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Female Player Settings.dat in Grand Theft Auto IV, The Ballad of Gay Tony and The Lost and Damned.

Grand Theft Auto IV

# FEMALEPLAYERSETTINGS.DAT
# maintained by Miguel Freitas
# this file contains info necessary to render the multiplayer player.
#

#######################################################################################################################################
# NOTES - Female Multiplayer settings
#######################################################################################################################################
#
#######################################################################################################################################
# PV_COMP_HEAD	- Head
# PV_COMP_UPPR	- Uppr body
# PV_COMP_LOWR	- Lower body
# PV_COMP_HAIR	- Hair
# ANCHOR_HEAD	- Hats
# ANCHOR_EYES	- Glasses
#######################################################################################################################################
#
#######################################################################################################################################
#
# Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have. 
#                 Letters are artist conventions and numbers code convention.
#
# Hats/Glasses - The first combination receives -1 in the Prop Id and 0 in the texture ID to mean that the first is without any prop.
#                But there is no need to put that in because the code takes care of that.
#
#######################################################################################################################################

# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			PV_COMP_HEAD		0					0				0
0			PV_COMP_HEAD		0					1				1
0			PV_COMP_HEAD		0					2				2
0			PV_COMP_HEAD		1					0				3
0			PV_COMP_HEAD		1					2				4
0			PV_COMP_HEAD		1					4				5
0			PV_COMP_HEAD		2					0				6
0			PV_COMP_HEAD		2					1				7
0			PV_COMP_HEAD		3					0				8
1			PV_COMP_HEAD		1					1				9
1			PV_COMP_HEAD		2					3				10
1			PV_COMP_HEAD		3					1				11
1			PV_COMP_HEAD		3					2				12
2			PV_COMP_HEAD		0					4				13
2			PV_COMP_HEAD		1					3				14
3			PV_COMP_HEAD		3					3				15
4			PV_COMP_HEAD		2					2				16
5			PV_COMP_HEAD		2					4				17
6			PV_COMP_HEAD		0					3				18
# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			PV_COMP_UPPR		0					0				0
0			PV_COMP_UPPR		0					1				1
0			PV_COMP_UPPR		0					2				2
0			PV_COMP_UPPR		0					3				3
0			PV_COMP_UPPR		1					0				4
0			PV_COMP_UPPR		1					1				5
0			PV_COMP_UPPR		1					2				6
1			PV_COMP_UPPR		2					0				7
1			PV_COMP_UPPR		2					1				8
1			PV_COMP_UPPR		2					2				9
1			PV_COMP_UPPR		2					3				10
2			PV_COMP_UPPR		3					0				11
2			PV_COMP_UPPR		3					1				12
2			PV_COMP_UPPR		3					2				13
2			PV_COMP_UPPR		3					3				14
2			PV_COMP_UPPR		3					4				15
# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			PV_COMP_LOWR		1					0				0
0			PV_COMP_LOWR		1					1				1
0			PV_COMP_LOWR		1					2				2
0			PV_COMP_LOWR		2					0				3
0			PV_COMP_LOWR		2					1				4
0			PV_COMP_LOWR		2					2				5
0			PV_COMP_LOWR		2					3				6
1			PV_COMP_LOWR		0					0				7
1			PV_COMP_LOWR		0					1				8
1			PV_COMP_LOWR		0					2				9
#-----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# ----------------------------------------------------------------------------------
0			PV_COMP_HAIR		0					0				0
0			PV_COMP_HAIR		1					0				1
0			PV_COMP_HAIR		1					1				2
0			PV_COMP_HAIR		1					2				3
0			PV_COMP_HAIR		2					0				4
0			PV_COMP_HAIR		2					1				5
0			PV_COMP_HAIR		2					2				6
0			PV_COMP_HAIR		3					0				7
0			PV_COMP_HAIR		3					1				8
0			PV_COMP_HAIR		3					2				9
0			PV_COMP_HAIR		5					0				10
0			PV_COMP_HAIR		5					1				11
0			PV_COMP_HAIR		5					2				12
# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			ANCHOR_HEAD			0					0				0
0			ANCHOR_HEAD			0					1				1
0			ANCHOR_HEAD			0					2				2
0			ANCHOR_HEAD			1					0				3
0			ANCHOR_HEAD			1					1				4
0			ANCHOR_HEAD			1					2				5
0			ANCHOR_HEAD			4					3				6
0			ANCHOR_HEAD			4					4				7
0			ANCHOR_HEAD			4					5				8
0			ANCHOR_HEAD			4					6				9
1			ANCHOR_HEAD			4					0				10
1			ANCHOR_HEAD			4					1				11
1			ANCHOR_HEAD			4					2				12
1			ANCHOR_HEAD			3					0				13
1			ANCHOR_HEAD			3					1				14
1			ANCHOR_HEAD			3					2				15
2			ANCHOR_HEAD			2					0				16
2			ANCHOR_HEAD			2					1				17
2			ANCHOR_HEAD			7					0				18
2			ANCHOR_HEAD			7					1				19
2			ANCHOR_HEAD			7					2				20
2			ANCHOR_HEAD			6					0				21
4			ANCHOR_HEAD			5					0				22
# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			ANCHOR_EYES			0					0				0
0			ANCHOR_EYES			0					1				1
0			ANCHOR_EYES			1					0				2
0			ANCHOR_EYES			3					0				3
0			ANCHOR_EYES			3					1				4
0			ANCHOR_EYES			4					0				5
0			ANCHOR_EYES			4					1				6
0			ANCHOR_EYES			6					0				7
0			ANCHOR_EYES			6					1				8
1			ANCHOR_EYES			2					0				9
1			ANCHOR_EYES			2					1				10
1			ANCHOR_EYES			5					0				11
1			ANCHOR_EYES			5					1				12


