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Replacing a non party member


Yesh

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Posted

Lets say I want to change the appearance of the 3 jedi i meet or the sith. How would I do it? Is it just a matter of rows in appearance.2da or is it more than that?

Posted

I tried editing the utc file for atton. I tried to have him where a basic armor when I first meet him. But I still see him with a the jacket. How can I change that?

Posted

Yep, any character type changes like that will require you to start a new game since the "appearance" I'm assuming is saved in the save game itself.

 

I went through this with the Codename: Vorlon modification I did for T3 a few back. ;)

 

:ben:

General Kenobi

Posted

Ok that worked. Now perhaps you can help me with mining droids. The damaged one in particular. What is the name of its .utc. I've changed every mining one. But have seen no damaged one.

Posted

I've managed to change some droids. But damaged ones I can't find. Also where are the utc files for the 3 jedi you encounter? I can't seem to find them in character templates. Is there anywhere else they might be?

Posted
I've managed to change some droids. But damaged ones I can't find. Also where are the utc files for the 3 jedi you encounter? I can't seem to find them in character templates. Is there anywhere else they might be?

 

Have you looked in the proper modules where they appear? The game doesn't often use the generic templates found in the BIFs for creatures. Most creatures use customized templates locally found in each mod.

 

The problem with this is that many creatures in different modules have their templates named identically. Which means that if you put one in the override folder, it will replace them all, game-wide, which can break things if one of the module templates have custom scripts, tags or dialogs assigned.

 

As for the Jedi Masters, as far as I can see their templates, and the modules they can be found in, are:

 

Zez-Kai Ell:

003EBO - Ebon Hawk Hologram = npc_vrook002.utc

303NAR - Nar Shaddaa docks = npc_vrook002.utc

305NAR - Below JekJekTarr = zez.utc

650DAN - Rebuilt Enclave = npc_vrook002.utc

950COR - Council Holorecording = npc_vrook002.utc

 

Vrook:

003EBO - Ebon Hawk hologram = npc_vrook.utc

601DAN - Khoonda Plains = npc_vrook.utc

602DAN - Khoonda = npc_vrook.utc

604DAN - Crystal Cave = npc_vrook.utc

650DAN - Rebuilt Enclave = npc_vrook.utc

950COR - Council Holorecording = npc_vrook.utc

 

Kavar

003EBO - Ebon Hawk hologram = npc_vrook004.utc

501OND - Onderon Arrival cutscene = npc_kavar.utc

503OND - Onderon Cantina = npc_kavar.utc

506OND - Royal Palace = npc_kavar.utc

511OND - Iziz Merchant quarter = npc_kavar.utc

512OND - Iziz Western square = npc_kavar.utc

650DAN - Rebuilt Enclave = npc_vrook004.utc

950COR - Council holorecording = npc_vrook004.utc

 

The damaged mining droids I can locate are g_assassindrd002.utc, g_assassindrd003.utc, g_assassindrd004.utc, g_assassindrd005.utc, found in the 101PER (Peragus Admin) module.

Posted

As mentionned by Stoffe, watch out with those .utc files: it was already a problem with many mods in Kotor 1 but in TSL it's even worse as it re-uses an incredible amount of .utc files in different modules. You really have to make sure that the .utc file you are editing is unique (Unique Template nad unique Tag) or you could screw up your game later on. You can use tk102's findrefs to verify this ( http://www.starwarsknights.com/tools.php ).

 

Otherwise, if you want to change the appearance of all the Sith in the game, just edit appearance.2da. Or, if you want to change the appearance of just a few of them at specific locations, you can safely use scripts. Per example, you could plug a script similar to this one to the area's OnEnter event:

void main ()
{
object oTarget = GetFirstObjectInArea(GetArea(OBJECT_SELF), OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
    {
//replace [i]int nAppearance[/i] by the  row number from appearance.2da 
//corresponding to the actual appearance
if(GetAppearanceType(oTarget) == int nAppearance)
        {

//replace [i]int nAppearance[/i] by the row number from appearance.2da
// corresponding to the desired appearance:
ChangeObjectAppearance( oTarget, int nAppearance );
        }
oTarget = GetNextObjectInArea(GetArea(OBJECT_SELF), OBJECT_TYPE_CREATURE);
    }
//fires the old area on enter script
ExecuteScript("old_on_enter_script", OBJECT_SELF); 
}

Posted

Thanks. I'll look into it. The trouble with appearances is I want to change the weapons on some. I'm still having trouble with one thing. When kreia loses her hand she changes from the replacement i have to kreia_gimped. I was looking in modules for it and can't find it.

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