ZimmMaster Posted July 23, 2009 Share Posted July 23, 2009 I promised I would make a tutorial on how I fixed the walking animations and here it is. It is actually rather simple. I am going to use the PMHC04 head for example purposes. Things You Need: KotOR Tool Override Folder Step 1 Open up the KotOR tool and either open up your moddified appearence.2DA file or in the KotOR Tool navigate to KotOR 1 > Bifs > 2DA.bif > 2DA array > Appearence.2DA then double-click it to open the 2DA editor. Step 2 Scroll down to the PC entries. I'm using PMHC04 so I'll scroll down to those entries. In the collumn called walkrate change the value for all three character entries to "2.60". Step 3 Now locate the collumn called driveanimwalk and change it to "3.0" in all three character entries. Or if you are using a female character I'd recomend entering "2.60" as the value in all three character entries. Now save your appearence.2DA. Do NOT place in the Override folder yet. Step 4 *NOTE: If you still have the 2DA array tree open in the KotOR tool skip this step and go to step 5.* Open up the KotOR tool and either open up your moddified creaturespeed.2DA file or in the KotOR Tool navigate to KotOR 1 > Bifs > 2DA.bif > 2DA array > Creaturespeed.2DA then double-click it to open the 2DA editor. Step 5 This step is essential or the changes will only be temporary and you will have to redo the changes each time you start a new game. With the Creaturespeed.2DA file open you should see several rows. The top one labeled PC Movement. This is the one we need to change. You should see a collumn labeled walkspeed. Change that value to "1.70" on the PC Movement. Save the 2DA and close the KotOR Tool. Step 6 *NOTE: If you already had an appearence.2DA and creaturespeed.2DA located in the Override folder of you KotOR directory. You are done and do not need to do this step.* Now all that is left to do is select the modified appearence.2DA and creaturespeed.2DA and move them to the Override folder. Enjoy, -ZM- Link to comment Share on other sites More sharing options...
SpaceAlex Posted July 25, 2009 Share Posted July 25, 2009 Hmm, I had this "fix" applied for a while now, though step 5 wasn't necessary as it didn't do anything for me. I have a value of 2.30 applied for both walkdist and driveanimwalk. Setting it higher still produces this "gliding" effect in my game. Besides, the PC will walk incredibly slow in cutscenes if you set those values too high, so I prefer it this way. Still, I would like to know exactly how changing those values fixed "gliding" in your game? And do post that youtube video, so that we can see if we're all on the same page. Link to comment Share on other sites More sharing options...
ZimmMaster Posted July 26, 2009 Author Share Posted July 26, 2009 Hmm, I had this "fix" applied for a while now, though step 5 wasn't necessary as it didn't do anything for me. I have a value of 2.30 applied for both walkdist and driveanimwalk. Setting it higher still produces this "gliding" effect in my game. Besides, the PC will walk incredibly slow in cutscenes if you set those values too high, so I prefer it this way. Still, I would like to know exactly how changing those values fixed "gliding" in your game? And do post that youtube video, so that we can see if we're all on the same page. I noticed that as well though. Although I never had any problems with the cutscenes. I recently found out though. Creaturespeed.2DA edits only apply will affect only new games. Link to comment Share on other sites More sharing options...
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