                                

The Ballad of Gay Tony

Listed as FemalePlayerSettingsE1.dat.

# FEMALEPLAYERSETTINGS.DAT
# maintained by Miguel Freitas
# this file contains info necessary to render the multiplayer player.
#

#######################################################################################################################################
# NOTES - Female Multiplayer settings
#######################################################################################################################################
#
#######################################################################################################################################
# PV_COMP_HEAD	- Head
# PV_COMP_UPPR	- Uppr body
# PV_COMP_LOWR	- Lower body
# PV_COMP_HAIR	- Hair
# ANCHOR_HEAD	- Hats
# ANCHOR_EYES	- Glasses
#######################################################################################################################################
#
#######################################################################################################################################
#
# Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have. 
#                 Letters are artist conventions and numbers code convention.
#
# Hats/Glasses - The first combination receives -1 in the Prop Id and 0 in the texture ID to mean that the first is without any prop.
#                But there is no need to put that in because the code takes care of that.
#
#######################################################################################################################################

# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			PV_COMP_HEAD		0					0				0
0			PV_COMP_HEAD		1					0				1
0			PV_COMP_HEAD		2					0				2
0			PV_COMP_HEAD		3					0				3
4			PV_COMP_HEAD		0					1				4
4			PV_COMP_HEAD		1					1				5
4			PV_COMP_HEAD		2					1				6
4			PV_COMP_HEAD		3					1				7

# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			PV_COMP_UPPR		0					0				0
0			PV_COMP_UPPR		0					1				1
0			PV_COMP_UPPR		1					0				2
1			PV_COMP_UPPR		1					1				3
2			PV_COMP_UPPR		3					0				4
3			PV_COMP_UPPR		2					0				5
4			PV_COMP_UPPR		0					2				6
5			PV_COMP_UPPR		2					1				7
6			PV_COMP_UPPR		1					2				8
7			PV_COMP_UPPR		3					1				9
8			PV_COMP_UPPR		2					2				10
10			PV_COMP_UPPR		3					2				11


# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			PV_COMP_LOWR		0					0				0
0			PV_COMP_LOWR		1					0				1
1			PV_COMP_LOWR		1					1				2
2			PV_COMP_LOWR		0					1				3
3			PV_COMP_LOWR		2					0				4
5			PV_COMP_LOWR		0					2				5
6			PV_COMP_LOWR		1					2				6
7			PV_COMP_LOWR		2					1				7
9			PV_COMP_LOWR		2					2				8

# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			PV_COMP_HAIR		0					0				0
0			PV_COMP_HAIR		1					0				1
0			PV_COMP_HAIR		2					0				2
3			PV_COMP_HAIR		3					0				3
3			PV_COMP_HAIR		0					1				4
5			PV_COMP_HAIR		2					1				5
5			PV_COMP_HAIR		3					1				6
5			PV_COMP_HAIR		4					0				7
7			PV_COMP_HAIR		1					1				8
7			PV_COMP_HAIR		5					0				9
9			PV_COMP_HAIR		4					1				10
10			PV_COMP_HAIR		5					1				11


# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
#0			ANCHOR_HEAD			0					0				0

# -----------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -----------------------------------------------------------------------------------
0			ANCHOR_EYES			0					0				0
0			ANCHOR_EYES			1					0				1
1			ANCHOR_EYES			2					0				2
2			ANCHOR_EYES			1					1				3
3			ANCHOR_EYES			3					0				4
5			ANCHOR_EYES			1					2				5
6			ANCHOR_EYES			2					1				6
8			ANCHOR_EYES			3					1				7
                                

The Lost and Damned

Listed as FemalePlayerSettingsE2.dat.

# FEMALEPLAYERSETTINGS_E1.DAT
# maintained by Miguel Freitas
# this file contains info necessary to render the multiplayer player.
#

#######################################################################################################################################
# NOTES - Episode1 Female Multiplayer settings 
#######################################################################################################################################
#
#######################################################################################################################################
# PV_COMP_HEAD	- Head
# PV_COMP_UPPR	- Uppr body
# PV_COMP_LOWR	- Lower body
# PV_COMP_HAIR	- Hair
# PV_COMP_SUSE	- Suse
# PV_COMP_HAND	- Hand
# ANCHOR_HEAD	- Hats
# ANCHOR_EYES	- Glasses
#######################################################################################################################################
#
#######################################################################################################################################
#
# Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have. 
#                 Letters are artist conventions and numbers code convention.
#
# Hats/Glasses - The first combination receives -1 in the Prop Id and 0 in the texture ID to mean that the first is without any prop.
#                But there is no need to put that in because the code takes care of that.
#
#######################################################################################################################################



# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_HEAD		0					0				0
0			PV_COMP_HEAD		1					0				1
0			PV_COMP_HEAD		2					0				2
0			PV_COMP_HEAD		3					0				3
3			PV_COMP_HEAD		0					1				4
3			PV_COMP_HEAD		1					1				5
3			PV_COMP_HEAD		2					1				6
3			PV_COMP_HEAD		3					1				7

# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_UPPR		0					0				0
1			PV_COMP_UPPR		1					0				1
1			PV_COMP_UPPR		2					0				2
2			PV_COMP_UPPR		3					0				3
3			PV_COMP_UPPR		1					1				4
4			PV_COMP_UPPR		0					1				5
5			PV_COMP_UPPR		2					1				6
6			PV_COMP_UPPR		3					1				7
7			PV_COMP_UPPR		1					2				8
8			PV_COMP_UPPR		0					2				9
9			PV_COMP_UPPR		2					2				10
10			PV_COMP_UPPR		3					2				11

# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_LOWR		0					0				0
0			PV_COMP_LOWR		2					0				1
1			PV_COMP_LOWR		1					0				2
3			PV_COMP_LOWR		0					1				3
3			PV_COMP_LOWR		2					1				4
4			PV_COMP_LOWR		1					1				5
6			PV_COMP_LOWR		0					2				6
8			PV_COMP_LOWR		2					2				7
10			PV_COMP_LOWR		1					2				8

#--------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_HAIR		0					0				0
0			PV_COMP_HAIR		1					0				1
1			PV_COMP_HAIR		1					1				2
1			PV_COMP_HAIR		2					1				3
2			PV_COMP_HAIR		0					1				4
2			PV_COMP_HAIR		3					1				5
3			PV_COMP_HAIR		1					2				6
4			PV_COMP_HAIR		0					2				7
5			PV_COMP_HAIR		3					2				8
6			PV_COMP_HAIR		2					0				9
8			PV_COMP_HAIR		2					2				10
9			PV_COMP_HAIR		3					0				11


#--------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_SUSE		0					0				0
2			PV_COMP_SUSE		1					0				1
3			PV_COMP_SUSE		1					1				2
5			PV_COMP_SUSE		1					2				3
7			PV_COMP_SUSE		1					3				4
9			PV_COMP_SUSE		1					4				5

#--------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			PV_COMP_HAND		0					0				0




