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#595
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Yes, I've been digging around in the files and figured out a few rules:

1) Instead of < AlphaMode>AM_OVERLAY< /AlphaMode>, you can use < Effect>M_CLOUDS_H5< /Effect>. I can't say what the difference is – I don't know.
2) It's still better to use AM_TRANSPARENT instead of AM_OVERLAY. This eliminates the need to set a priority, and it's applicable in more cases than overlay.
3) AM_TRANSPARENT is effective if the model is hollow and there's nothing inside it (weapons, a hollow head, decorations, small creatures, some mounts, etc.).
4) AM_TRANSPARENT is not effective if there are other models inside the model (a head with separate models for the eyes or mouth, some hairstyles, etc.).

In the latter case, you can still work with the material, for example, by removing shadows or lighting, setting the < Is2Sided> value (double-sided?) to true, etc. In any case, the problem with highlights is now 80% solvable; the remaining 20% is mostly minor or is in the process of being resolved.

In addition, you can make copies of the materials and use AM_TRANSPARENT on the global map and AM_ALPHA_TEST on the battle map. I initially wanted to do that, but then I decided there was no point.

P.S. And the paws probably really should be removed, because one paw sticks out, and the other has disappeared somewhere in the folds of the cloak. Although, it's impossible to see this anywhere other than in the editor, so no one will notice)