So it's been awhile since I released my arena mod but there's clipping issues with Akihiko's gloves and some of the weapon gloves. I ignored it but recently went ahead and decided to dummy hide most of them with the MI_MC_Hide mat. Buttt the blue gloves crash the game randomly so I wanted to make it a configurable option like how that Jetstream Sam mod did for Junpei for overriding weapons. I got 0 knowledge with this sorta stuff so that's why I'm making this post. Any help is appreciated!
#R2 Config Help on hiding some of Akihiko's weapons & config dependent costume loading.
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are you asking about a configuration in R2?
okay - there was a thread detailing the creation of R2 configurations. let me try and find it
obviously i think it'd be better to just fix the issue but i know models can be kinda annoying lol so
True that's an option too. I do have the weapon models.
couldn't find the thread. take this instead
~~yes, this should be documented elsewhere. no, i haven't gotten around to it yet ๐ญ ~~
ah alright thanks!
it's kind of an involved process at first but it isnt too hard
once you get everything set up, you're good to go pretty much
dope, imma try to do this now
ty, thats the one i was trying to find ๐

I managed to get it to work! I also had copilot to walk me through it cuz all the syntax was making my head hurt. Imma push an update!
and done! thanks :>
you were always free to ask questions haha I had to do a lot to figure it out myself
Haaa I believe it, even when I was cross refing the code examples I had no idea what any of it meant until I had it broken down.
And I kinda didnt want to modify the templete txt in fear of fucking it up.
I do need to write that guide at some point so if there's anything that could be more cleared up it would be nice to make a note of it
one day I'll stop putting it off 
Hmmmmm if theres one thing I would say the difference between the drop down and true and false one. Cuz it was 2nd one I wanted to do.
gotcha
yeah I don't remember if I used a boolean or enum in my example but that's definitely something worth noting. the default R2 template gives you a lot to work with but in practice I've only ever used boolean or enum lol
It was an enum I believe which had two directories. For theurgia and theurgy
And I didnt want to like double to mod size.
Cuz the gist I got was an Essestinals Check --> then the config check ---> true load files from specified directory ---> then check if that directory exists. And then the rest was templete stuff.
so I think asshole igor was done in that way because there are so few files
but if you ever have common files you want loaded no matter what, you can just load it thru P3REssentials as normal
(I will keep this in mind tho lol)
uhhh I think the best example I can give is to look at some of my more recent mods and their file structure to get an idea but I hope it's not hard to understand in the first place haha
I mean I will say it wasnt as bad as the other... coding dabbles I tried. Like uderstanding the command prompt cethleann for fe.
In fact it took way less time then I expect to take.
I know that isnt techincally codding but syntax always confuses me.
yeah this stuff is pretty basic overall
it's just involved
helps that a lot of it is done for you with the template lol
Nah fr ๐ญ
If the goal is to make his weapons dissapear
And your worried about file size
Then why not juts replace the MI's instead of the mesh?
That could fix the sudden crash I get.
So like instance the hide thing and rename it to the vanilla mat names.
it's just a constant
This?
ya
so I was unable to get the mat working so yeah Imma stick with the meshs
while I'm here tho
I've been trying to add a config where if specified as Default It'll load a new costume by cf regularly. If it's specified as Replace it'll replace the a vanilla asset without adding a slot. This is way more complex cuz I tried the methods y'all sent above and nothing worked. Even dabbled with CF API cause well yeah. I've been at this for the whole day and no dice unfortunately.
it for this bloke
idk if it's even feasible so ya
currently the best I got was making the replace toggle feasable but due to how cf works if there's costume data in unreal it'll just load it automatically. So the override worked and cf default behavior of adding a slot.
I know this is a nitpick probably?
but ya
I would think that you would need to work with the CF API, yeah. I'm not familiar with the CF API tbh though...
unless someone else sees this and helps out first, I can try to look into it when I get home (but no guarantees)
tbh it's probably a better question for Rena since they made costume framework anyways
True, if nothing a raises Imma just throw out the config and make just a standard cf mod.
So goal is
Costume gets added depending on config?
Ya
Default - normal cf behavior
Replace - replaces a vanilla asset
I used your code as a base. I planed to change the terminology if it damn worked Imao.
Leeme try this out
fisfnewoifnoewifn I got the configs to work
and I dont got a shot but I got the configs to load asset data in a normal unreal folder via char-assets
character creator came clutch
now to just change the terms lol
thanks Ray!

This should suffice.
R2 Config Help on hidding some of Akihiko's weapons & config dependent costume loading.
R2 Config Help on hiding some of Akihiko's weapons & config dependent costume loading.
gonna drop the code I have in case someone needs it for their projects
Hiding Weapons ^