0			PV_COMP_HAND		1					0				1
0			PV_COMP_HAND		1					1				2
0			PV_COMP_HAND		1					2				3
0			PV_COMP_HAND		1					3				4
0			PV_COMP_HAND		2					0				5
0			PV_COMP_HAND		2					1				6
0			PV_COMP_HAND		2					2				7
0			PV_COMP_HAND		2					3				8
3			PV_COMP_HAND		1					4				9
3			PV_COMP_HAND		1					5				10
3			PV_COMP_HAND		1					6				11
3			PV_COMP_HAND		1					7				12
3			PV_COMP_HAND		2					4				13
3			PV_COMP_HAND		2					5				14
3			PV_COMP_HAND		2					6				15
3			PV_COMP_HAND		2					7				16
6			PV_COMP_HAND		3					0				17
6			PV_COMP_HAND		3					1				18
6			PV_COMP_HAND		3					2				19
6			PV_COMP_HAND		3					3				20
6			PV_COMP_HAND		4					0				21
6			PV_COMP_HAND		4					1				22
6			PV_COMP_HAND		4					2				23
6			PV_COMP_HAND		4					3				24
9			PV_COMP_HAND		3					4				25
9			PV_COMP_HAND		3					5				26
9			PV_COMP_HAND		3					6				27
9			PV_COMP_HAND		3					7				28
9			PV_COMP_HAND		4					4				29
9			PV_COMP_HAND		4					5				30
9			PV_COMP_HAND		4					6				31
9			PV_COMP_HAND		4					7				32




# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			ANCHOR_HEAD			0					0				0
1			ANCHOR_HEAD			1					0				1
3			ANCHOR_HEAD			0					1				2
4			ANCHOR_HEAD			1					1				3
5			ANCHOR_HEAD			0					2				4
6			ANCHOR_HEAD			2					0				5
8			ANCHOR_HEAD			1					2				6
10			ANCHOR_HEAD			3					0				7

# -------------------------------------------------------------------------------
# -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID - 
# -------------------------------------------------------------------------------
0			ANCHOR_EYES			0					0				0
1			ANCHOR_EYES			0					1				1
2			ANCHOR_EYES			1					0				2
5			ANCHOR_EYES			1					1				3
7			ANCHOR_EYES			0					2				4
9			ANCHOR_EYES			2					0				5
10			ANCHOR_EYES			2					1				6

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

# --------------------------------------------------------
# -Slot/Anchor ID-   - ID -	  -Slot/Anchor ID-	 - ID -
# --------------------------------------------------------
# Component fix, torsos to arms.

# Leather jacket 1 
PV_COMP_UPPR           0        PV_COMP_HAND              0 	#Hand 0, null
PV_COMP_UPPR           5        PV_COMP_HAND              0 	#Hand 0, null
PV_COMP_UPPR           9        PV_COMP_HAND              0 	#Hand 0, null

# Leather jacket 2 
PV_COMP_UPPR           2        PV_COMP_HAND              0 	#Hand 0, null
PV_COMP_UPPR           6        PV_COMP_HAND              0	#Hand 0, null
PV_COMP_UPPR           10       PV_COMP_HAND              0	#Hand 0, null


# Mesh top
PV_COMP_UPPR           1        PV_COMP_HAND              5 	#Hand 2, texture a
PV_COMP_UPPR           1        PV_COMP_HAND              6	#Hand 2, texture b
PV_COMP_UPPR           1        PV_COMP_HAND              7	#Hand 2, texture c
PV_COMP_UPPR           1        PV_COMP_HAND              8	#Hand 2, texture d
PV_COMP_UPPR           1        PV_COMP_HAND              13	#Hand 2, texture e
PV_COMP_UPPR           1        PV_COMP_HAND              14	#Hand 2, texture f
PV_COMP_UPPR           1        PV_COMP_HAND              15	#Hand 2, texture g
PV_COMP_UPPR           1        PV_COMP_HAND              16	#Hand 2, texture h

PV_COMP_UPPR           1        PV_COMP_HAND              21 	#Hand 4, texture a
PV_COMP_UPPR           1        PV_COMP_HAND              22	#Hand 4, texture b
PV_COMP_UPPR           1        PV_COMP_HAND              23	#Hand 4, texture c
PV_COMP_UPPR           1        PV_COMP_HAND              24	#Hand 4, texture d
PV_COMP_UPPR           1        PV_COMP_HAND              29	#Hand 4, texture e
PV_COMP_UPPR           1        PV_COMP_HAND              30	#Hand 4, texture f
PV_COMP_UPPR           1        PV_COMP_HAND              31	#Hand 4, texture g
PV_COMP_UPPR           1        PV_COMP_HAND              32	#Hand 4, texture h

