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Headless K1 characters


rictus135

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I am making myself a simple mod that allows you to use various aliens as pc characters but have run into some trouble. Three of the new characters have no head. These are twileks so they do have a head model, in fact i have already used several of the standard ones and they work fine. The appearance.2da and heads.2da files have matching info (eg. in app.2da the normal head value (125) matches the row value (125) of the appropriate head in heads.2da). I had already created a new head for a fourth unused twilek skin, and that worked fine. The malfunctioning heads use custom skins, but I have made surethe .tga files have the same name as the heads.2da file. (eg. twilek_f05 in the heads.2da for the twilek_f05.tga skin) I have checked things over and over and simply cannot spot the problem. Any ideas what I could be missing?

 

Edit: Oh yeah i forgot, the .tga files ARE in my override directory. The custom skins for the bodies work just not the heads.

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Do you have renamed .mdl and .mdx files for your custom skinned heads as well? I seem to remember needing those.

 

Edit: I just checked my Recruit RedHawke Mod and I do indeed have a head .mdl and .mdx that I named identical to my head .tga texture file.

 

I hope this helps... some. ;)

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RedHawke to the rescue! Only it still doesn't work. The heads are visible now (YAY!), but they use the wrong texture. The .mdl, .mdx and .tga files all use the same name, and so does the heads.2da file. And as I said in my post above they are all in the override folder.

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You might need to use MDLOps Renamer function and input your new custom skin refrences into the renamed head models. Or you can do it the old fashioned way and hex edit the renamed head .mdl to point to your custom skin. If you do either of these remember to make your new skin names identical character lengths as the original ones.

 

While I didn't have to do this with my mod, I remember T7 stating that he needed to hex edit head .mdl files to use a custom texture when using some of the heads, the Twilek ones might be those head .mdl files that have to be edited so to use custom skins. :)

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Thanks its all working now.

 

Im going off on a tangent here but does TSL use the same model's as K1? Will my skins work on TSL twileks or will I have to start over. Also if the models are the same, is it considered porting resources to use those files if they have been extracted from K1 instead of K2? I just really hate hex editing is all.

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Thanks its all working now.

 

Im going off on a tangent here but does TSL use the same model's as K1? Will my skins work on TSL twileks or will I have to start over. Also if the models are the same, is it considered porting resources to use those files if they have been extracted from K1 instead of K2? I just really hate hex editing is all.

 

For the most part your custom skins should work in TSL. In TSL however you will not need to use the renamer feature as TSL seems to handle overiding textures for baseline heads. However Renaming in the models is always a good option.

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