This tutorial will step you through the workflow I use in 3ds Max to resize existing cloak models for new Custom Dynamic Races. The steps listed in the workflow below should apply in any modeling program, though terminology in Blender and location of options may vary.

Anatomy of a cloak

There are 7 base game cloak models that each can use multiple PLT files, (unlike other phenotype parts) meaning that effectively you get all 16 options in cloakmodel.2da at the cost of resizing 7 models. This works because cloaks are textured via a plt file called from the TEXTURE column which is applied to the model in the MODEL column.

The cloak model consists of a structure of 17 bones and one skinmesh that includes the torso_g and rootdummy in the hierarchy. It has no unique animations and has an animation supermodel of the basic phenotype model for the race it is intended for use by. So for a human male cloak model, the animation supermodel is set to pmh0. This means that there isn't a way to add new bones to a cloak without also adding them to the supermodel chain or creating all game animations for them in the cloak model itself.

Internal Structure of pmh0_cloak001

Workflow & considerations

Knowing how the cloak is put together allows us to develop a workflow to make them for any new Custom Dynamic Race. If you're lucky, your new custom race is simply a straight scaling factor away from human. But let's assume you're me instead and pick something slightly harder. For science. Here are the overarching steps, hopefully agnostic to modeling program, that you'll do once for each of the robe models:

3ds Max example