PV_COMP_UPPR           4        PV_COMP_HAND              5 	#Hand 2, texture a
PV_COMP_UPPR           4        PV_COMP_HAND              6	#Hand 2, texture b
PV_COMP_UPPR           4        PV_COMP_HAND              7	#Hand 2, texture c
PV_COMP_UPPR           4        PV_COMP_HAND              8	#Hand 2, texture d
PV_COMP_UPPR           4        PV_COMP_HAND              13	#Hand 2, texture e
PV_COMP_UPPR           4        PV_COMP_HAND              14	#Hand 2, texture f
PV_COMP_UPPR           4        PV_COMP_HAND              15	#Hand 2, texture g
PV_COMP_UPPR           4        PV_COMP_HAND              16	#Hand 2, texture h

PV_COMP_UPPR           4        PV_COMP_HAND              21 	#Hand 4, texture a
PV_COMP_UPPR           4        PV_COMP_HAND              22	#Hand 4, texture b
PV_COMP_UPPR           4        PV_COMP_HAND              23	#Hand 4, texture c
PV_COMP_UPPR           4        PV_COMP_HAND              24	#Hand 4, texture d
PV_COMP_UPPR           4        PV_COMP_HAND              29	#Hand 4, texture e
PV_COMP_UPPR           4        PV_COMP_HAND              30	#Hand 4, texture f
PV_COMP_UPPR           4        PV_COMP_HAND              31	#Hand 4, texture g
PV_COMP_UPPR           4        PV_COMP_HAND              32	#Hand 4, texture h

PV_COMP_UPPR           8        PV_COMP_HAND              5 	#Hand 2, texture a
PV_COMP_UPPR           8        PV_COMP_HAND              6	#Hand 2, texture b
PV_COMP_UPPR           8        PV_COMP_HAND              7	#Hand 2, texture c
PV_COMP_UPPR           8        PV_COMP_HAND              8	#Hand 2, texture d
PV_COMP_UPPR           8        PV_COMP_HAND              13	#Hand 2, texture e
PV_COMP_UPPR           8        PV_COMP_HAND              14	#Hand 2, texture f
PV_COMP_UPPR           8        PV_COMP_HAND              15	#Hand 2, texture g
PV_COMP_UPPR           8        PV_COMP_HAND              16	#Hand 2, texture h

PV_COMP_UPPR           8        PV_COMP_HAND              21 	#Hand 4, texture a
PV_COMP_UPPR           8        PV_COMP_HAND              22	#Hand 4, texture b
PV_COMP_UPPR           8        PV_COMP_HAND              23	#Hand 4, texture c
PV_COMP_UPPR           8        PV_COMP_HAND              24	#Hand 4, texture d
PV_COMP_UPPR           8        PV_COMP_HAND              29	#Hand 4, texture e
PV_COMP_UPPR           8        PV_COMP_HAND              30	#Hand 4, texture f
PV_COMP_UPPR           8        PV_COMP_HAND              31	#Hand 4, texture g
PV_COMP_UPPR           8        PV_COMP_HAND              32	#Hand 4, texture h





# Vest top
PV_COMP_UPPR           3        PV_COMP_HAND              1 	#Hand 1, texture a
PV_COMP_UPPR           3        PV_COMP_HAND              2	#Hand 1, texture b
PV_COMP_UPPR           3        PV_COMP_HAND              3	#Hand 1, texture c
PV_COMP_UPPR           3        PV_COMP_HAND              4	#Hand 1, texture d
PV_COMP_UPPR           3        PV_COMP_HAND              9	#Hand 1, texture e
PV_COMP_UPPR           3        PV_COMP_HAND              10	#Hand 1, texture f
PV_COMP_UPPR           3        PV_COMP_HAND              11 	#Hand 1, texture g
PV_COMP_UPPR           3        PV_COMP_HAND              12	#Hand 1, texture h


