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baseitems.2da editing


Malaksjaw

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Is there any item in baseitems.2da that is not used in TSL? If so can anyone tell me which one(s). I've vowed not to play until TSLRP is out so I don't really recall which ones are in the game and which ones aren't.

 

Particularly this ones:

 

(Row Label) label

0 Quarter_Staff (this one has got me perplexed) :eyeraise:

1 Stun_Baton

61 Glow_Rod

62 Collar_Light

63 Torch (...don't you get this at the begining of the game?)

 

I know this may sound weird but I just need to know...I'm looking for an item in the baseitems.2da that is not used in-game.

 

Thanks in advance :)

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0 | Quarter_Staff is simply the standard staff with no blades, id est the 1d6 Staff (w_melee_04 in TSL's BIFs) and Brianna's Staff (w_melee_x01). I guess there are other staffs, but I can't remember. Not to be confused with 93 | Force_Pike.

 

1 | Stun_Baton is the line for all the short sticks (w_melee_08 for example).

 

63 | Torch is not the plasma torch you get in Peragus (plasmatorch.uti in 101PER_s.rim, it is a Stun Baton). Don't know what it is, though. It shares the same itemtype (29) with the two others you're mentionning... I wonder what are their functions.

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Umm...thats interesting about the torch. I might be able to use it. Im currently still working on a mod to add new custom equipable robes and clothing. I've been focusing on adding new mdls with any baseitem that would be equipable in slot 0x00002(body armor, jedi robes).

 

By looking at some of the mods out there I have only found one solution, which is to replace any model in the game with my own (such as replacing revans armor). I have yet to find a mod that adds new robes or clothing which does not use the standard jedi robes and armor models. The problem with the method of replacing revans armor is that I would only be able to add one new model into the game. I need more than that.

 

I understand the concept of adding new lightsaber models into the game but when it comes to clothing I'm lost :( Yesterday it occured to me to add a new row to the baseitems.2da, but I would have to replace 2da.bif, in my data folder, in order to get KT to show me the new base item. With that I would then be able to add as many new models as I like.

 

So...any sugestions anyone? As I mentioned above, if you know of any item in baseitems.2da that is not used by the game could you let me know?

 

Thanks

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Umm...thats interesting about the torch. I might be able to use it. Im currently still working on a mod to add new custom equipable robes and clothing. I've been focusing on adding new mdls with any baseitem that would be equipable in slot 0x00002(body armor, jedi robes).

 

The problem is that the game seems to have a fixed amount of bodyvar slots. For each armor/clothing item in baseitems.2da you have a letter in the bodyvar column. This letter corresponds to a model* and tex* column in the appearance.2da file, which specifies what models creatures with that appearance type should use when an item with that base item type is equipped in the body slot.

 

So, for example, the "Revan Robes" base item type has J set in its bodyvar column, making this base item use the models and textures set in the modelj and texj columns in appearance.2da.

 

The problem with adding new body variations for clothing is that nobody has managed to add new model/tex columns to appearance.2da and make the game use them, from what I know. Thus people have been hijacking the less used existing body variations for their new armors instead.

 

I understand the concept of adding new lightsaber models into the game but when it comes to clothing I'm lost :( Yesterday it occured to me to add a new row to the baseitems.2da, but I would have to replace 2da.bif, in my data folder, in order to get KT to show me the new base item. With that I would then be able to add as many new models as I like.

 

Lightsabers (and other weapons), as well as items like headgear, work differently from clothing since they use model variations instead of body variations to provide different models, and thus won't have to go via appearance.2da to specify which models/textures are used.

 

If you add new baseitems.2da lines you should put the modified file in your override folder. I wouldn't mess with the KEY/BIF files. To make KotorTool use 2DA files in your override folder, go to the Tools menu, pick Options, go to the Other tab and check the Look in game's override folder for 2DA files checkbox.

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The problem with adding new body variations for clothing is that nobody has managed to add new model/tex columns to appearance.2da and make the game use them, from what I know. Thus people have been hijacking the less used existing body variations for their new armors instead.

 

Yes its what I realized. So I guess I'll have to fool around untill I either figure out a way or give up.

 

 

If you add new baseitems.2da lines you should put the modified file in your override folder. I wouldn't mess with the KEY/BIF files. To make KotorTool use 2DA files in your override folder, go to the Tools menu, pick Options, go to the Other tab and check the Look in game's override folder for 2DA files checkbox.

 

Wow! Thank you so much, I'll make good use of this information :)

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