Darth Reptinus Posted June 18, 2013 Share Posted June 18, 2013 Ok I created a male and female twi'lek textures, new underwear with light to dark transitions. But I am lost on the 2da edit. I got them to show up in the creation screen, but when I enter the game I am a floating head with no texture and for some reason Trask has turned into bastila... ERGH:swear: = SOoooo I uninstalled every mod figuring it was just a conflict and dropped the files in manually to no avail... Is anyone willing to help? I checked the tuts, did everything they said to do in the order they said to but the tsl patcher requires a degree to use lol and the tuts for using it are evidently to hard for me to get. Anyone wants to see the files let me know I will upload a lowrez gif to show the transitions... Link to comment Share on other sites More sharing options...
Phildevil Posted June 19, 2013 Share Posted June 19, 2013 I do not know what you did wrong, but I love the skin and the purple looks better on a Twi-Lek to me, than it did on HK, so another + for this Link to comment Share on other sites More sharing options...
Zhaboka Posted June 19, 2013 Share Posted June 19, 2013 I love how the lips curve downward in the DS one. Great work, but like my friend Phil above me I have no idea how to fix that. Link to comment Share on other sites More sharing options...
Rtas Vadum Posted June 20, 2013 Share Posted June 20, 2013 I take it your trying to add a new PC head to the game, correct? If so, then you have to edit 3 2da files for that to happen. Appearance, Heads, and Portraits. For Appearance.2da, you can either add three lines(each going for the three classes in the game), for the male and female twi'leks. Easiest way is to copy the already existing player lines(91-180), and make changes from there. The only changes you'll need to make, are changing the entries for the 'Label' column, which the game doesn't use, so it can be anything(it's mostly for knowing which what the appearance is for). The value for the "Normalhead" entries must be changed as well - these will refer to the values in the heads.2da. Also, the entries for ModelA and TexA will need to be changed, to the model and texture name for the twi'lek model/skin you wish to use for it. The ModelB and TexB can be changed, if you want to have a different standard clothing model for the head, rather than the vanilla clothing. For heads and portraits.2da, take a look at this guide. I can't say much about applying this information to making the patcher work as needed, but hopefully it does help. Link to comment Share on other sites More sharing options...
Darth Reptinus Posted June 20, 2013 Author Share Posted June 20, 2013 I got the head to load correctly finally. Now here is the issue. The model for her body comes out white at this point. I made custom undies for her how do I make them show up in game? I labled the textures correctly in the 2das but they are not diplaying and I have a white body. Link to comment Share on other sites More sharing options...
Canderis Posted June 20, 2013 Share Posted June 20, 2013 Sometimes 2da edits don't save right. Make sure that they did and that you spelled it right. I recommend copying the naming style of the default character and slightly tweak it. Link to comment Share on other sites More sharing options...
redrob41 Posted June 20, 2013 Share Posted June 20, 2013 Ok, so, I've re-downloaded my lizard mod onto my work computer. Now I can look at the changes.ini file as an example, using Notepad. The part I'm interested in showing, looks like this (I've edited it, just to highlight a single character): [heads.2da] CopyRow0=[i]AddsHeadForRFHZ01[/i] [[i]AddsHeadForRFHZ01[/i]] RowIndex=40 ExclusiveColumn=head head=RFHZ01 headtexvvve=RFHZ01d headtexvve=RFHZ01d3 headtexve=RFHZ01d2 headtexe=RFHZ01d1 2DAMEMORY1=RowIndex ------------------------------------------------------------ [appearance.2da] CopyRow0=[i]AddsSmallGreenLizardWoman[/i] CopyRow1=[i]AddsMediumGreenLizardWoman[/i] CopyRow2=[i]AddsLargeGreenLizardWoman[/i] [[i]AddsSmallGreenLizardWoman[/i]] RowIndex=133 ExclusiveColumn=label label=R_FEM_Z_SML_01 race=Lizard normalhead=2DAMEMORY1 texa=RFBZGS envmap=CM_SpecMap bloodcolr=G 2DAMEMORY5=RowLabel [[i]AddsMediumGreenLizardWoman[/i]] RowIndex=134 ExclusiveColumn=label label=R_FEM_Z_MED_01 race=Lizard normalhead=2DAMEMORY1 texa=RFBZGM envmap=CM_SpecMap bloodcolr=G 2DAMEMORY6=RowLabel [[i]AddsLargeGreenLizardWoman[/i]] RowIndex=135 ExclusiveColumn=label label=R_FEM_Z_LRG_01 race=Lizard normalhead=2DAMEMORY1 texa=RFBZGL envmap=CM_SpecMap bloodcolr=G 2DAMEMORY7=RowLabel ------------------------------------------------------------ [portraits.2da] CopyRow0=[i]AddsGreenLizardWomanPortraits[/i] [[i]AddsGreenLizardWomanPortraits[/i]] RowIndex=10 ExclusiveColumn=baseresref baseresref=po_RFHZ01 appearancenumber=2DAMEMORY6 appearance_s=2DAMEMORY5 appearance_l=2DAMEMORY7 