual items, in same fashion I can do to app
I think they can?
I have this organized mess currently
i also did this, single mesh, all fully dynamic with submeshes, so instead of 2 billion meshes, i just this one with dynamic materials, and i chunkmask what i dont need to make individual items
cann i squish everything into a single app, ent, root and still be left with all my items modular?
It would be sick if i could do this, i guess i try
I think i need to use partOverrides againn in app for this
no, but if you put it, then ArchiveXL won't handle the override for you
and yes
I saw, it said in file validation
What about the csv, this is a bit confusing, with a single root file, how is it able to tell apart which component to use?
they all use the same root
which looks like this
I have no errors or warnings in file validation
But i dont quite get it how its able to tell components apart, unless it doesn't. im making the json and yaml then i can finally test ingame
the factory tells the game which root entity to use for any given entityName in the yaml
the appearance name from the root entity is picked per appearanceName
So it should work
Hmm, well, I finished, time to see what happens ingame
I have no validation messages
After I fix the materials that is 

I'm going ingame
Entire mesh is being loaded on each item
idk what to do 
right lets see
the appearances seem to be picked correctly
names and colors match
the only problem is that whatever item i equip, it equips whole mesh
i chunkmasked both in ent in app
how do i troubleshoot this?
I thought the appearanceName was supposed to be left blank for dynamic appearances?
i try
If it is, it defaults to the name which looks the same in your case, but not sure if it'd cause any issues with whatever other magic you're doing
i dont know exactly, like the appearances work fine
correct mlsetups load
its just that whole mesh loads
when it should load only a submesh from it
yeah that actually didn't change anything at all
I have no idea, my understanding of daxl is very tentative 
But maybe that can save you some typing in the future, you only need the "name" I'm pretty sure
i didn't have it to begin with, since i always had 1 item
dam
ah it says its default to name
yeah makes sense
hence why nothing changed
so where my problem be then hmm
Hey mana, there may be minor file validation bug
I'm getting this warning
[7/11/2024 5:47:41 PM] [Warning ] Appearance arctic_camo has only 1 of 6 submesh appearances assigned. Meshes without appearances will render as invisible.
however its irrelevant
Because i have everything defined in the alpine_camo
and ingame everything works correctly
120 items, with just these files. I modify 1 mesh, all gets affected. automatic refit selection, dynamic materials, resource patching, ive used 110% of all my axl knowledge 
and, how does it feel? ๐
Well, I finished the bodysuit. I was going to take icons in blender but the export of dynamic material doesn't work for me, is it functional?
Ummmm
๐
I'm not sure. I thought it was.
you can probably use "generate msising materials" from the materials command dropdown for that
I mean, to generate a glb for Blender with static materials
Is this in blender or wkit?
wkit
I don't see in export settings, where is this dropdown 
is this in my wkit version? im on stable 
Nightly of course
oh, for now, that only works for the baseMaterial
but it can substitute {material} in paths if you make it variable :3
Heyy Mana, how do I use this
you put the path to your base material in there. If you use {material}, it will substitute
ahh
wait let me show if i do this right
this one?
annd what about the resolve dynamic paths checkbox
What is this supposed to do, fill chunk materials in appearances?
it generates materials for chunk materials
I think it can handle dynamic materials? the "resolve" in that part is for NPVs...? Not sure anymore.
Try around with it ๐
Like. If you set up your appearances first and now need to create materials
so i put both the path you see there, and one without * and {material} - i just put the path of a mlsetup
that's your base material
in both cases it generated chunk materials to all appearances
ah, hmm. OK, I should probably document that. Or add another checkbox. ๐
It's somewhat unusable as it is right now

