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Looks

The parts of the game’s characters a player’s or an NPC actor’s look is made of - 745 parts from the game’s Libs/Tables/Character/CharacterComponent.xml. A look is four of them, one of each kind: the skin (body), the face (head), the hair with its color and the beard; a part left out is the one the body’s soul gives it. A man’s look takes a man’s parts (the first four pages); a woman’s (gender = "female") takes a woman’s (the women’s parts) and has no beard.

SetPlayerLook(pid, {body = "m_body_tan_02", head = "m_head_004", hair = "m_hair_005_blonde", beard = "m_beard_03"})
SetPlayerLook(pid, {gender = "female", body = "f_body_pale_01", head = "f_head_013", hair = "f_hair_004_blonde"})

Every kind is a tree: a hair model (x_hair_05) derives its colors (m_hair_005_black, m_hair_005_blonde …), a face its variants, a skin group (m_tan) its tones - derives from names the part a row comes from. Traits are the words the game’s own crowds are matched by (the paleness, the roughness, the age), generic marks the plain parts those crowds get: not a named character’s, not a wound’s. A few names are worth knowing: x_hair_20 is no hair, m_beard_00 no beard, m_hair_barber_01 to _16 and UC_beard_barber_01 to _08 the barber’s styles.

In a game mode: SetPlayerLook, SetActorLook, GetLookParts(kind [, pattern [, gender]]), GetLookPartInfo(name) (Lua); a character creator is the mode’s own client script (the guide).

Page Entries
Faces 212
Hair 262
Beards 51
Skins 47
Women’s parts 173