Any ideas on how to change the default human to look different

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Any ideas on how to change the default human to look different

Post by balogt »

one of the last things I want to alter is the default human player, from that red and black jump suit to the argon male pilot outfit. looks more cool. in any case I have tried several methods, none to any effect, which could be for any number of reasons. my lack of coding exp likely the first.
so essentially I could add a new start macro or replace the character tutorial macro with my new one. any code oriented folks know the code and the directory structure for the game to see new start macros or to see the edited library file that I tried changing and nothing happened.
thanks
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
x4

Re: Any ideas on how to change the default human to look different

Post by argon_emperor »

You need to edit the character_macros.xml file, find the corresponding character player macro, and edit the torso region

So the diff code would look something like this for the Young Gun start (very rough draft, could be wrong)

Code: Select all

<diff>
   <replace sel="/macros/macro[@id='character_player_tutorial_macro']/properties/models/model[@type='torso']/@ref>assets/characters/argon/bodies/ch_ar_m_body_d-pilot_02</replace>
</diff>
the d-pilot_02 could also be 03 or 04, not sure which exact flight suit each corresponds to. I know one is a black with yellow trims, another is yellow with black trims, and another is white with red trims

But that should (mostly) be the correct change, someone correct me if I got it wrong :)
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

thanks I will try that replce code. that's the magic I was looking for.
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

ok so I name my libraries file pilot.xml and have it in my libraries folder in the mod folder I use for my custom x3 galaxy. I will paste the code below. as the game isn't seeing the new data I assume I just don't have it set up right. I thought perhaps and index file pointing to it but havnt seen that with libraries files before. or perhaps I slap the code at the start of the original character_macro file?


<diff>
<replace sel="/macros/macro[@id='character_player_tutorial_macro']/properties/models/model[@type='torso']/@ref="assets/characters/argon/bodies/ch_ar_m_body_d-pilot_02" />
</replace>
<replace sel="/macros/macro[@id='character_player_tutorial_macro']/properties/models/model[@type='head']/@ref="assets/characters/argon/heads/char_arg_m_head_cau_02" />
</replace>
</diff>

btw thanks for this help man
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
x4

Re: Any ideas on how to change the default human to look different

Post by argon_emperor »

You don't change the file name, you keep it as character_macros.xml file, and that only consists of your <diff> code, and then the game will read that and overwrite the default values on game start
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

thanks again for the help. I renamed it the same and had my code from above which didn't wok do I used yours that had a couple syntax differences

<diff>
<replace sel="/macros/macro[@id='character_player_tutorial_macro']/properties/models/model[@type='torso']/@ref>assets/characters/argon/bodies/ch_ar_m_body_d-pilot_04</replace>
<replace sel="/macros/macro[@id='character_player_tutorial_macro']/properties/models/model[@type='head']/@ref>assets/characters/argon/heads/char_arg_m_head_cau_03</replace>
</diff>


the ref=" vs ref> and my end had the " />
neither worked however. I will try a separate mod folder with a sep enamed mod while keeping the chatacter xml file original name.
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

hum that didn't work either. it sees the original red out fit no matter what I do. I wounder if you need to call or point to the character_macro's file in a different way to overwrite the defaults. like and index file pointing to macros when you change ships gear and such?
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
x4

Re: Any ideas on how to change the default human to look different

Post by argon_emperor »

Derp

Think I've figured it out

Code: Select all

<replace sel="/macros/macro[@name='character_player_tutorial_macro']/properties/models/model[@type='torso']/@ref">assets/characters/argon/bodies/ch_ar_m_body_d-pilot_02</replace>
I originally had @id='character_player_tutorial_macro'
Double checked the original file, should have been @name='character_player_tutorial_macro' like above now
Also forgot the second " at the end of the sel part

I did warn you it was a rough draft and could very well have had mistakes in it XD

But confired that the above worked in my game, changed it to the black jacket with yellow trims
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

thanks man, I don't hold any syntax errors against you..iv made millions
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

OMG it worked mostly :) man I love having someone else to bounce ideas off.

I was a bald head (which I wanted) with invisible body..which tells me I need to try a different body :)
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

hum head works but body isn't..strange
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
x4

Re: Any ideas on how to change the default human to look different

Post by argon_emperor »

balogt wrote: Fri, 28. Dec 18, 01:23 hum head works but body isn't..strange
That's weird. Have you tried it with the 02 body? I know that one worked for me
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

I just noticed on the entry I copied for the head it still says torso but the ehad changed and works, yet the main on for the body that does say torso, does not work with about 15 different ones I tried..the fella is invis..with a sweet bald head. any ideas. im keeping the head one working for the time being as its somehow working.

