Custom pouch presets
This guide is about making custom pouch presets using Enfusion tools.
Last updated
This guide is about making custom pouch presets using Enfusion tools.
Last updated
Keep in mind that our systems tend to change without instant changes in documentation. So this guide may be outdated at some point.
Please. Read this guide from start to end BEFORE making your own prefab.
Last thing before this guide starts. When unsure about anything, check how it's done in existing RHS prefabs.
Lets start with inheriting our custom pouch preset from Vest_Base After that we can open it. If you want to use inflatable pouches on your preset, you need to add a SignalsManagerComponent
and SCR_UniversalInventoryStorageComponent.
I'm not gonna go into details about configuring SCR_UniversalInventoryStorageComponent, just use existing RHS prefabs as reference. F.e Vest_PCGen_III_Loadout_base
Start with putting mesh of the vest you want to make pouch preset for in MeshObject and BaseLoadoutCloth component. In our case we will use NCPC as example.
We gonna need it only temporary, just to be able to parent our pouches to bones on character.
You need to put worn model not _ground one.
Keep in mind that we will remove model from pouch preset later. Once again, we need it only temporary, just to be able to parent our pouches to bones on character.
Now you can go to BaseLoadoutClothComponent and create a new slot. It should be LoadoutSlotInfo.
Then you can put a pouch you want to attach in prefab slot. Pouches can be found in these folders:
Vest_PCGen_III_Pouches
Vest_CPC_NCPC_pouches
Vest_AACPC_Pouches
Vest_Taktika_Pouches
Vest_TV110_Pouches
And after that parent it to
After you done with all steps mentioned above, it's time to replace temp meshes with invisible ones.
put rhs_equipment_empty_item.xob in meshobject
put rhs_equipment_empty_item.xob in Item Model put rhs_equipment_empty.xob in Worn model
You may want to ask, "What if i want to have a belt as well?
It is as simple as it sounds, instead of rhs_equipment_empty_item.xob and rhs_equipment_empty.xob put corresponding meshes of belt.
Once again, instead of guessing how it should look like, just check how it's done in our prefabs.