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Robes of the Old Republic - Back into TSL


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Hm, never advertised in TUCE before, but since that's my first "potable" mod, I guess I could use some critics.

 

So here it is. A mod that will let you use the robe models from K1 instead of Obsidian's I and N models (aka Jedi and Knight/Master robes). The standard model was broken and female only, so I used both the small and large models - small for I, large for N. Hope you'll like it.

 

Screenshots are here.

 

A tSL Mod       made by Gavroche     contact:remus.stern<at>hotmail.fr
/====================================================================\
|
|   ROBES OF THE OLD REPUBLIC
|	BACK INTO
|	THE SITH LORDS
|
\====================================================================/
                                     v1.0 ; size:16,6Mo (in Override)
|/   Description and comments
||/  Technical Notes for Modders
|||/ Installation time
|\// Compatibility and known bugs
\//  Thanks
\/|/ Disclaimer



/=============================\
| |/ Description and comments
\=============================/

 A long time ago, in a Galaxy far, far away... There were Jedi, and
those guys were wearing robes. Rather cool ones, if you ask me, with
hoods and all.
 Now four millenias before "a long time ago", there were also Jedi,
and those guys were ALREADY WEARING THE SAME DANG ROBE. How unlikely
is this?

 Obsidian did a great job modelling those robes, I can't and won't
deny it. But tossing Bioware's well-thought model was just evil, in
my opinion.

 So I thoroughly searched The Sith Lords' files to check what was
left of Bioware's work, and finally found out that the Large and Small
K1 robe models were still there (the medium being overwritten
by Obsidian's).

 I also found K1's default brown texture for Jedi Robes, so I did my
best to coordinate my clumsy, overexcited shaking hands into a poor
attempt at what's commonly referred to as "reskinning", and declined
this brown texture into the 25 robe variations TSL uses.
 (... 25 is not really accurate, as my laziness quickly avised me to
use one same texture for Padawan/Jedi/Knight/Master robes and another
for their Dark counterparts. Heh, Bioware did it too, so what's wrong
with it?)


/=================================\
| ||/ Technical Notes for Modders
\=================================/

 If you're curious about the location of Bioware's files in TSL, then
you might want to read that.

 Basically, all that's left from KotOR's robe textures is the default
brown one. You'll find it in ERFs > TexturePacks > K > k1_PFBI01.tpc.
 Those of you who know what a texture's name implies are probably
thinking "Wai-wait, there's only the female texture?". Well, what's
convenient is that both male and female K1 models use the same skin,
so whether it's noted F or M doesn't matter.

 On to models. When I said the Medium models were out, it was not
exact. In BIFs > Models, you'll find k1_pfbim.mdl, just above party
members' models (which are above placeables models, those named
"plc_[...].mdl").
 This one had two problems: 1/ it's female only, 2/ there's no shadow
under the skirt, or your legs have no shadows, if you prefer.

 Now the only working models we have are pfbis.mdl, pmbis.mdl,
pfbil.mdl and pmbil.mdl. You should guess easily which models they
are: small female, small male, large female, large male.
 So which one should I have used? Small models made our Council
Masters look like pygmies, large models made my female Exile taller
than Atton (quite normal, he's a scoundrel) and Mical (not normal,
he's a soldier).
 When you don't know which hat/answer/cake/girlfriend you prefer,
take both. That's what I did, in a way: I used the small ones as the I
models, and the large ones as the N models.

 Oh, and in case you're wondering, yeah, the only texture we have
works with all five models. How great is that?


/========================\
| |||/ Installation time
\========================/

 In the same folder than this readme, you should find a file named
"ROTOR.exe". Execute it. You'll be asked the path to your
game's main folder - Main folder does not mean "Override", it means
"main folder".
 By default, I believe it is set to:
C:\Program Files\LucasArts\SWKotOR2\
 The patching should start - And soon you'll be done with the
installation. Changes are applied immediatly, so no need for you to
start a new game.


 To uninstall, in the same folder than this readme, a folder named
"backup" should have been created. If it has, you will find inside a
file called "appearance.2da" - Copy this file into your Override
folder.
 Now you can delete all the four .mdl files:
- pfbim.mdl
- pmbim.mdl
- pfbnm.mdl
- pmbnm.mdl
 As well as their .mdx version, and the twenty five .tga files named
from PFBI01.tga to PFBI10.tga and PFBN01.tga to PFBN15.tga.

 If no folder called "backup" appeared in the same folder than this
readme, it means you were not using an altered appearance.2da, so you
may want to remove this file from your Override as well.



/===================================\
| |\// Compatibility and known bugs
\===================================/

 If you've got a mod that messes with Jedi Robes, then you could
experience some troubles.
 Due to TSLPatcher installation, this mod will be fully compatible
with any other mod that uses an altered appearance.2da. If this mod
adds a new Male NPC who can wear robes, he will not get the correct
textures (nor the correct model if he's wearing a Master Robe).

 Other than that, the mod should be fine and bug-free.


/============\
| \// Thanks
\============/

 I'd like to thank all the guys who've helped me to find the models
on LucasForums
(see http://www.lucasforums.com/showthread.php?t=189631).
It's been dang hard, but we finally found them. I'm quite happy with
the result, thanks to you all!

