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Recrute mod trouble


darthmaster50

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First: If I recall right you can't make transitions for Light Side characters, and you'd have to make a new texture for the Dark Side transitions.

 

Second: You'd need to edit the appearence.2da, heads.2da, and portraits.2da to properly illustrate the neutral/dark appearences.

 

I could do the .2da edits for you if you could make said textures and send you the files back. Just ask for this in the PM system.

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Im pretty sure that model just uses the modela and texa spots rather then the full line like the pickable player heads. Im no sure which row this model is though so cant give you exact information but...

 

Extract the base skin for the model,modify how you want so it look evil and menacing (or in pretty pink if you wish, your mod :D) , take the name of the texture and if it is N_iridianBA for instance Change this to N_iridianBE or something close but slightly changed so you can easily remember it. Place that new texture name (minus the tga extention) in to the texaev coloum next to the normal texa spot and then when you go evil it should change over. Not sure exactly how dark you will need to get him before he changes over though, it think it is 50% evil but dont quote me on that.

 

 

Or you could try scriptng, but as I suck at scripting I cant help you there.

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"50% evil" is the equivilant of 25 on the good/evil scale used in both KotORs, and thanks for the reminder of putting that bit on the appearance.2da edits, I forget that a lot, which messed me up on my first try at editing.

 

And note: I noticed that when I edited my appearance.2da that Bastila didn't get the transition 'til around said point in the LS/DS scale. So you're right, unless you want me to thouroughly test the waters there.

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Just as an FYI Darth Saboteur. In K1 light side transitions were supported. While I have not tested it out I have noticed that they are available in heads.2da for K2.

 

For the particular model you are looking at which is referenced in appearance.2da as N_spaceman it is a full body & head mesh. Because of this there is no heads.2da reference for the model. Now because of this there is no good/evil transition options for the appearance.

 

Now the thought of using a script would actually be your most ideal method for this mod. Here is what I would do, first determine how many transitions you want or need. I'm assuming your going to want 2 good and 2 evil. This means you will need a total of 5 appearances for your recruit. So first locate the appearance.2da reference for your spaceman model. Perform a copy/insert/paste 5 times at the end of appearance.2da so that we can have 5 unique appearance's for your recruit. Were going to want to rename all of them possibly call them ntrl_spaceman, hlfgd_spaceman, hlfevl_spaceman, flgd_spaceman, & flevl_spaceman. Now the next part of what were going to have to do will probably be the most tricky. The reason is we will need to play with scripting alot here. In particular we are going to need a script checked in the On_heartbeat script. Our script will check what the alignment is depending on what your alignment is it will use a disguise effect and change the appearance of your character too match.

 

I will see if I can fashion a basic script for you but no gurantees. If another quick scripter catches this and writes you up one first that might be better.

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