cloakmodel.2da is used to define the cloaks that are wearable as in-game models in the game.
The cloak models are part of the phenotype.2da system.
Cloaks have some great properties for minimising new cloak work, as in the same model can load different cloak textures onto it. This saves on models being used, but means that material files (MTR) seem to not work quite as they should.
The main way this is done is by having the MODEL be an existing cloak model (eg; 2 meaning it'd be pmh0_cloak_002.mdl being loaded) with a different texture number eg 13 would load cloak_013.plt onto it.
However the cloak_013.plt, while it should load the cloak_013.mtr file first, doesn't seem to. It's a bit weird and causes some weird issues.
Note that line 0 is likely invalid/always blanked out but needs testing.
|Column Names||Example||Valid Values||Description and Notes|
|LABEL||FireGreatCl||Text||The name in the toolset (not sorted alphabetically, but instead by line ID). Use quotes to have a more human readable name like "Fire Great Cloak"|
|MODEL||2||Integer||Cloak model to load, the example one would load for a Human, Male, Normal Size (0) - pmh0_cloak_002.mdl|
|TEXTURE||13||Integer||Texture to load onto the model - this doesn't have to match the MODEL number. For instance the texture that would load for 13 is cloak_013.plt|
|ICON||4||Integer||The icon to load in the inventory, the example 4 would be icloak_m_004.plt|
1 - Hide wings
0 - Don't hide wings
|Hides the wings when equipping this cloak if set to 1. All default cloaks do this to stop clipping.|
1 - Hide tail
0 - Don't hide tail
|Hides the tail when equipping this cloak if set to 1. No default cloaks do this, which is odd.|
1 - Hide left shoulder
0 - Don't hide left shoulder
|Hides the left shoulder when equipping this cloak if set to 1. Some default cloaks do this (models 2, 3, 4, 5, 7 but not 1 or 6)|
1 - Hide right shoulder
0 - Don't hide right shoulder
|Hides the right shoulder when equipping this cloak if set to 1. Some default cloaks do this (models 2, 3, 4, 5, 7 but not 1 or 6)|
**** - transparency allowed on metal PLT parts
default - environment map of the area applied and metal PLT parts will be shiny
If marked as default, metal parts will be shiny. If ****, metal parts will be partially transparent (or fully transparent if using the "shiny-chrome" color...good for making partial or tattered cloaks)
(You might be able to put your own environmental map texture file reference here, not sure needs testing).