I know that I wrote this for un-dynamifying a mesh for an NPV
I want to do this so that i can import materials in blender
this is what it did
you had the first appearance set up with a dynamic material as chunkmask, and the others had empty chunks, right?
And ArchiveXL generated the chunks?
yes
yeah, ok ๐
if you'd have checked "resolve dynamic materials", it would have generated static material entries for everything
but it can't add Values yet, so that will only work with .mi files
The json looks far more promising now, but importing in blender there is no material entry at all
is it the depot againn
IDK
well ill press to generate and go eat
i hope the blender plugin can import microblends 
in general it can
its just camo microblends, i have like 12 of them
they are sitting on commonn materials
๐
Hey Mana, I have interesting dilemma. Remember when I said if i can hide some straps and show them back when certain items are equipped
Well I did it
But the question is how do I call this feature
I can't really say it's a dynamic mesh because it's not
Although it adjusts itself thanks to the hide/show tags depending on what you wear
smart straps? smart hiding?
hmm
I mean I'm definitely doing this for all my mods
See, not only the 2 straps appear when the pouches are attached, but the the harness alone without pouches it equips, a skin tight refit is loaded
when the pouches are added, then the refit that accomodates pouches is loaded
i refitted this for all bodies now
How about, Smart Mesh 
Now that sounds lowkey kinda baller

ehhh, people are just gonna assume that the straps are part of the pouches tbh
you can equip pouches alone and they wont appear
also the harness itself changes shape anyway
so its more than just those straps
side note: do i need to patch meshes that are linked? (basically they dont exist)
IDK if I'D advertise it at all, but "smart meshes" sounds as good a buzzword as any
alright 
I will advertise it, because i will make a radio accessory mod that will just load different refits depending on what you wear
so you know, it doesnt clip
who needs GS when you have this?

true true
I need this in my life
Hey Mana, so you know this custom tag hide and show system. But what about appearances, can i load different appearances in the same manner? like let's say I equip item X, and this causes item Y to change appearance to appearance_2 for example
I don't think we can do this, I thought this through to best of abilities 
I mean
you could in theory add an extra component
with extra appearances. Maybe even dynamically colour it.

may actually work
A bit tedious
But i think it should be possible this way
I was thinking for this to use on LEDs
Like I don't want to have 2 billion items
I can make customization
By using this feature
Imagine you equip 10 items and some have LEDs, so then you just equip a color deciding item and all LEDs from these items change to that color
you can just use tags to show and hide submeshes?
yeyeyeyey I just realized

Damn this is more sick than I thought
We show and hide submeshes, but in fact a submesh is a whole mesh with a single apperance, is that what you're thinking?
in a separate component
of the same ent file
sure, you can do that ๐
But is it not possible to have something like this in the overrides on the xl file?
component_name: {appearanceName: "green" }
IDK, you'd have to ask psi
Damn I need to do the eex thing you reminded me of psi
๐
Is there a deadline for it?
IDK, I don't think so
Gonna be saying some potentially mad shit now, but can button be used to hide/show chunkmeshes? Either way I wouldn't know how to implement it myself but I'm curious 
Ah it wouldn't be efficient anyway, because it'd be locked for 1 item
Must be a better way though no?
unless
You equip an item and inside the inventory you hover over it, press a button and that hides or shows submeshes
because you can't bind a button to an item. what if I will have more items that could use same feature? bind more buttons? not good 
Imagine potential future of cloth modding. Instead of 2 million variants, you have a single item, and just like with EEX where you can hover over an item and change its slot by changing F, you hold another button like C which opens up a menu where you can select appearance and shape
you could probably steal the code for that from ACM
problem there might be to make it persistent?
I wouldn't know how to do this, I was just curious. Will wait until someone makes the discovery 
๐
Already using most of AXL features for clothing if not all
โค๏ธ

Ok so you remember that LED thing we discussed a day ago
I think I have a better idea
See, I could just duplicate the LED meshes (that are fused on the headset) inside the equipable one (which is for the mask). All i do is hide the default mesh on the headset and instead i use this new one with the colored one
My theory says it works

