FemalePlayerSettings.dat/GTAIV

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

Grand Theft Auto IV

 * 1) FEMALEPLAYERSETTINGS.DAT
 * 2) maintained by Miguel Freitas
 * 3) this file contains info necessary to render the multiplayer player.


 * 1) NOTES - Female Multiplayer settings
 * 2) PV_COMP_HEAD	- Head
 * 3) PV_COMP_UPPR	- Uppr body
 * 4) PV_COMP_LOWR	- Lower body
 * 5) PV_COMP_HAIR	- Hair
 * 6) ANCHOR_HEAD	- Hats
 * 7) ANCHOR_EYES	- Glasses
 * 8) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 9)                 Letters are artist conventions and numbers code convention.
 * 10) 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.
 * 11)                But there is no need to put that in because the code takes care of that.
 * 1) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 2)                 Letters are artist conventions and numbers code convention.
 * 3) 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.
 * 4)                But there is no need to put that in because the code takes care of that.
 * 1) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 2)                 Letters are artist conventions and numbers code convention.
 * 3) 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.
 * 4)                But there is no need to put that in because the code takes care of that.
 * 1)                But there is no need to put that in because the code takes care of that.

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 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 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 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 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 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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -

The Ballad of Gay Tony

 * 1) FEMALEPLAYERSETTINGS.DAT
 * 2) maintained by Miguel Freitas
 * 3) this file contains info necessary to render the multiplayer player.


 * 1) NOTES - Female Multiplayer settings
 * 2) PV_COMP_HEAD	- Head
 * 3) PV_COMP_UPPR	- Uppr body
 * 4) PV_COMP_LOWR	- Lower body
 * 5) PV_COMP_HAIR	- Hair
 * 6) ANCHOR_HEAD	- Hats
 * 7) ANCHOR_EYES	- Glasses
 * 8) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 9)                 Letters are artist conventions and numbers code convention.
 * 10) 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.
 * 11)                But there is no need to put that in because the code takes care of that.
 * 1) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 2)                 Letters are artist conventions and numbers code convention.
 * 3) 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.
 * 4)                But there is no need to put that in because the code takes care of that.
 * 1) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 2)                 Letters are artist conventions and numbers code convention.
 * 3) 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.
 * 4)                But there is no need to put that in because the code takes care of that.
 * 1)                But there is no need to put that in because the code takes care of that.

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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -


 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 2) 0			ANCHOR_HEAD			0					0				0
 * 1) 0			ANCHOR_HEAD			0					0				0
 * 1) 0			ANCHOR_HEAD			0					0				0

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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -

The Lost and Damned

 * 1) FEMALEPLAYERSETTINGS_E1.DAT
 * 2) maintained by Miguel Freitas
 * 3) this file contains info necessary to render the multiplayer player.


 * 1) NOTES - Episode1 Female Multiplayer settings
 * 2) PV_COMP_HEAD	- Head
 * 3) PV_COMP_UPPR	- Uppr body
 * 4) PV_COMP_LOWR	- Lower body
 * 5) PV_COMP_HAIR	- Hair
 * 6) PV_COMP_SUSE	- Suse
 * 7) PV_COMP_HAND	- Hand
 * 8) ANCHOR_HEAD	- Hats
 * 9) ANCHOR_EYES	- Glasses
 * 10) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 11)                 Letters are artist conventions and numbers code convention.
 * 12) 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.
 * 13)                But there is no need to put that in because the code takes care of that.
 * 1) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 2)                 Letters are artist conventions and numbers code convention.
 * 3) 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.
 * 4)                But there is no need to put that in because the code takes care of that.
 * 1) Texture ID   -  [ A - 0 ]; [ B - 1 ]; [ C - 2 ]; etc... and so on until the max letters/numbers you can have.
 * 2)                 Letters are artist conventions and numbers code convention.
 * 3) 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.
 * 4)                But there is no need to put that in because the code takes care of that.
 * 1)                But there is no need to put that in because the code takes care of that.

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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -

0			PV_COMP_HAND		0					0				0
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -

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

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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -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
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -
 * 1) -LEVEL-	-Slot/Anchor ID-	-Drawable/Prop ID-	-Texture ID-    - ID -

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


 * 1) -Slot/Anchor ID-   - ID -	  -Slot/Anchor ID-	 - ID -
 * 2) Component fix, torsos to arms.
 * 1) Component fix, torsos to arms.
 * 1) Component fix, torsos to arms.

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
 * 1) Leather jacket 1

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
 * 1) Leather jacket 2

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
 * 1) Mesh top

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

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
 * 1) Vest top

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

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
 * 1) -- Racial Fix, matching head to arms

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