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Drakonnen's WIP: Jedi and Sith Armor and Reskinned Head


Drakonnen

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The multi colors sounds like a good idea, though to cut the filesize you could always just do green, purple, and red, since those will cover the sabers complimenting the armors/ masks. Still it would be great to have them in all colors. Regardless, its awesome. Good job!:D

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Originally posted by Frobby007

aggggg, i've been waiting so long, please please, please, post it for us. I would really like to use this, oh and if i'm a complete dimwit, and you already did post it just not on pcgamemods please inform me so.

 

No you haven't missed it however he is still working on completing the sith armor versions. With the quality He has displayed so far I would say lets give him a little patience because once it's out we'll all be using it.:D

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Yeah, sorry for the lack of updates. I ended up having to go out of town for half a week to my in-law's house.

 

Before I left though, I refined the female Jedi armor a considerable amount, and also did some fixes for the Sith mask.

 

Still up in the air about doing different colors since they sort of went against my idea of an electromesh armor (even though its not really possible since it doesn't glow). I'm sorta with Achilles that it kinda dulls the blade and destroys the uniqueness of the suit to have so many versions of it, and I wasn't convinced there was a considerable color coordination change when I messed with the colors to match other color blades. Maybe I'll just do an expansion pack later.

 

Now I just need to edit the .2da files to make the armors upgradeable and non-force restrictive, which I'm not 100% sure how to do yet, so I've got some tutorial reading to do it seems, unless some kind hearted soul wants to do a quick explanation here if no such tutorials cover that :)

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Originally posted by Drakonnen

Now I just need to edit the .2da files to make the armors upgradeable and non-force restrictive, which I'm not 100% sure how to do yet, so I've got some tutorial reading to do it seems, unless some kind hearted soul wants to do a quick explanation here if no such tutorials cover that :)

I'll happily contribute if it will aid in getting this mod out faster :D

 

Open up baseitems.2da

Copy line 43 (Armor_class_9 or "really heavy armor" as I like to refer to it)

Insert the copied line in the bottom of the table

Enter 104 in the {Row Label} column

Change the label to Armor_Zeison_Sha2

Change itemclass to a_ClassZS

Click on a line that you did not edit and save.

 

When you're finished with your .uti file, save it open it up in GFF Editor, and change the baseitem entry to 104 and you should be good to go.

 

You can take a look at my robes mod to see how I used this same method to change the model of the Jedi armors. Same thing will apply here, except your using a different armor type.

 

I hope that helps.

 

EDIT: This last part isn't entirely true. I actually edited an existing line rather than created a new one. It will still give you an example to work from though.

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Originally posted by Achilles

I'll happily contribute if it will aid in getting this mod out faster :D

 

Open up baseitems.2da

Copy line 43 (Armor_class_9 or "really heavy armor" as I like to refer to it)

Insert the copied line in the bottom of the table

Enter 104 in the {Row Label} column

Change the label to Armor_Zeison_Sha2

Change itemclass to a_ClassZS

Click on a line that you did not edit and save.

 

Or you can copy the line 104 entry in the baseitems with the segan wyndth armor and change the model column to model "H" instead of "G". Then change the label to Drak_Jedi_Armor. Model H is the same as the class 9 armor while G is class 8 armor. Plus if you use the Segan Wyndth baseitems you get instant compatibility with little effort.

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Okay I edited the .2da file, but now I opened up my .uti files and can't figure out how to set it to the new 107 entry.

 

There is a drop down menu for Base Item, under which I can select the various types, but I can't edit it to select the new line I put in.

 

I tried going off the Segan one as well, but when I open that .uti file, the Base Item category just shows a red line.

 

How do I edit/modify the .uti file to use the 107 line?

 

Thanks in advance.

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Originally posted by Drakonnen

Okay I edited the .2da file, but now I opened up my .uti files and can't figure out how to set it to the new 107 entry.

 

There is a drop down menu for Base Item, under which I can select the various types, but I can't edit it to select the new line I put in.

 

I tried going off the Segan one as well, but when I open that .uti file, the Base Item category just shows a red line.

 

How do I edit/modify the .uti file to use the 107 line?

 

Thanks in advance.

2 ways.

 

1) make sure you put your edited baseitems.2da in your override directory before starting KT. Also, make sure under the Tools > Options > Other... you have the "Loof for baseitems in override" function checked...

Once that' done, your new baseitem line will show up in the .uti's Base Item drop-down towards the end

 

2) use a GFF Editor to edit the SubType value to equal your line number in the baseitems.2da

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Originally posted by Drakonnen

Now I just need to edit the .2da files to make the armors upgradeable and non-force restrictive, which I'm not 100% sure how to do yet, so I've got some tutorial reading to do it seems, unless some kind hearted soul wants to do a quick explanation here if no such tutorials cover that :)

 

And uh.. if it hasnt been discussed, and you havent figured out yet.. making an item upgradeable is an easy modification to the item's uti file.

 

Also.. when changing baseitem on a item to a newly added baseitem.. I find it easiest to just use a seperate gff editor, as those just display the value as a number, and it's simpler, atleast for me, to just change the number instead of using the KT's editor.

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