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How to modify an armor?


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If all you are going to do is add a +10 Charisma all you need is KotOR Tool and GFF editor. First you need to find the .uti file for the armor you want to edit then extract it using KT tool, then while in KotOR tool go to File>Open GFF and select the file you just extracted. Now you should have your .uti file for your armor open, so now all you do is click on the Properties tab, then double-click on a blank one to add a new property or double-click on a used one to edit the property, when you are done save and put the fil ein your override

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Okay

 

1. you open the file by going: File > Open GFF files... and open your file

 

2. next you should see 4 tabs General, Properties, Description, and Comment. click on the properties tab.

 

3. Look at the farthest left column for a asterisk (sp?) , one of these things * , and double click on it.

 

4. the Item Property Editor should pop up and then it is pretty self explanatory in there.

 

5. when you've added all the properties that you want to all you have to do is save, exit and place the file in the override.

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I'm trying to change the Revan Robe, and I keep getting this error for Revan Robe and the Star Forge Robe, both of them are already moded

I'll write the error here:

An unhandled exception has occurred in your applicantion. If you click Continue, the application will ignore this error and attempt to continue.

If you click Quit the applicationn will be shut down immediately

 

Index was outside of the bounds of the array.

Then I click on details and get this:

 

See the end of this message for details on invoking

just-in-time (JIT) debugging instead of this dialog box.

 

************** Exception Text **************

System.IndexOutOfRangeException: Index was outside the bounds of the array.

at System.Array.InternalGetValue(Int32 index1, Int32 index2, Int32 index3)

at System.Array.GetValue(Int32 index1, Int32 index2)

at Microsoft.VisualBasic.CompilerServices.LateBinding.LateIndexGet(Object o, Object[] args, String[] paramnames)

at kotor_tool.cls2DA.GetIndiceData(Int32 rowNumber, String colName)

at kotor_tool.frmUTI_Editor.ReadPropsAndLoadGrid()

at kotor_tool.frmUTI_Editor.Setup()

at kotor_tool.frmUTI_Editor..ctor(clsUTI UTIClass)

at kotor_tool.frmMain.miOpenGFFFile_Click(Object sender, EventArgs e)

at System.Windows.Forms.MenuItem.OnClick(EventArgs e)

at System.Windows.Forms.MenuItemData.Execute()

at System.Windows.Forms.Command.Invoke()

at System.Windows.Forms.Control.WmCommand(Message& m)

at System.Windows.Forms.Control.WndProc(Message& m)

at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

at System.Windows.Forms.ContainerControl.WndProc(Message& m)

at System.Windows.Forms.Form.WndProc(Message& m)

at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)

at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)

at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

 

For example:

 

<configuration>

<system.windows.forms jitDebugging="true" />

</configuration>

 

When JIT debugging is enabled, any unhandled exception

will be sent to the JIT debugger registered on the machine

rather than being handled by this dialog.

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I had that same problem when trying to mod some already moded uti files. There's two ways I found to go about it you can either grap the unedited file with kotor tool or use the GFF editor directly on the file, but for me that can be a bit of a problem since it uses the number system and doesn't have the pop down windows like kotor tool.

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lol dude....

All I want to know is how to use GFFEditor and not create a new entire game, you could have said how to add a +10 to charisma to an armor by there but nope.

Ok, fine by me.

 

 

PS.: Ive read all thsoe thread for like 10 times now and I still cant understand nothing on how to add +10 to charisma.

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I don't have the tools i need to give you a tutorial right now (I'm not at home) but you can have a look some of these documents:

 

http://nwn.bioware.com/developers/

 

There is info concerning .uti files as well as concerning the gff format.

 

if you're not familiar using a GFF editor, you may find this editor easier to use:

http://users.servicios.retecal.es/fsantosjal/NwNEditor.zip

when you copy and paste, the info concerning the field ID will transfer as is and it can save you of some mistakes.

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Here are the names of all the robes. Change the file name of your TGA to one of these.

 

For the ordinary Jedi Robes:

 

PMBI(Number from 01-04 inserted here)*

PFBI(Number from 01-04 inserted here)*

 

*01 replaces brown, 02 replaces black, 03 replaces red, and 04 replaces blue.

 

For the Star Forge/Revan's Robes:

 

PMBJ01*

PMBJ02*

 

PFBJ01*

PFBJ02*

 

*01 is Revan's Robes, 02 is Star Forge Robes.

 

Hope this helps. :)

 

Edit: Also, the second letter of every name corresponds to the gender, (E.X.-PMBJ01 will replace the brown robes for the male character.)

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who's Revan Robe ? Exactly we need more information to be able to help you ReLoaD2K

 

If all you want is an new skin for the sf / dress lol

Sorry I hate that thing but to each there own .. um oh ya ok

so I assume you have the starforge texture extracted from KT ? In .tga

 

Open your paint proggy, photoshop or paint shop pro. copy the

Default background layer and begin....... many hours later save it as it's default name. tga at 32 bit with alpa channel drop in your override folder Now you have you’re texture instead of the default. If this is not what your looking for then please give us more info

 

svösh

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Ok what your talking about is that you have revens robe that in-game looks like Reven the way this was accomplished was be adding a disguise property to the items property list(this has be made many times in different ways) this is what it looks like in the gff editor

 

ChanceAppear[bYTE] =100

CostTable[bYTE] =0

CostValue[WORD] =0

Param1[bYTE] =255

Param1Value[bYTE] =0

PropertyName[WORD]=59 (refers to row in itempropdef*Disguise)

Subtype[WORD] =22 (refers to row in appearance.2da*reven

 

now as Im sure you know KT is the easyest tool to to edit item properties, but if for what ever reason it won't work(it could be the item that KT doen's like ;) ) you can use the gff editor.

 

now to add properties you will need to open you uti file in the gff editor and then expand the PropertiesList there will be properties already there if you don't want them then just delete node until the list is empty(otherwise if all you want to do is add leave it alone) To add new properties select a property node and hit ctrl+c to copy and then select PropertiesList node and hit ctrl+v to paste a new row.

 

OK so you want to add Charisma +10 as a property open itempropdef.2da the property you want is 0-Ability undersubtype you see IPRP_ABILITIES so now open IPRP_ABILITIES .2da and in this one you will see row 5-Charisma so now you have the number for the property and the subtype so your new property node will have these changes

 

PropertyName[WORD]=0 ( 0-Ability )

Subtype[WORD] =5 ( 5-Charisma )

 

no the property is defined but has no stat so now you need to open iprp_costtable.2da and the row you want is equal to the value in in column costtableresref which for Ability is 1 so now edit node

 

CostTable[bYTE] =1

 

to look like this, as you will see in iprp_costtable.2da row 1 refers to IPRP_BONUSCOST.2da so now we open that and now you can choose what value you want you want Charisma +10 so you need to change

 

CostValue[WORD] =10

 

Ok now your finnished property node will look like this

 

ChanceAppear[bYTE] =100

CostTable[bYTE] =1

CostValue[WORD] =10

Param1[bYTE] =255

Param1Value[bYTE] =0

PropertyName[WORD]=0

Subtype[WORD] =5

 

save the file to override and use giveitem cheat to see if your new property works you can save your self a few keystrokes by nameing the uti 1.uti then all you would have type in the consol is

 

giveitem 1 ( just make sure you rename it to it's resref when the item is done.

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