PV_COMP_UPPR           3        PV_COMP_HAND              17 	#Hand 3, texture a
PV_COMP_UPPR           3        PV_COMP_HAND              18	#Hand 3, texture b
PV_COMP_UPPR           3        PV_COMP_HAND              19	#Hand 3, texture c
PV_COMP_UPPR           3        PV_COMP_HAND              20	#Hand 3, texture d
PV_COMP_UPPR           3        PV_COMP_HAND              25	#Hand 3, texture e
PV_COMP_UPPR           3        PV_COMP_HAND              26	#Hand 3, texture f
PV_COMP_UPPR           3        PV_COMP_HAND              27	#Hand 3, texture g
PV_COMP_UPPR           3        PV_COMP_HAND              28	#Hand 3, texture h

PV_COMP_UPPR           7        PV_COMP_HAND              1 	#Hand 1, texture a
PV_COMP_UPPR           7        PV_COMP_HAND              2	#Hand 1, texture b
PV_COMP_UPPR           7        PV_COMP_HAND              3	#Hand 1, texture c
PV_COMP_UPPR           7        PV_COMP_HAND              4	#Hand 1, texture d
PV_COMP_UPPR           7        PV_COMP_HAND              9	#Hand 1, texture e
PV_COMP_UPPR           7        PV_COMP_HAND              10	#Hand 1, texture f
PV_COMP_UPPR           7        PV_COMP_HAND              11	#Hand 1, texture g
PV_COMP_UPPR           7        PV_COMP_HAND              12	#Hand 1, texture h

PV_COMP_UPPR           7        PV_COMP_HAND              17 	#Hand 3, texture a
PV_COMP_UPPR           7        PV_COMP_HAND              18	#Hand 3, texture b
PV_COMP_UPPR           7        PV_COMP_HAND              19	#Hand 3, texture c
PV_COMP_UPPR           7        PV_COMP_HAND              20	#Hand 3, texture d
PV_COMP_UPPR           7        PV_COMP_HAND              25	#Hand 3, texture e
PV_COMP_UPPR           7        PV_COMP_HAND              26	#Hand 3, texture f
PV_COMP_UPPR           7        PV_COMP_HAND              27	#Hand 3, texture g
PV_COMP_UPPR           7        PV_COMP_HAND              28	#Hand 3, texture h

PV_COMP_UPPR           11       PV_COMP_HAND              1 	#Hand 1, texture a
PV_COMP_UPPR           11       PV_COMP_HAND              2	#Hand 1, texture b
PV_COMP_UPPR           11       PV_COMP_HAND              3	#Hand 1, texture c
PV_COMP_UPPR           11       PV_COMP_HAND              4	#Hand 1, texture d
PV_COMP_UPPR           11       PV_COMP_HAND              9	#Hand 1, texture e
PV_COMP_UPPR           11       PV_COMP_HAND              10	#Hand 1, texture f
PV_COMP_UPPR           11       PV_COMP_HAND              11	#Hand 1, texture g
PV_COMP_UPPR           11       PV_COMP_HAND              12	#Hand 1, texture h

PV_COMP_UPPR           11        PV_COMP_HAND              17 	#Hand 3, texture a
PV_COMP_UPPR           11        PV_COMP_HAND              18	#Hand 3, texture b
PV_COMP_UPPR           11        PV_COMP_HAND              19	#Hand 3, texture c
PV_COMP_UPPR           11        PV_COMP_HAND              20	#Hand 3, texture d
PV_COMP_UPPR           11        PV_COMP_HAND              25	#Hand 3, texture e
PV_COMP_UPPR           11        PV_COMP_HAND              26	#Hand 3, texture f
PV_COMP_UPPR           11        PV_COMP_HAND              27	#Hand 3, texture g
PV_COMP_UPPR           11        PV_COMP_HAND              28	#Hand 3, texture h






# -- Racial Fix, matching head to arms
PV_COMP_HEAD           0        PV_COMP_HAND              0
PV_COMP_HEAD           0        PV_COMP_HAND              1
PV_COMP_HEAD           0        PV_COMP_HAND              5
PV_COMP_HEAD           0        PV_COMP_HAND              9
PV_COMP_HEAD           0        PV_COMP_HAND              13
PV_COMP_HEAD           0        PV_COMP_HAND              17
PV_COMP_HEAD           0        PV_COMP_HAND              21
PV_COMP_HEAD           0        PV_COMP_HAND              25
PV_COMP_HEAD           0        PV_COMP_HAND              29