By default all LEDs are hidden and are only revealed when a mesh is equipped like the mask
ok maybe i dont explain this well but in my head it all works

you could maybe get somewhere with the HidePArt mechanisms
can i do this? or not sure how to say, its a single materialBuffer entry thats the same across all variants, but obv i don't wannt to write the chunkmaterials on every appearance
I don't think so
how should AXL know what chunkmaterials it should assign?
it can auto-populate them from the first entry, but that's it
yeah yeah that
I just dont have a mlsetup
its like the same thing all over
can it be autopopulated anyway?
from the first entry
yes
idk. Do you need it to do anything dynamic?
if not, then you can also use a regular material
ah ok so @ is not actually related to autopopulating chunkmasks
its just for dynamic stuff
got it thx
will use regular
yeah
Hmm the override chunkmask thing doesn't work in between mods? like if i equip an item from mod 1, it cant unhide submeshes from mod 2?
Ok it does work, then wtf am I doing wrong
aha so i cant put both show and hide under the same tag
Hey Mana I have weirdest issue ever.
Item A from mod 1 is using custom tags to show and hide chunkmasks on Item B from mod 2.
But 3 of my testers are getting a consistent crash that I can't replicate when opening photomode with item A and B equipped.
Just when opening photomode, not playing or equipping normally.
How do I troubleshoot this?
Ah wait ill ask this in axl
Yo Mana, i figured out a scuffed way to do that toggle position of a mesh I talked about a while ago. I just make an item called "toggle" and when you equip it, it will just override hide and show submeshes, that's it. the downside is that it takes an eex slot (although i have already saved many with the overrides, so I have spares, not to mention the EEX rework). but the upside is that i cut in half the amount of items I need to make for the meshes in 2 positions
I did some maths, this Opscore helmet goes down from 346 items to 70-80 after i do all the funny overrides
Damn, epic feature ngl
also i succeeded doing this
works exactly as planned
actual RGB sync 
๐ niiiice
But maybe, would it be possible to have an AXL feature like, let's say you hold F over an item (or any button) and it allows the end user to select a preset of overrides?
now that would be cool
if you can formalize that idea, there's no reason why you shouldn't ask psi about it ๐
What you mean formalize 
as in, he'd ask what you want him to program ๐
yeah ๐
ok, i thought about it 
i think, the most convenient option would be to add another property interpolation tag
How so?
you tag a mesh lets say *mesh_{position}_{body}
and you tag another *mesh_{position}_{body}
in the EEX interface you have a new button when you hover over items with this tag enabled, when you hold it over the item, an interface identical to change position appears where you can select one of these position. it can choose between the items with this {position}. does this make sense or im saying mad shit? 
wait hold on
what i meant is
*mesh_{position}_{body} this goes in the depotPath
and you name the mesh like mesh_postion_1_base_body and mesh_postion_2_base_body
huh
I don't think that's doable because the positions would have to be known at compiletime at least
I mean, I guess you could just put them into the yaml
those aren't mesh path replacements
๐
i mean, is there any way, you could 'activate' a visualTag ingame via a button/interface?
because then you'd do everything as is anyway
put the stuff in xl, put the tags in app
but how you activate them
as in, have their overrides take effect
honestly, i dont know much coding, but visual tags dont seem like a thing you could do anything with once they're set
im full of mad ideas
I think for now, I'll just do my thing, I still have to do eex slot list rework and maybe after I request more features from psi 
What happens if I have 2 identical code entries in yaml?
Will I get a duplicate when I input the code or just one of them spawns
the latter
yeah
Hey Mana, any idea where I should look for this issue: Equipping item in vanilla slot freezes my game and requires task manager, but equipping same item in EEX is all fine
I never had this before
#psiberstuff
Aight
Honestly, it's quite incredible how i run into issues I've never seen before
First I'll get my testers actually, my game suffered irreversible damage yesterday after a vortex mod deployment got interrupted and fucked all my mods
Maybe it's my game issue
mod remover and redeploy
ez
the redeploy didn't work because what happened is i got all my files deleted from enabled archives
so the solution was to reinstall each
well yes, its a vortex thing
game is like, fine
i took the opportunity to update everything while fixing the mess
which honestly is my fault
for creating it
so now my bodysuit does this funny behaviour where it freezes the game while equipping it in vanilla slot
the file validation always complains i dont have a male version of the mesh, but is it a problem? if male V saves load the mod will the mod appear in their shop?
or if attempting to add via code
No, it'll probably crash
If you don't want a male version, don't use {gender} substitution
or make sure that your components/appearances are limited to the female body gender
yeah this, how can i do this
let me see docs

