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JacenPrime

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In KotOR 2, how exactly do you make an armor usable with force powers? I am trying to make a custom armor that you can use force powers with, but I can't figure it out...

Hey JP, since you're making a custom armor, it's going to be a baseitems.2da edit...

 

 

  • Using Fred Tetra's Kotor Tool, open the "baseitems.2da" file in your Kotor Override directory or wherever you're working on your mod.
     
     
  • <Right-Click> on Line 35 of the list and click <copy>
     
     
  • Scroll down to the end of your list and <Right-Click> on the row labeled "*", click <paste>
     
     
  • Click on the row labeled "(Row Label)" and change entry to the next available (consecutive) number in your list. (It's very important to remember THIS particular number)
     
     
  • In the column named "label" change entry to "Your_Armor_Name" (without quotes)
     
     
  • Scroll waaaay over to the right (a little over half-way) and in the column(s) named "reqfeat" (there are 5 total, ending with 0-4) change each of these entries to "****" (without quotes)
     
     
  • OK, 3 columns over to the right there's one named "dexbonus", change this entry to "8" (without quotes) or whatever amount of dexterity bonus you wish your armor to allow.
     
     
  • Next, scroll to the end and change the column "itemtype" value to "38"
     
     
  • After that, in the next to last column "armortype", change the entry to "leather". I'm not quite sure if this DOES affect anything, but it definitely doesn't hurt and it seems to pull off what it was intended to do ;)
     
     
  • SAVE file (baseitem.2da) and exit Kotor Tools.

 

 

You'll need to open your armor's .uti file (preferably in a GFF Editor) and change the baseitems value to whatever line# you used for your baseitems.2da entry...

 

Hope that helps! :D

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ChAiNz, can you use ktool to change the baseitems value or do you need to use something else?

 

I knew you'd know that answer since you did this for Bao's armor right?

 

:ben:

General Kenobi

You can if you have KT set to search your override for .2da's AND you have your edited baseitems.2da in the override before opening KT... but using a GFF Editor will guarantee that the change works ;)

 

Yah, I used this trick for Bao's Charged Armor and the Segan Wyndh Armor :)

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[*] After that, in the next to last column "armortype", change the entry to "leather". I'm not quite sure if this DOES affect anything, but it definitely doesn't hurt and it seems to pull off what it was intended to do ;)

FYI, this step is not necissary... just changing the itemtype to 38 does the trick. ;)

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FYI, this step is not necissary... just changing the itemtype to 38 does the trick. ;)

ahh kewl! Thanks for the confirmation! :D

 

Yah, I should note too that the "reqfeat" option isn't required either, however I always do it so it kills the "must be a Jedi Class" requirement... ;)

 

So if your armor is meant to be only used by a Force User, then don't worry about touching those fields... oops...

 

Thanks for "kickstarting" my brain RedHawke :lol:

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