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problem whit clothing in TSL


memarik

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hey why is it so that when you play example whit a Jedi Consular or Sentinel.. you get allways the basic clothing of a Guardian..?

 

or is it only me?

cos when you start the game all classes have different clothes shown up but when playing they all have guardian ones..

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The trick is when you put on the clothes outfit it has a default too "1" in the UTI it has nothing to do with the 2da file. In order for things to work truly the way you are invisioning you would needto have a script spawn the proper uti for your class later in the game when you find yourself given clothes.

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Well, K1's appearance.2da has S, M, and L variants of clothing 1--but not K2's.

 

The .uti tells it which entry in the .2da to use, and since the entries in K1 are different for each class, each class has different clothing. K2's .2da entries for clothing are all the same (N_CommF or N_CommM), so no matter what class you are, you get the same clothes.

 

What I'm wondering is why Obsidian changed the PC's clothes to the commoner clothes, and why they never got around to giving different classes different clothing styes.

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Well, K1's appearance.2da has S, M, and L variants of clothing 1--but not K2's.

 

The .uti tells it which entry in the .2da to use, and since the entries in K1 are different for each class, each class has different clothing. K2's .2da entries for clothing are all the same (N_CommF or N_CommM), so no matter what class you are, you get the same clothes.

 

What I'm wondering is why Obsidian changed the PC's clothes to the commoner clothes, and why they never got around to giving different classes different clothing styes.

 

Actually my friend your incorrect. Both K1 and K2 use a 3 line system for the body entries for the player characters. Also the uti's only halfway point to which appearance to use. The Uti's point to which columns however the texture variants in the uti point to which texture to use. When you look at the entries in the 2da files they point to the beginning of the file name then you add "XX" where XX is equal to the texture variant found in the uti file. Single digit texture variants automatically have a "0" placed in front of them.

 

The reason for the clothes change is simple in some respects the exile has been traveling incognito trying not to be noticed. Also when you are given clothes at telos your picking up basic clothes out of a closet is the mentality so that your clothes are not class independent.

 

Also not to pull rank on you here but I know these files inside and out can visualize the file structure in my sleep I've edited them enough. If you browse the tutorials section you'll find a few by myself. So lets not try pulling the your wrong argument on me. I've walked enough people through editing uti's and 2da's I've earned my veteran status at nearly 3000 posts and 99% of them in the KOTOR modding community.

 

Also other names not to argue with would include but are not limited too.

Achilles, Darth333, Stoffe -mkb-, Mono Giganto, Prime, Redhawke, T7nowhere, & Chainz.2da.

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Actually my friend your incorrect. Both K1 and K2 use a 3 line system for the body entries for the player characters.

 

Not for the clothes--only K1 has different entries. The only one in K2 I can think of that uses three different body entries is the underwear--and that's only a size change.

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The 'S' 'M' 'L' are all line entries for each player model, In K1 they included scaled models for each size for the initial body models while in K2 they took this out. The textures were all the same and could be used across all of the bodies uniformley. This method could easily be carried over to k2 without any problems at all. In K1 the game is designed to give your player the appropriate clothes based on what you chose at character selection. So if you choose a scoundrel it would give you the uti file for the clothes for texture variation 2 or some such and texture variantion 1 clothes for soldiers and so on. It has nothing at all to do with the appearance.2da entries when the game gives you your clothes at the beginning.

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You only get two clothing variants in K1 (without cheating), if I recall correctly--and they're both the same for the PC, because the PC only has one actual texture variation for the clothing. And they all use body variation 2, while the PC has three different possible clothing models. This is because under the appearance.2da, there are three modelb and textureb entries for the PC--one for each class (and then repeated for each head option, and then duplicated for the other gender).

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@JCarter:

 

I want you to open your TSL game and type in the following cheats:

 

g_a_clothes01

g_a_clothes02

g_a_clothes03

g_a_clothes04

g_a_clothes05

g_a_clothes06

 

There's more, but I thought I would start with that. I want you to equip each individual items I have listed there. In fact, equip those on each Jedi class if you need to. Once you do that come back and I'll explain why you got the results you did. I know Darkkender has tried, so we'll see if you do my little assignment first if that will help.

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I for one know of the S,M,L that Darkkender is talking about as I have used his tutorials on more than one occasion. (And mighty fine tutorials they were as they were easy to follow and understand, Thank you Darkkender) So I know he knows what he is talking about.

 

Not to mention the fact he did the Holowan Plugin which if you opened up that appearance 2da file your head would just spin. :)

 

Eefluxx

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I want you to open your TSL game and type in the following cheats:

 

Yes, I've done that before. Each .uti uses a different texture variation, on the same model (N_CommF or N_CommM).

 

But I'm talking about K1, not K2. In K1, it's not that each clothing option uses a different texture; the actual models are different as well--because the entries in the appearance.2da are different.

 

EDIT:

 

well can somebody make some sort of mod to fix this..?

 

Done! And without editing any of the .uti files. :p

 

I just need to type up the readme...

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Yes, I've done that before. Each .uti uses a different texture variation, on the same model (N_CommF or N_CommM).

 

But I'm talking about K1, not K2. In K1, it's not that each clothing option uses a different texture; the actual models are different as well--because the entries in the appearance.2da are different.

Okay, what do you want to know then?
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Okay, what do you want to know then?

 

I don't want to know anything...I was just speculating on how odd it was that Obsidian never implemented that into the game. I can understand why they changed the clothes, since it would be odd for the Exile to share Revan's wardrobe. :p

 

But what's odd is that they clearly meant for the PC to have different clothing depending on class (as you can tell in the character creation screen), but they didn't. I don't think it was a time thing (only took me about five minutes to do), but I guess when you've got three days left instead of three months...

 

And I'm still wondering why they went with the commoner style clothing. Because the TSF gives you the clothes? That's the only thing I can think of. Of course, it would be kind of odd having the TSF give you different clothes depending on what type of Jedi you are (how the hell do they know? :p).

 

well i hope everything will work out :D

 

could you post a link were to get it?

 

As soon as Shem and his legions of terror get it up... :p

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