aha its this
can be used together with gender substitution?
or i get rid of it, and just use this instead
you can mix and match everything
this must be put both in app and inside ent names or one is enough? im using tpp condition in some of the ents names
one is enough
thanks
hm
because it'll spawn all these components and add them to the player app
so you might have ten components and in the end nine of them will do nothing
not pretty
so is this illegal?
it's not illegal
but you could achieve the same via either path substitution or partsOverride from the app file
hmm
ok, then the better question, is this problematic? will it load both of componets every time regardless of fpp/tpp?
yes
i see
and what about this... same? 
yes
damn
that one is definitely a case for substitution
ahh, do i do this entire thing in app?
in this case, all I do, is hide the mesh when one of those arms are used in fpp, i dont actually have a mesh
is there a better way to do this?
via .app?
and partsOverride?
appearanceName&arms=base, everything else will do nothing
let me understand this, if I add a condition in app, then i can use the chunkmask available in partOverride?
yes
but not when i dont have a condition
but you'll always have a condition
ah so its like if i dont explicitly add something, there's a default one?
unless V has no arms
if you don't add conditionals in the app file via name, then the app will just match
if you add them, then empty appearances will not load
e.g appearanceName&gender=w will show up empty for masc V
yeah
aight
can i have multiple conditions in app? like how do i say its gender and tpp at the same time
this must be it
yeah
no, it's for anything with substitutions. IDK how it works, though 

maybe you can actually match to !black
IDK, psi dumped those in my lap and I never investigated
got it
Yeah
I think because of the ent conditions
I have these problems
I can see the sleeve item "flicker" when i equip it
flicker, by that for a brief second they are one apperance, and then it gets to the one i selected
this doesn't seem to happen with the items that don't have the conditions in ent
also, my issue with the crashin is just gone now, i dont know what fixed it or if im lucky

heh, nice
do you know is this name here relevant in any way with dynamic axl?
I'm also not sure if this one is needed
is the first one referring to the component name in app
i spoke too soon

sure it's relevant. how else would the game know what you're targeting?
yes
and about this
for some reason
it happens when i have the EEX slot equipped
Uh
and i attempt to equip the item in vanilla
so it crashes with EEX but not with vanilla?
Basically
no
Have anything equipped in Wardrobe
doesn't matter what
and then i try to equip my item in vanilla slot
and it freezes
not crash
ok, you might wanna ask psi about that
or
actually, I'd completely switch this to .app first
and make sure that there are no non-existing substitutions etc.
and about this one
what's the purpose of this name
must it match anything?
componentName is for the ent component this now i finally understand
are you on the latest Nightly?
no no, im on stable
By using the Wolvenkit Nightly (Alpha) instead of the stable release, you get access to fixes and features while they are still under development โ and the unique chance to discover exciting new bugs! By reporting them on github, you're helping the team to find and fix them before they can sneak into the stable version and ruin a Nexus user's day.
Advice: Rarely, the integration of new features can result in a really broken Nightly. For that case, you might want to keep a second install of Wolvenkit around!
The unique chance to discover exciting new bugs doesn't sound too amazing considering i keep running into issues literally no one else has 
ok, i succeded the tpp thing in app
thanks for help 
yw
well, right now it's just me working on that
and I can fix those bugs on a daily basis pretty much ๐
on stable?
nightly
ok let me open nightly
I fixed most stable bugs that I could fix easily. I'm currently trying to get the Nightly ready for another release
there's one big bug in there (project browser nested/flat switch does nothing)
yeah it automatically refreshes on nightly
whoa this is epic 
see i told you
i run into issues NO ONE ran into before
is there something wrong with this?
Iโve had issues with an item floating off the body like that before and the culprit was the .ent
Issue with the GS component
Don't even have GS on this
i dont get it, its like the sleeves suddenly lost their rig or something
maybe they lost their root component?
i dont know whats going on
im actually completely lost now
my entire bodysuit is crashing the game

