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rictus135

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Where are the item .uti files in KT? Under items.bif it only has .mdl under aurora model, and .mdx under mdx. Nothing seems to happen with .mdx files and when I try to open an .mdl file i get an error message saying,

 

Error launching mdlops

Is it installed in the same directory as this program?

 

Can anyone tell me how to fix this problem?

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Alright thanks guys Ive got that taken care of. However a mod i downloaded doesnt work properley (it uses the wrong skins) how do I change the item to use the correct iw_****_#.tga and pmb*#.tga files. (eg g_a_jedirobe08.uti to use pmbi08.tga) I've downloaded severeal tutorials which don't explain it. Can you refer me to one?

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Originally posted by rictus135

Alright thanks guys Ive got that taken care of. However a mod i downloaded doesnt work properley (it uses the wrong skins) how do I change the item to use the correct iw_****_#.tga and pmb*#.tga files. (eg g_a_jedirobe08.uti to use pmbi08.tga) I've downloaded severeal tutorials which don't explain it. Can you refer me to one?

You can right click on the file and select Rename. This will allow you to change the texturevariation/filename to your liking.

 

I hope this helps.

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Originally posted by rictus135

Alright thanks guys Ive got that taken care of. However a mod i downloaded doesnt work properley (it uses the wrong skins) how do I change the item to use the correct iw_****_#.tga and pmb*#.tga files. (eg g_a_jedirobe08.uti to use pmbi08.tga) I've downloaded severeal tutorials which don't explain it. Can you refer me to one?

 

Well... you can do what Achilles said (easier) or you could open up the .uti in KT's item editor and change the texture variation to the same number the textures are named to.

 

If the textures are iw_mstrrobe_08.tga and PMBI08.tga, then in the .uti editor you would need to use texture variation 8. Save the .uti to your override go into the game cheat for the item and put it on to see if you are sucsessful.

 

I hope this helps! :D

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Another thing to remember, though, is that some Items were created/modified using the GFF Editor in such a way that the item's properties cannot be parsed because they don't correctly reference the default .2da files.

 

This means you will get an error in Kotor Tool when you try to open such items. In this case, you will have to resort to using the GFF Editor (see links in the "Tools" thread at the top of the forum).

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I set the texture variation to the correct number at the beginning, however it still uses the wrong skin. I have also checked to make sure the file i am setting it to has the skin its meant to and it does. If this helps, I am using Primes Light and Dark robes found at http://warpedproductions.echonetwork.net/games.html When his didn't work as it should I tried to make a new .uti file for them and it still didn't work. The robes just look like the normal brown robes.

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Originally posted by rictus135

I set the texture variation to the correct number at the beginning, however it still uses the wrong skin. I have also checked to make sure the file i am setting it to has the skin its meant to and it does. If this helps, I am using Primes Light and Dark robes found at http://warpedproductions.echonetwork.net/games.html When his didn't work as it should I tried to make a new .uti file for them and it still didn't work. The robes just look like the normal brown robes.

Did you the shut the game down and restart it. Did you try using the giveitem cheat to give yourself a new robe?
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Alright now ive got that solved, I have ANOTHER question. (What can I say, Im an ignorant newbie!) I am currently installing multiple mods. If I simply copy a line from a new .2da file to my custom .2da file, will the mod work correctly if it goes from line 511 say, to line 520? Or do I have to reconfigure other files as well?

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Originally posted by rictus135

Alright now ive got that solved, I have ANOTHER question. (What can I say, Im an ignorant newbie!) I am currently installing multiple mods. If I simply copy a line from a new .2da file to my custom .2da file, will the mod work correctly if it goes from line 511 say, to line 520? Or do I have to reconfigure other files as well?

