EUP Settings

LSPDFR’s new settings xml

With the introduction of LSPDFR Version 0.4 we were allowed to modify crucial ambient data with the help of the custom folder. Unfortunately adding outfits from the EUP Mod by Alex_Ashfold has been obstructed by the new outfit ‘api’ (at least if you want them to integrate them natively).

Thanks to the research of mkalash he released a script to generate outfits from the legacy EUP Menu .ini files, which I’ll break down today.


componentNames = {
    "Mask": 1,
    "UpperSkin": 3,
    "Pants": 4,
    "Parachute": 5,
    "Shoes": 6,
    "Accessories": 7,
    "UnderCoat": 8,
    "Armor": 9,
    "Decal": 10,
    "Top": 11

Those are the numerical ids of the ‘<component>’ tag.

propNames = {
    "Hat": 0,
    "Glasses": 1,
    "Ear": 2,
    "Watch": 6

The numerical ids of the ‘<prop>’ tag

The maths

Apparently you’ll have to deduce 1 (-1) if one of them have (or both) has(have a higher value than 0 from the corresponding eup numerical num:num structure defining the drawable:texture . Apprehend them to the corresponding ‘<component>’ and ‘<prop>’ tags and you’ll have integrated your eup outfits natively into LSPDFR’s new outfit api.

Written on March 15, 2019 by   DaErich
in Internet