 And parts of the credits go as always to the guys who made modding
possible - in the case of this mod, Fred Tetra for the KotOR Tool,
Stoffe for the TSLPatcher.

 And I'd be rude to forget ChAiNz.2da, for the screenshots that you
see have been taken from several of his saved games.


/================\
| \// Disclaimer
\================/

 STILL READING THAT? GOOD. 'CAUSE I'VE GOOD NEWS FOR YOU. BEING A
LAZY GUY WHO KNOWS HIS SKINS ARE TERRIBLE AND WON'T GIVE A DAMN, I
GIVE YOU TALENTED RESKINNERS *TOTAL OWNERSHIP* OF THIS MOD IF YOU WANT
TO RELEASE YOUR OWN SKINS FOR THOSE ROBES. THIS MEANS YOU CAN REPLACE
SOME OF THE SKINS, PACK THEM INTO A .ZIP ALONG WITH THE CHANGES.INI,
APPEARANCE.2DA, MODELS, AND TEXTURES YOU WOULD NOT HAVE ALTERED, AND
RELEASE IT AS *YOUR* MOD. I KNOW THERE ARE LOTS OF GOOD SKINNERS WHO
COULD EVEN MAKE IMPROVED VERSIONS OF THE RED/BLUE/BLACK VARIATIONS
OF K1 *coughjonathan7cough*, SO IF YOU THINK THE ONLY GOOD TEXTURE IN
THIS MOD IS THE ONE MADE BY BIOWARE, FEEL FREE TO EDIT THE OTHERS.

 ON TO MORE COMMON BUSINESS (YOU CAN STOP READING NOW). THIS MOD IS
NOT SUPPORTED BY BIOWARE, NOR BY OBSIDIAN, NOR BY LUCASARTS. MEANING
IF YOUR COMPUTER A'SPLODES BECAUSE OF THIS MOD, THEY WON'T GIVE A
DAMN. AND, WAIT, IT'S NOT SUPPORTED BY ME EITHER. YOU USE IT AT YOUR
OWN RISKS, UNDERSTOOD?
 GOOD. NOW ENJOY THE MOD :]

 

Hint: read the disclaimer. No, really. There's good stuff inside.

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You're lucky, 'cause there are three of them :] (Matukai n00b and boss, plus Nomi's robe. And there are a couple of "greenish" robes).

 

I really did not try to do complicated things while reskinning - Just opened GIMP and played with Contrast/Luminosity and Saturation/Shade. So what I regret is that those are monochrome textures (i.e. Matukai robes for example, are green to the boots).

 

Thanks for the feedback. I'm glad you like it, because I'm quite satisfied with it myself.

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This is a really good idea, and it is good to see that someone has done it, but I won't download because I don't like the idea of all Obsidian Jedi robes (especially the Master Robes) being overwritten. Maybe the worthless pilot suit, or the unused Revan model slot, could have been used?

 

All the same, good work!

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This is a really good idea, and it is good to see that someone has done it, but I won't download because I don't like the idea of all Obsidian Jedi robes (especially the Master Robes) being overwritten. Maybe the worthless pilot suit, or the unused Revan model slot, could have been used?

 

All the same, good work!

The same with me :xp: I would just replace Padawan and maybe Jedi Robes but left Master and Unique (like Nomi or Thon etc.) as they are. It would be nice: 'Now I am Master! I can wear cape!' :lol:

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Is there any way to edit this so that it does not replace the new robes but gives you the old robes in addition to the new ones?

 

That's what SithRevan's been doing, well, that's almost it. He replaced the standard clothes with these robes.

 

Another way to do this, as SW01 said, would be to replace unused models, like the "J" model (which is the one used in K1 for the Star Forge robes, present in K2 though not accessible without mod/cheat), or the "K" model used for "Armored Flight Suits" (there are only two or three of those accessible in the game).

 

 

You'd basically need to take the models in this mod (either the Large or the Small one), to rename them "PFBJM.mdl/mdx" (F or M for Female or Male, J if you want to replace the model of Revan's robes or K if you want to replace the Flight Suit model), to rename the textures (<detail>

  • If you use the J model, change the "I" or "N" letter to "J" and all the "F"s to "M"s, as male and female models use the same texture;
  • If you use the K model, change the "I" or "N" to "K" and either
    • copy-paste the textures you want and replace the "F" of the copies by "M";
    • go in appearance.2da in the "texk" column, and replace all "PMBK"s by "PFBK"s;

</detail>), and now, you need to *create* your robes (the .uti's). Give them the Baseitem of either Revan's Robes or the Armored Flight Suit (depending of which one you replaced), the texture variation you want, change the name/description and w00t, you're done.

Don't forget to pay a visit to baseitems.2da to change the rows for Revan's Robes (row 89) or the Armored Flight Suit (row 98), because there's some stuff that won't match the stats of true robes, like reqfeat0, baseac, dexbonus and itemtype (look at the values in row 35 to know what you should put).

 

Lots of details, maybe you already knew some of this stuff - just wanted to make sure that any guy passing by with a KotOR Tool could do it.

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