<replace sel="/macros/macro[@name='character_player_tutorial_macro']/properties/models/model[@type='torso']/@ref">assets/characters/argon/bodies/ch_ar_m_body_d-pilot_04</replace>

<replace sel="/macros/macro[@name='character_player_tutorial_macro']/properties/models/model[@type='torso']/@ref">assets/characters/argon/heads/char_arg_m_head_cau_03</replace>
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

sratch that last..i had 2 entries of torso...the game would only see the second. once I changed one to heads the other worked fine. problem solved. thank you very much for your help on this.
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
x4

Re: Any ideas on how to change the default human to look different

Post by argon_emperor »

Okay, that's weird

Just copied your torso line in and directly replaced mine with it

Works fine, gives the white jumpsuit with red trimms

https://steamcommunity.com/sharedfiles/ ... 1604817692

Can you post the entire code of the file you're editing? Maybe the mistake is somewhere else

EDIT: Nevermind, you got it working before I could post this XD

All good, happy to help. I like it when someone asks a question I actually know the answer to, I feel helpful for a change XD
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

It was the smallest error on my part there. 2 references to torso..oldest mistake in the book. Now im itemizing the parts. Ill do teladi andparanid next
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

Also note the entry for heads in the body part is jut head singular where as the folder is heads plural
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

New addition. Teladi and paranid have body props overtop thier regular parts. Wounder how to add particular parts using the replace command..perhaps add
FlynTie
Posts: 36
Joined: Wed, 12. Dec 18, 01:42

Re: Any ideas on how to change the default human to look different

Post by FlynTie »

I have a github repo with a various small QoL changes which includes changes to the human appearance. For instance i replaced the "_01" face variants of the caucasian and african model with either their "_02" or "_03" variant since the "_01" version looks a bit odd. I also changed faction representatives to use the manager body mesh instead of the pilot one. I also removed the "_04" hairstyle completely (for now) as it clips with almost any head variant and i added the caucasian hairstyles to the african headmesh since they work on them too.

You can find all changes in the "character_macros.xml" & "charactergroups.xml"

But i need to add an important note: The game uses the character models from X-Rebirth for some station NPCs and changing these results in a CTD. This is basically every NPC in "character_macros.xml" that has a morph-target setup (<facemods> category).

Feel free to grab whatever you want from the repo and alter it the way you want it to be or just use it as a learning resource.

Here is the link: https://github.com/koticR/X4QoL

Ninja edit:

Here is a custom player setup i made for a custom gamestart, This changes the player character into the new caucasian model with the "Janeway" hairstyle. This goes into a character_macros.xml

Code: Select all

	<add sel="/macros">
		<!-- Custom Character Gamestart -->
		<macro name="character_player_ccg_macro" class="player"> <!-- This will be used in your gamestart.xml as the <player macro> tag, can be anything you like -->
			<component ref="character_player_discover" /> <!-- No need to set it up twice -->
			<properties>
				<identification name="{1021,6006}" race="argon" faction="player" female="true" /> <!-- name="xx" can be set here or through language files. -->
				<spacesuit macro="ship_arg_xs_spacesuit_01_a_macro" /> <!-- Your spacesuit -->
					<models>
						<model type="head" ref="assets/characters/argon/heads/char_arg_f_head_cau_02" /> <!-- The more serious headmesh -->
						<model type="torso" ref="assets/characters/argon/bodies/char_arg_f_body_crew_01" /> <!-- The white shirt with black pants bodymesh -->
						<model type="props" ref="assets/characters/argon/props/char_arg_f_hair_cau_03" /> <!-- The Janeway hairstyle, sry i don't know what this is actually called in english :D -->
					</models>
			</properties>
			<connections>
				<connection ref="computer">
					<macro ref="entity_betty_macro" connection="player" /> <!-- Dunno what that does but it's never bad to have Betty on board. -->
				</connection>
			</connections>
		</macro>
	</add>
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Any ideas on how to change the default human to look different

Post by balogt »

Thanks for that. My main goal here was to alter thevplayer models to look cooler. I got the teladi and hunan and paranid looking solud.split is x3 model so not touching that atm. Fun stuff though

Return to “X4: Foundations - Scripts and Modding”