start over with dynamic app files
use my example project from Nexus
keep it super simple for now
then expand
I reverted back to before i made any changes to app and ents
everything works but its with the ent conditions
i dont know if the problems are my project, my game, or actual bugs
ill take a break and eat something
Do taht
๐ค
this refers to the name in app, correct?
appearanceName refers to the name in the app
if you leave it blank for dynamic variants, it will take the name
got it
thanks
one of my testers managed to replicate the issue with apperances changing randomly
๐ nice
weird
happnes to me too
question
should i do chunkmasking in ENT or APP in parts overrides?
I'd set the ent to the default that I want to be the default, and put everything else into the overrides
Understood. The situation is that i have this single mesh, and multiple ents from which i make my items
from this i make 4 items
yeah
you'd have different components though
so that'll be okay
If you leave the entity path in the PartsOverrides blank, then AXL will handle everything for you
perhaps i need to explicitly put it, i will try anyway, i dont know whats up with this random apperance switching

oh wait
ok another question
do i need to make anything here if i dont use anything?
the whole PartComponentOverrides
"if I dont use anything"?
to modify components that are not in the .app file itself
you know how NPCs have all their components in the .app, right?
alright, and lets say the way a component is in ent, that's how i want it
exactly
then you don't need partsOverrides at all#
so then the array can look like this
yes
ok but now comes another question. I don't need to modify a component in app. then if i have this, is it problematic?
identical chunkmask as in ent
no, just unnecessary.
and you'll forget about it and then be very confused in a year or two
I wouldn't recommend that
not entirely, psi actually figured this to be a solution when i had a bug report about items rendering for a brief second, and blocking vision, while in the camera transitions from fpp to tpp in vehicles

so, in conclusion, doing this doesn't actually have any negative impact?
its just useless if not for this tpp/fpp bug fix
yes
ok
ill try it
maybe it breaks something, maybe it fixes something or does nothing
theory says it does nothing
๐
Good
ok but what about this bad boy
in partOverrides
what happens if I just put *{variant.1}_{variant.2}
ok now hold on
blank... this? or this?
because this is not blank in the literal sense of things

set it to 0
hmm
otherwise it's not empty
no, the little box with the numeric value
I think you can also put default as text. it should be equivalent
default is what it always was
im just trying to think of things that could make apperances just flat out switch randomly
I did something, i get crash on equip

I found
Are my mods overly complicated or some shit

understood annd that was ofc
typo in path due to my amazing keyboard that duplicates letters
in particular n
anyway, so, not sure if im getting lucky or not, but after i explicitly added the chunkmask and components in Overrides, im no longer getting random appearances switches
problem was this thing was inconsistent asf so i cant tell if its luck or problem solved
if you use the Nightly, the edit boxes should change colour if you're entering invalid values
i saw, quite cool, but i was scared of the sleeves bug so i returned to stable, thinking maybe something went wrong there
im now doing everything step by step
ok i got lucky, its still happening
great, amazing
it has nothing to do with the Nightly ๐ญ please don't be superstitious
well i mean, i never seen something like this before
i thought idk, the packing of the mod somehow deleted the rig lmao


yes
putting *{variant.1}_{variant.2} does nothing good or bad
since you're trying to load the appearance null from the mesh
you may wanna ask psi
i have one thing left to try
how do i make this work but in app. i want to render the sleeves invisible in all arms state except base
you make one appearance &arms=base_arms and show the arms
every other arm will load nothing then
alright
i will make a backup of the project
right here
just in case the sleeves decide to float
this is what i have loaded ingame vs what the inventory shows :)))))))))))))))))))))))))))))))))))))))
and you can see in EEX they are the same variant
if i unequip and reequip the same thing then it corrects itself
you need psi
right, i did everything i could think of
the base arms work now
ah actually let me test some firepower
aight
which channel
idk axl

ahh how do i even explain this
its inconsistent asf
#psiberstuff
well i did
can only imagine psiberx reading all that
and looking like
have you seen anything like this before?
or is it really just me
Not sure
I think others ran into the same issue?
people do overestimate how competent I actually am lmao
I refer most problems to psi
Wdym, you fixed like 90% of things i asked you
They were all on the wiki though

not legs?

