I made my own thread about this, but I decided to post here as well since it's relevant to this thread as well, and some people might find it easier here
Understanding the multiplemodeldesc.xml file
Meaning of Prefixes
(posted by Cerophono)
"PHM", Warrior
"PHW", Sorceress
"PEW", Archer
"PGM", Giant
"PBW", Tamer
"PKM", (That other sword dude)
"PVW", Valkrie
"PKW", Plum
"PWM", Wizard
"PWW", Witch
"PNW", Kunoichi
"PNM", Ninja (Male)
Meaning of the Conditional Codes:
B: Applies to Helmets
D: Applies if your armor is damaged
U: Applies if you have an armor on
I: Applies only when you enable "Show Underwear" in safe zones
A: Applies to Weapons
[code]
<Conditional Code = "U">
<Model Index = "-"> ANYTHING</ Model> <------ What is the model name I'm referring to
<Model Index = "U"> ANYTHING</ Model> <------ What is the texture and mesh I should load for this model name
</ Conditional>
[/code]
Meaning of some letters
PHW_01_UB_0001_dm.pac
UB = Upperbody
dm = damaged texture/mesh
You don't need to define all armors
The multiplemodeldesc.xml can contain only the files you want to modify
for example, if my multiplemodeldesc.xml only contain these lines:
multiplemodeldesc.xml:
[code]
<Conditional Code="U">
<Model Index="-">1_PC/2_PHW/Armor/9_Upperbody/PHW_02_UB_0001.pac</Model>
<Model Index="U">1_PC/2_PHW/Armor/9_Upperbody/PHW_02_UB_0001.pac</Model>
</Conditional>
[/code]
Only the Sorcerer (PHW) Starter Clothing (02_UB_0001) will suffer changes. The rest of the models will load their default meshes and textures.
Override Order
If you put 2 blocks for the same file, like this:
[code]
<Conditional Code="I">
<Model Index="-">UNDERWEAR</Model>
<Model Index="I">SOMETHING</Model>
</Conditional>
<Conditional Code="U">
<Model Index="-">SAME_UNDERWEAR</Model>
<Model Index="U">ANOTHER_THING</Model>
</Conditional>
[/code]
What the game is going to consider is always what comes first.
So if you have a really long file and you want to override some lines, put the new lines AT THE TOP of the file.
"I" vs "D" vs "U"
When you open any multiplemodeldesc.xml file, you will notice that some underwear uses the condition "I", like this:
[code]
<Conditional Code="I">
<Model Index="-">UNDERWEAR</Model>
<Model Index="I">UNDERWEAR</Model>
</Conditional>
[/code]
The "I" means that this model will be loaded, only when you activate the "Underwear Mode" when you are in a safe zone in the game. This is what I'm talking about:
[ATTACH]49377[/ATTACH]
If you change the block above to:
[code]
<Conditional Code="U">
<Model Index="-">UNDERWEAR</Model>
<Model Index="U">1_PC/1_PHM/Nude/PHM_ALPHA.PAC</Model>
</Conditional>
[/code]
The "<Conditional Code="U">" means that now this change will apply when you have a armor on, and with this line:
<Model Index="U">1_PC/1_PHM/Nude/PHM_ALPHA.PAC</Model>
We specified that when we are wearing any armor (<Conditional Code="U">), we are going to remove the mesh and texture from the underwear.
So basically this is what happens:
Using <Conditional Code="U">
[ATTACH]49366[/ATTACH]
Using <Conditional Code="I">
[ATTACH]49367[/ATTACH]
Using both <Conditional Code="U"> and <Conditional Code="I"> at the same time doesn't work, because the game only considers what comes first (read the part of this topic where I talk about override).
Model Name to Real Armor Name Relations
These are the ones I figured it out so far:
The Sorceress Bern Armor model name is: PHW_02_UB_0006.pac
[ATTACH]49276[/ATTACH]
The Kibelius Armor with wings model name ends with: _00_UB_0034.PAC
[ATTACH]49294[/ATTACH]
The Model without wings ends with: _00_UB_0034_01.PAC
[ATTACH]49277[/ATTACH]
The Karlstein Robe ends with: _EW_UB_0033.PAC
[ATTACH]49295[/ATTACH]
The Starter Clothes ends with: _02_UB_0001.pac
[ATTACH]49296[/ATTACH]
The Default Underwear ends with: _00_UW_0001.PAC
[ATTACH]49297[/ATTACH]
The Le Vladian (White) Underwear ends with: _00_UW_1034.PAC
[ATTACH]49298[/ATTACH]
The Sileshi (Yellow) Underwear ends with: _00_UW_1040.PAC
[ATTACH]49299[/ATTACH]
The Red Underwear with cards, that I don't know the name, ends with: _00_UW_0032.PAC
[ATTACH]49300[/ATTACH]
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