tsunamipunk Posted March 22, 2005 Share Posted March 22, 2005 I've been working on a reskinned variation of the dancer outfit, called g_danceroutfit05.uti. The LS variation of the reskin works well, using the correct texture, PFBLC05.tga. However, when the PC makes her DS transition, the reskin breaks, loading the default PFBLCD01.tga instead of PFBLCD05.tga. My question is, where in the game is the DS skin that is loaded determined? I didn't want to affect the plot item g_danceroutfit01.uti. Thanks. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 22, 2005 Share Posted March 22, 2005 Drakonnen had a similiar (if not the exact same problem) here: http://www.lucasforums.com/showthread.php?s=&threadid=145492 not sure if a fix was ever found though... sorry Link to comment Share on other sites More sharing options...
Drakonnen Posted March 22, 2005 Share Posted March 22, 2005 The only way I got around this was by editing the appearance.2da file to have the eviltexture column point to non-existant files. Then it defaulted to what it considered the lightside textures in the naming system. Then it was just a matter of making the same outfit into two items, one with a lightside and neutral alignment restriction, the other with a darkside alignment restriction. Then, for the darkside item, make the PFBLC**.tga fil contain the darkside version instead of a lightside version. Then since only darksiders can wear it and since it will default to that texture, it'll all work out. My advice would be as follows: 1. Rename your item to g_danceroutfit06.uti and make all textures numbered 06 as well. (Since my mod contains g_danceroufits 01-05 already which would cause compatability issues) 2. Download my mod here: http://www.pcgamemods.com/10877/ 3. Use that appearance.2da file since its already edited to do exactly what you need. *Note that it is also edited to allow Visas to wear the danceroutfits so you can include a texture for her as well, just name it the same way as I've named my textures for her. 4. Add lightisde and neutral alignment restriction to the g_danceroutfit06.uti. 5. Make a g_danceroufit07.uti exactly the same as the 06 outfit, only add a darkside alignment restriction to it. 6. Rename your darkside textures for the outfit to PFBLC07.tga and so on, as if they were the lightside textures. It'll all work out in the end, trust me. 7. When you release your mod, include the appearance.2da file from my mod but be sure to state: Please Note: This Mod is Compatable with Drakonnen's Jabba's Palace Dancer Outfit Mods and uses the exact same appearance.2da file to avoid any conflicts. After that, it should work perfectly, and be compatible for the maximum number of users, who won't have to worry about conflicting .2da files. Hope that helps. Link to comment Share on other sites More sharing options...
tsunamipunk Posted March 22, 2005 Author Share Posted March 22, 2005 Originally posted by ChAiNz.2da Drakkonen had a similiar (if not the exact same problem) here: http://www.lucasforums.com/showthread.php?s=&threadid=145492 not sure if a fix was ever found though... sorry Actualy, it was the exact same problem. The solution was to use the appearance.2da file to deactivate the DS transition altogether. I was afraid this was going to be the solution, but was hoping someone knew where the game was determining what texture to load as I wanted to have a DS transition skin that was consistant with my LS skin. Guess if I want a DS transition, I'll have to live with reskinning the plot item itself. Oh well. Thanks for the reply, the link confirmed what I was thinking. Link to comment Share on other sites More sharing options...
tsunamipunk Posted March 22, 2005 Author Share Posted March 22, 2005 Originally posted by Drakonnen 7. When you release your mod, include the appearance.2da file from my mod but be sure to state: Please Note: This Mod is Compatable with Drakonnen's Jabba's Palace Dancer Outfit Mods and uses the exact same appearance.2da file to avoid any conflicts. Thanks. I will be sure to do that. Link to comment Share on other sites More sharing options...
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