baseresrefe=po_RFHZ01d1 baseresrefve=po_RFHZ01d2 baseresrefvve=po_RFHZ01d3 baseresrefvvve=po_RFHZ01d ------------------------------------------------------------ [install_folder0] Replace0=PO_RFHZ01D.tga Replace1=PO_RFHZ01.tga Replace2=PO_RFHZ01D1.tga Replace3=PO_RFHZ01D2.tga Replace4=PO_RFHZ01D3.tga Replace10=RFBZGL01.tga Replace11=RFBZGM01.tga Replace12=RFBZGS01.tga Replace13=RMBZGL01.tga Replace14=RMBZGM01.tga Replace15=RMBZGS01.tga Replace16=RFHZ01.mdl Replace17=RFHZ01.mdx Replace18=RFHZ01.tga Replace19=RFHZ01d1.tga Replace20=RFHZ01d2.tga Replace21=RFHZ01d3.tga Replace22=RFHZ01d.tga Normally, you would set this up using the TSLPatcher, but I always like to look at it in Notepad, just to double check things. It's also faster to enter multiple lines using the text, rather than the GUI of the patcher. There are also several tutorials here http://www.lucasforums.com/forumdisplay.php?f=596 I've made some text italic, just to point out that you can make this text say whatever you want, it's just a description to help the modder find their place in the code. Example: instead of AddsHeadForRFHZ01, you can say MakeNewHeadForPurpleTwilek I've put in the dashes to separate four necessary parts of adding a playable character. First - The patcher will modify the heads.2da so that it copies row 40 to a new line at the end of the list. It will re-name that so head=(whatever you want). I chose RFHZ01 because I wanted a unique name with 6 spaces. It stands for Redrob Female Head liZard #01. Then the patcher will change the fields for headtextureveryveryveryevil and so on. The typical game notation is to add d1 d2 d3 and d (short or d4) onto the end of the light side texture. Then it stores the RowIndex that the new head is on to be used in the next part. Second - the patcher will modify the appearance.2da by copying row 133 and change the label to (again whatever you want). I try to keep it similar to the existing labels, so instead of P_FEM_A_SML_01 (Playable Female Asian Small body), I have a unique name that, hopefully, won't be used by other modders (RedRob's Female liZard Small #01, etc). [appearance.2da] CopyRow0=AddsSmallGreenLizardWoman [AddsSmallGreenLizardWoman] RowIndex=133 ExclusiveColumn=label label=R_FEM_Z_SML_01 Then the patcher puts in the race (I don't think that it's really necessary, but I used lizard anyway). Next it changes the RowIndex of the head that this line uses to the one saved in the previous section. normalhead=2DAMEMORY1 Then, it changes the underwear texture to my custom one. I chose Redrob Female Body liZard Green Small. (I figure this is the step you're interested in Reptinus) texa=RFBZGS At the time I made this mod, I changed the environment map to be the Special Map, but in hindsight, I think this will override any armors that use baremetal. Instead, nowadays, I think I'd try to make the shiny lizard skin effect by using .txi files, and leaving the envmap=Default. I'm also not sure that changing the blood color actually has any effect. envmap=CM_SpecMap bloodcolr=G Then the patcher will save the RowLabel to be used in the next part. Then, it is set up to repeat these steps for the Medium and Large body sizes. Third - the patcher will modify the portraits.2da file by copying row 10 and changing the texture names to (whatever the modder wants). The names I chose are similar to the ones in the first section, but with po_ added to the front. The patcher will use the row numbers saved in the previous section appearancenumber=2DAMEMORY6 appearance_s=2DAMEMORY5 appearance_l=2DAMEMORY7 This will make sure that the new character is available for all three classes when starting a new game. Fourth - copy all unique models and textures into the override directory. I usually set the patcher to replace files, just in case there is an updated mod release, and the files need to be overwritten. This is one area where I really like using Notepad, since I can copy and paste whole lines, then go through and text edit things (I just find it faster than using the TSLPatcher, but there's more chance of making a mistake). Update: It's important to note, that texa=RFBZGL in the 2da file will look for the texture RFBZGL01.tga in the override directory. With ALL of the body models, you need to have a texture that ends in 01, and the model will default to that one. With armors, there will be others (02, 03 etc) for when alternate uti files are equipped, but usually with underwear there will only be the default 01. So, that's it in a nutshell. I've glossed over a lot of things, because they can be found in other tutorials, and in the ReadMe, really.pdf that comes with the patcher. Also, I did this over my lunch hour (and into my work time, oops ), so it's a bit more rushed than I'd usually like. But, hopefully it helps. Happy modding Link to comment Share on other sites More sharing options...
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