jup i know what you mean … but im totally confuss why its only accept the change for female1 and not for the others … i will upload it and the bed ^^ when you have time you could look into it?
i dont find the issue ^^ but like you said its late and i must wake at 4 … so good night
ok i have no idea ^^ its use only my override of female_1 and then it ends^^ all filenames and jsons are correct and the log doesnt shows any issues ^^
and i have also not found a way to change it that it takes the names not from the filenames … but im very bad at programming xD
Heyho^^ Little question … is it possible to make an entities (like a scissor) who can also trigger your ui? so that we can perhaps also later change the look?
I was thinking that I’d add them, or rather it, when it’s actually ready for usage. So for now praise will have to be without Smart Carfter!
@Wiese2007, there is a lua function that starts up the customization process on a hearthling (homf.customizer:force_customization(hearthling)), however it’s not linked to be called from the ui so it’s kind of useless for that purpose. But I’m planning on adding a feature like that later on so the player can edit the hearthling’s appearances at any time.
when you change the UI next time its possible to make a dropdown menus or an new line so that colour and style are separted? at the moment i click 10 time per head to get the next style xD like new_head_young - then black blue etc?
ok while i wrote this i think a dropdown menus would be really the easiest way (if its possible xD)
It’s not quite that easy, I’d have to find some way to map each color to its name. I’ve got another idea on how to keep things for what you’re asking for, though it might take a while until it gets implemented.
Edit: thinking about it some more, I suppose it’s not so hard to do that. But I’d still like to go on with my own idea.
no prob ^^ it was just for precausion because with me styles and colours it would be only possible to dice everytime or get a new index finger after every heathing xD
It’s like Wiese says, its manifest needs to be updated in order for the game to even load the mod. That’s an easy fix, but I noticed there are other problems that popped up which I need to fix as well. Stay tuned for future updates!