oh my goddddd... how did you get the pinky ones to load without the game crashing? i removed their notReady flag and got stuck. even after adding the new slots and category. youve done your work thats for sure
I plan on writing an in-depth guide on what I've learnt through this project post release. But I'll try to explain succinctly.
For some reason, the game just didn't like their MeshIDs. I'm not sure why. Some of them are duplicates, but even non-duplicates had issues.
(It's also interesting to note that some of the meshes have incorrect VIDs. Meaning a Ring for the Right Hand might have a VID number which usually represents the Left Hand. This data is tied to the .cmesh file. If the VID listed in customization_items.xtbl doesn't match up, the mesh is invisible.)
For reasons relating to the ID memory limit (everything in this file has a separate memory limit [including the "not ready" Flag]), I had to find and overwrite the currently available Rings Items (Index and Ring fingers) with new Items which use the same ID as the old Items, but have new and unique MeshIDs for the Wear_Options.
Again, to save space in ID memory, I added just one Item for each finger, which has up to four Wear_Options each for all four of the Ring shapes.
So instead of having
32 new Ring Item IDs (34 minus the 2 non-existent meshes), there are just 10 (which is still a lot tbh). The remaining original Index and Ring finger Ring Items have been disabled with the "not ready" Flag, since they are no longer required. (Removing those Rings causes issues with customization_outfits.xtbl, so I'll be making new Outfits as well at some point [taking the unlockables into account].)
In-game, this means purchasing one Ring for a finger actually purchases all four Ring shapes for that finger, but you'd still have to pay again for a different material.
Of course, everything is still subject to change. But these Rings
will be in the mod when it releases.