It sounds as though you are referencing changes made in the Appearance.2da file. If that is correct, you will need to open the .utc for the corresponding character and change the Appearance to match the new entry in 2da.
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I am currently trying turn the NPC jedi outfits, into usable robes. I have extracted the proper .tga files but don't know how to link them together. The item menu icon is working, but not the skin. If my .uti file is set to texture variation 22 and I am trying to use the N_JediMemF03.tga, what do i name it to, to get it to work? Or do i have to change the BaseItem[iNT]= value? And finally, will this uti file work on everyone, or just females (I know if i use the N_JediMemF03.tga file it'll just work on women.)

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That's fine for making robes look like your OWN clothes, i want to make robes that look like other jedis clothes. (like the jedi who were fighting on the endar spire, or star forge) if BaseItem[iNT]=85 is your clothes, what is the number for their clothes? Or how do I make them from scratch. I havn't found a tutorial for robe/armor creation yet.

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Originally posted by rictus135

That's fine for making robes look like your OWN clothes, i want to make robes that look like other jedis clothes. (like the jedi who were fighting on the endar spire, or star forge) if BaseItem[iNT]=85 is your clothes, what is the number for their clothes? Or how do I make them from scratch. I havn't found a tutorial for robe/armor creation yet.

What you want doesn't involve baseitems editing, but appearence.2da editing. In app.2da, you'll find 2 columms named modeli and texi. These columms are related to npc and pc robes. In order to get other robes models all you have to do is:

 

1. Replace the content of columm modeli, likely PMBIL/PMBIM/PMBIS, for males and PFBIL/PFBIM/PFBIS, for females by whatever other robe model you want;

2. Replace the content of columm texi, likely PMBI, for males and PFBI, for females by the correspondent other robe texture you choosed in step 1;

 

There are 2 other Jedi robe models: n_jedicounm and n_jedimemm, for males, n_jedicounf and n_jedimemf, for females. You can use any of these.

 

Hope it helps:)

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Originally posted by Xavier2

What you want doesn't involve baseitems editing, but appearence.2da editing. In app.2da, you'll find 2 columms named modeli and texi. These columms are related to npc and pc robes. In order to get other robes models all you have to do is:

 

1. Replace the content of columm modeli, likely PMBIL/PMBIM/PMBIS, for males and PFBIL/PFBIM/PFBIS, for females by whatever other robe model you want;

2. Replace the content of columm texi, likely PMBI, for males and PFBI, for females by the correspondent other robe texture you choosed in step 1;

 

There are 2 other Jedi robe models: n_jedicounm and n_jedimemm, for males, n_jedicounf and n_jedimemf, for females. You can use any of these.

 

Hope it helps:)

 

I did as you said and got some.... interesting results. To my untrained eye it looks like the skin hasn't been placed on the PC correctly. What's this all about???

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Originally posted by rictus135

I did as you said and got some.... interesting results. To my untrained eye it looks like the skin hasn't been placed on the PC correctly. What's this all about???

As i said in step 2, you will have to replace the PMBI/PFBI skins by the skins used for the other jedi models. To see the names of those skins, look for the npc jedi rows in appearence.2da.

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Alright it's working now, I'd gotten your instructions backwards, and was replacing N_JedicounF line next to the jedi's instead of using it to replace the line next the player characters. BUT, now all the PFBI files look like the jedis clothes. Was this supposed to happen? Did I screw up AGAIN? I thought I could just use the skin used by NPC jedi's to make a robe for PC's. Was I wrong?

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Originally posted by rictus135

Alright it's working now, I'd gotten your instructions backwards, and was replacing N_JedicounF line next to the jedi's instead of using it to replace the line next the player characters. BUT, now all the PFBI files look like the jedis clothes. Was this supposed to happen? Did I screw up AGAIN? I thought I could just use the skin used by NPC jedi's to make a robe for PC's. Was I wrong?

Well... Skins are applied over their especific models. You can't place a skin in a non correspondent model and expect it to fit right.:rolleyes:

 

EDIT: See here what i mean:

Boba_Fett-armortexture.jpg - This is a skin;

Ithorian.jpg - This is a model.

