woogiee Posted June 22, 2006 Share Posted June 22, 2006 Im planning on making a mod that replaces the appearance of the Jedi and Dark Jedi robes on Bastila and Juhani with a reskin of their default clothing models. So I was just wondering if this was possible and how I'd go about doing it as Im still a noob when it comes to moding and am not sure where to start. Link to comment Share on other sites More sharing options...
Lit Ridl Posted June 22, 2006 Share Posted June 22, 2006 The quickest (but not the easiest) way is to replace their's appearances in appearance.2da . The easiest but long way is to find all dARK Jedis in the game and replace theirs appearance in *.utc file. Link to comment Share on other sites More sharing options...
stoffe Posted June 22, 2006 Share Posted June 22, 2006 Im planning on making a mod that replaces the appearance of the Jedi and Dark Jedi robes on Bastila and Juhani with a reskin of their default clothing models. So I was just wondering if this was possible and how I'd go about doing it as Im still a noob when it comes to moding and am not sure where to start. Using KotorTool, find the file appearance.2da inside the 2da.bif file. Open this file with KotorTool's 2DA editor by doubleclicking on it in the treeview. A table should open, find line 4 to modify Bastila's appearance. Scroll to the right to find the column named modelb and take note of the value in this column (P_BastilaBB). This column specifies the name of the model to use for Bastila when wearing normal clothes. Right next to it is a column named texb. This specifies the base name of the texture file to use with the model in the previous column. This, with the texture variation value from the UTI (Item template) added at the end, is what you'll extract and use as base for your reskin normally (i.e. P_BastilaBB01.tpc in this case). Do your reskins and save your new textures under a unique name. Don't forget to add the texture variation number at the end for each variation used by a robe item in the game (01 to 04 if I remember correctly). Keep in mind that the names can be at most 16 characters long (the tga extension not included, but the TextureVar number included), and may only contain alphanumerical characters and underscores. E.g. if you name your texture BastilaRobe, you'd create four texture files, BastilaRobe01.tga, BastilaRobe02.tga, BastilaRobe03.tga and BastilaRobe04.tga, one for each color of robe available in the game (brown, red, blue, dark) respectively. Next, scroll to the right in the appearance.2da table until you find the modeli column. This value determines which model to use while wearing Jedi robes. Replace the value here with the one from the modelb column (BastilaBB) to make Bastila use her clothes model when donning Jedi robes. Then find the column texi to the right of it, which holds the name of the base texture file to use with the model. Put the name of your custom texture here (not including the texture variation number at the end, or the file extension), "BastilaRobe" if using the above example. Then repeat the same procedure for line 8, which defines Juhani's appearance. Link to comment Share on other sites More sharing options...
woogiee Posted June 22, 2006 Author Share Posted June 22, 2006 Thanks for the very detailed description Stoffe -mkb-, I wasnt even sure it was possible Link to comment Share on other sites More sharing options...
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