Currently the game just uses PLT textures on 3 items; phenotype armor (special case), cloaks (special case, has a 2da file related to it too) and helmets.
We can extend this system and actually retain backwards compatibility by having the same ID's used as the original items for DDS icons, and PLT ones used for the others. There's some caveats when it comes to the game and toolset see the first checks of this under Overhaul Items - Shields.
The only difficulty is when editing in the toolset and there is an icon for said item but it's not actually colourable. Will be set to skin layer so should be obvious (and maybe include text saying "Static" on it perhaps).
Reason for doing it with backwards compatibility:
- Existing script compatibility (eg; crafting scripts)
- Existing store restriction compatibility
- Hardcoded elements compatibility (eg; torch holding animations)
Some potential issues to test:
- Stacking items - eg; if you had Grenades stackable - what happens if two items have the same properties / tags but are dropped into the same inventory, which one "takes over" or are there any issues?
If we run out of slots the non-hardcoded ones can have a second item type added (with caveats with scripting and stores).
| Name | baseitems.2da ID | World model? | Hardcoded elements? | Notes |
|---|---|---|---|---|
Small shield Large shield Tower shield | 14 56 57 | Yes | Yes | See Overhaul Items - Shields |
| Torch | 15 | Yes | Yes | Hardcoded element is on how it is held by the PC when equipped |
Gloves | 36 | No | Maybe | Hardcoding may be around Monk and Finesse, but EE has unhardcoded this in baseitems.2da. May be still odd remnants however. |
| Bracers | 78 | No | Maybe | Hardcoding may be around Monk and Finesse, but EE has unhardcoded this in baseitems.2da. May be still odd remnants however. |
| Rings | 52 | No | No | |
| Amulets | 19 | No | No | |
| Belts | 21 | No | No | |
| Sling | 61 | Yes | Yes | Ranged weapon so hardcoded. Might be fun to have the world models colour selectable for sure. |
| Bullets | 27 | Not sure | Yes | Like slings could make bullets more colours |
| Dart | 31 | Not sure | Yes | Ranged weapon so hardcoded. |
| Shuriken | 59 | Not sure | Yes | Ranged weapon so hardcoded. |
| Not equippable | ||||
Misc Small Misc Medium Misc Large Misc Thin | 24 29 34 79 | Some | No | New lines can be added for further slots, some are quite full, but doing the base ones would be an excellent idea. |
| Book | 74 | No | No | Very good if these are made colour selectable |
| Grenade | 81 | No | Yes | Might be good to have a way to show different levels of these, not that the game has many by default |
| Gem | 77 | Some | No | Yeah a bit silly having gems "colourable" but hey, might be fun. |
| Trap Kit | 64 | No | Kinda (ActionUseSkill) | Could help differentiate different trap power |
| Healing Kit | 39 | No | Kinda (ActionUseSkill) | Could help differentiate different healing kit power |
| Thieves tools | 62 | No | Kinda (ActionUseSkill) | |
| Box (Magic bag) | 66 | No | No | Imagine having more than one magic bag colour! |
| Who cares | ||||
| Encampment | 82 | No | No | Meh probably won't bother with this singular special thing |
| Trumpet | 93 | Yes | No | Technically really "Misc, 1x3" but meh. |
| Moon On A Stick | 94 | Yes | No | Why not "Misc, Thin"? |
| Blank scroll | 102 | No | Maybe? | For crafting but why bother having more parchment when it gets converted to another item anyway |
| Craft Scroll | 105 | No | Maybe? | For crafting but why bother having more parchment when it gets converted to another item anyway |
Craft Component Base Craft Component Small Craft Base | 09 110 112 | No | Maybe? | These are actually pointing to existing icon sets. I am not even sure these were in a expansion or not or need converting over: Component Base: Misc Medium (it_midmisc) Component Small: Misc Small (it_smlmisc) Base: Misc Medium (it_midmisc) |
| Needs further checks | ||||
| Spell Scroll | 75 | No | Yes | Needs investigation on how the icons work for them. IE the icon being the spell icon automatically. |
Other items potentially usable with this change:
- torch since it appears in game too (different coloured wood and metal at least)
- misc items (although may be more limited by slots...! but you can create new misc lines I guess, like a "PLT_Misc" for it)
- things not shown on the model but equippable; belts / amulets / gloves / rings / bracer
- bullets (unlike arrows and bolts are simple)
- darts (the throwing weapons appear in game right?)
- slings (are shown in game too)
- traps (finally a way to differentiate quality!)
- books (may look odd, but may look much better?)
- scrolls (although possible may be "interesting" with the colouring in of icons, but you can then have like blue / green or whatever colours for class specific ones then)
- grenades (although of limited use, can differentiate better ones I guess)
Ones I'd be tempted to do...but wouldn't be ever backwards compatible and thus a pain;
- arrows and bolts and throwing axes
- other main weapons (you'd make variants of most of the 3 separate parts into 1 model)
- potion bottles, keys, boots that are multi-part
However the above, especially main weapons, probably wouldn't benefit much if at all. After all most swords are not green or blue or pink or anything.
Potion bottles may work but they're quite varied already actually.