PV_COMP_HEAD           1        PV_COMP_HAND              0
PV_COMP_HEAD           1        PV_COMP_HAND              2
PV_COMP_HEAD           1        PV_COMP_HAND              6
PV_COMP_HEAD           1        PV_COMP_HAND              10
PV_COMP_HEAD           1        PV_COMP_HAND              14
PV_COMP_HEAD           1        PV_COMP_HAND              18
PV_COMP_HEAD           1        PV_COMP_HAND              22
PV_COMP_HEAD           1        PV_COMP_HAND              26
PV_COMP_HEAD           1        PV_COMP_HAND              30

PV_COMP_HEAD           2        PV_COMP_HAND              0
PV_COMP_HEAD           2        PV_COMP_HAND              3
PV_COMP_HEAD           2        PV_COMP_HAND              7
PV_COMP_HEAD           2        PV_COMP_HAND              11
PV_COMP_HEAD           2        PV_COMP_HAND              15
PV_COMP_HEAD           2        PV_COMP_HAND              19
PV_COMP_HEAD           2        PV_COMP_HAND              23
PV_COMP_HEAD           2        PV_COMP_HAND              27
PV_COMP_HEAD           2        PV_COMP_HAND              31

PV_COMP_HEAD           3        PV_COMP_HAND              0
PV_COMP_HEAD           3        PV_COMP_HAND              4
PV_COMP_HEAD           3        PV_COMP_HAND              8
PV_COMP_HEAD           3        PV_COMP_HAND              12
PV_COMP_HEAD           3        PV_COMP_HAND              16
PV_COMP_HEAD           3        PV_COMP_HAND              20
PV_COMP_HEAD           3        PV_COMP_HAND              24
PV_COMP_HEAD           3        PV_COMP_HAND              28
PV_COMP_HEAD           3        PV_COMP_HAND              32

PV_COMP_HEAD           4        PV_COMP_HAND              0
PV_COMP_HEAD           4        PV_COMP_HAND              1
PV_COMP_HEAD           4        PV_COMP_HAND              5
PV_COMP_HEAD           4        PV_COMP_HAND              9
PV_COMP_HEAD           4        PV_COMP_HAND              13
PV_COMP_HEAD           4        PV_COMP_HAND              17
PV_COMP_HEAD           4        PV_COMP_HAND              21
PV_COMP_HEAD           4        PV_COMP_HAND              25
PV_COMP_HEAD           4        PV_COMP_HAND              29

PV_COMP_HEAD           5        PV_COMP_HAND              0
PV_COMP_HEAD           5        PV_COMP_HAND              2
PV_COMP_HEAD           5        PV_COMP_HAND              6
PV_COMP_HEAD           5        PV_COMP_HAND              10
PV_COMP_HEAD           5        PV_COMP_HAND              14
PV_COMP_HEAD           5        PV_COMP_HAND              18
PV_COMP_HEAD           5        PV_COMP_HAND              22
PV_COMP_HEAD           5        PV_COMP_HAND              26
PV_COMP_HEAD           5        PV_COMP_HAND              30

PV_COMP_HEAD           6        PV_COMP_HAND              0
PV_COMP_HEAD           6        PV_COMP_HAND              3
PV_COMP_HEAD           6        PV_COMP_HAND              7
PV_COMP_HEAD           6        PV_COMP_HAND              11
PV_COMP_HEAD           6        PV_COMP_HAND              15
PV_COMP_HEAD           6        PV_COMP_HAND              19
PV_COMP_HEAD           6        PV_COMP_HAND              23
PV_COMP_HEAD           6        PV_COMP_HAND              27
PV_COMP_HEAD           6        PV_COMP_HAND              31

PV_COMP_HEAD           7        PV_COMP_HAND              0
PV_COMP_HEAD           7        PV_COMP_HAND              4
PV_COMP_HEAD           7        PV_COMP_HAND              8
PV_COMP_HEAD           7        PV_COMP_HAND              12
PV_COMP_HEAD           7        PV_COMP_HAND              16
PV_COMP_HEAD           7        PV_COMP_HAND              20
PV_COMP_HEAD           7        PV_COMP_HAND              24
PV_COMP_HEAD           7        PV_COMP_HAND              28
PV_COMP_HEAD           7        PV_COMP_HAND              32                                

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