rezecib Posted December 16, 2014 Share Posted December 16, 2014 So I've been working on Wigfrid and Webber, and I noticed that no matter what I get rid of, all other ghost hats seem to break (that is, things like Wilson's hair on his ghosts, or Willow's hair, and presumably Wigfrid's little ghost helmet). I decided to test this with a dummy mod character that's only four lines long (you also have to provide bigportrait files, though): modmain.lua:PrefabFiles = {"dummy"}AddModCharacter("dummy")scripts/dummy.lua:local MakePlayerCharacter = require "prefabs/player_common"return MakePlayerCharacter("dummy") This alone seemed to cause Wilson ghosts, etc, to lose their hats (and doing ThePlayer.AnimState:Show("HAT") had no effect). Right now I'm kind of stumped. It was hilarious at first, but I can't see why it would be happening in the first place... Link to comment Share on other sites More sharing options...
StalkinU Posted December 16, 2014 Share Posted December 16, 2014 @rezecib Crazy idea,Dummy has no ghost hat, game finds asset without ghost hat, Game decides ghost hat musts be broken skipping it. It's a long shot, but plausible. Link to comment Share on other sites More sharing options...
rezecib Posted December 16, 2014 Author Share Posted December 16, 2014 (edited) @StalkinU, Well, it also occurs if you do :AddTag('ghostwithhat') in the common_postinit (which is where Wilson, Willow, etc, specify it). Also, if I add Wigfrid's ghost build to the assets to force it to load, but don't add any mod characters, and then switch Wilson's ghost to Wigfrid's build while in-game, then the hat shows up. But if I add Wigfrid, her ghost hat doesn't show up. Edited December 16, 2014 by rezecib Link to comment Share on other sites More sharing options...
acemurdock Posted December 16, 2014 Share Posted December 16, 2014 That's odd, seeing as the default ghost you dig up in graves is Wigfrid... right? How is that texture referenced differently? Link to comment Share on other sites More sharing options...
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