 

The thing is that the game only has 2 slots for robes models, the aforementioned columm modeli and the subsequent modelj, that relates to Revan and Star forge robes. So you can only use one type of model at a time. Unless you want to replace the Revan's one.

 

If you would like more skin variation to npc robes, i guess you'll have to either look for especifically skins or make them yourself.

 

Hope i have wept your doubts away:D

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All the jedi and PC's seem to use the same model. In appearance.2da there appear to be three different, sizes for each PC model. Which one does the game use? I was using PFBIM, if If I changed it to PFBIS or PFBIL could it work? After all, the skins did fit when doing what you originally said. Or is it a hopeless case? Anyway, whatever the answer thanks for all the help.

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Originally posted by rictus135

All the jedi and PC's seem to use the same model. In appearance.2da there appear to be three different, sizes for each PC model. Which one does the game use? I was using PFBIM, if If I changed it to PFBIS or PFBIL could it work? After all, the skins did fit when doing what you originally said. Or is it a hopeless case? Anyway, whatever the answer thanks for all the help.

I'm not sure i got what you want, but the "S, M and L" in PMBI models stands for the size and class (small-scoundrel, medium-scout, large-soldier) all 3 models use the same skin, PMBI or PFBI, if you change any entrys it will only change their sizes see here:

 

Sizeproblem2.jpg - small dude;

Sizeproblem.jpg - large dude.

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Okay, I think I basicly know how to make a disguise. You just make a uti file like normal, then use a GFF editor to change an element in the properties list. The problem is, I don't know which element to change, or if you have to add a new one. If you do have to add a new one, do all disguises use the same setup?

eg Property Name (Word=59)

Subtype (Word=.2da refference)

Cost Table (Byte=2)

etc, etc, etc

(my eg was using Juhani's Sanctuary Robes .uti)

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Originally posted by rictus135

Okay, I think I basicly know how to make a disguise. You just make a uti file like normal, then use a GFF editor to change an element in the properties list. The problem is, I don't know which element to change, or if you have to add a new one. If you do have to add a new one, do all disguises use the same setup?

eg Property Name (Word=59)

Subtype (Word=.2da refference)

Cost Table (Byte=2)

etc, etc, etc

(my eg was using Juhani's Sanctuary Robes .uti)

To make a disguise property my process is this:

1. Create a .uti file with Fred Tetra Kotor Tool;

2. Add any properties you like in the properties GUI;

3. Add the one of the disguise properties available in Kotor Tool;

4. In property GUI look for the row with the disguise property and right down the number in columm propertyrefID (it's the character row # of app.2da that you want to morph into)

5. Save the .uti file;

 

If you want a custom appearence and not one provided by the game you'll have to:

6. Add a new row, for instance #509, in app.2da, by copy/pasting a default one and editing the entrys you want to be different. i.e. replacing PMBIM by n_jedicounm;

7. Open the .uti saved in step 54 with a GFF editor and look for the properties node. There you'll find the propertyrefID you noted in step 4;

8. Change the propertyrefID for #509 or whatever app.2da row number you added in step 6;

9. Save the .uti file.

 

One word of advice though. The disguise property will morph you to that app.2da row appearence. This means that the character that uses that .uti item, either a mask or armor will turn into another appearence, including size and heads placed in that row.

 

Hope it helps.:)

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Using Doom Dealer's module and dialogue creation, and Darth333's Recruit an NPC tutorials, I should be able to make a fairly simple mod. However, I would like to recruit the jedi that fights onboard the Endar Spire. Is it possible to stop her from dying? And if so how? Obviously I don't expect a 100 page walkthrough on script creation, but is there a reasonably simple way to change a script from her dying to her just walking away? And finally, is there anyway to also use the same script that prevents a jedi from looking like your character in a mod? Or at least change the head of the jedi on the Endar spire to a unique head? Hmm, that seems like a lot of questions, but they're all sort of tied in together. Anywho - any help, even if its tell me it can't be done - would be appreciated.

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