Drizen Posted April 3, 2014 Share Posted April 3, 2014 So I made an update to my Revan's Robe mod that everyone helped me with here a long time ago, which you can check out at this link for reference: http://knightsoftheoldrepublic.filefront.com/file/Darth_Revans_Robes_Fixed;85122 The 1.1 update I'm planning on releasing for it so far completely rewrites the datapad with a more in-depth story and removes the dark side requirement from the robes, but before I release it, I decided I'd like to make some more extensive modifications to it if I could, so I thought I'd check in here for some more help with accomplishing that first. The way I currently have the item set up is that you simply equip Revan's robes and it puts on a disguise modification that completely replaces your PC model with Revan's cutscene robes. This configuration works well enough, but what I'd really like to do is create two separate items--the robes and the mask respectively--which would allow the player to also wear the robes without the mask if they so please. There are two possibilities I thought of as to how I might implement this: 1.) (Ideal solution) Have a script that only sets the disguise as Revan's "complete" robes when it detects that the player has both the mask and robes equipped. 2.) Put the disguise property on the mask instead of the robes, but set a limitation property on the mask such that it will only allow you to equip it in your inventory if you already have the robes equipped. I would be fine with either of these solutions if someone could help point me in the right direction with how I might achieve this. I suspect that I might be dealing with some scripting or editing 2DA files here. I'd also like to note that I do not want to overwrite any pre-existing items in the game to achieve any of this if at all possible. As an even further bonus (though this is not really necessary), I was also thinking of including the cape animation fix that was provided a while back in another mod. The problem is the model from that mod has missing shader and lighting effects from the original cutscene model, which means in order to correct this I'm guessing I would again need to do either 1 of 2 things: 1.) Extract the animations from that model and apply them to my own. or 2.) Re-apply the lighting effects to his model instead. Whichever method is easier works for me, as the result should be the same. But if anyone has ideas that could help me with achieving any of this, I would greatly appreciate it. I'm not really sure where to begin on the implementation of any of this. Thanks for your time. Link to comment Share on other sites More sharing options...
Drizen Posted April 20, 2014 Author Share Posted April 20, 2014 So I'm still working on this, and I've been doing some tinkering with 2DAs. From what I gather, the way the game tells what model variation to use on your PC is by referencing the corresponding model and texture letters A through J, making a total of 10 possible variations. Since I didn't want to overwrite any of the existing variations though, I tried adding an additional set of columns named "modelk" and "texk" respectively in the appearance.2da file to create an 11th variation. I then went into the baseitems.2da file and added a new custom baseitem just for the robes and set its "bodyvar" column to "K" so that it could properly reference the new model variation I had created. Finally, I edited the item itself to use this new baseitem, but when I tested it, for some reason the game fails to recognize the new model variation I created and simply declothes my PC whenever I equip the robes. That is to say, it equips the item just fine, appears to recognize the new baseitem I created, and even gives me all the proper stats, but the model itself is just the default no-clothes version of my character. It seems like the game is just ignoring the new "modelk" and "texk" columns I created in the appearance.2da file. So my question after all this is, am I on the right track or is there no way to add a new variation without using the disguise property? The reason I need to avoid the disguise property is because it cannot tell whether your PC is male or female, so I could potentially end up having a female model with a male head or vice versa. That's why I attempted to do it this way. I'm thinking at this point either there's a reference I'm still missing somewhere or it's just not possible to add an 11th model variation, in which case I've been thinking of a possible scripting solution instead. I can do a gender check with scripts, so if the script detects what gender my PC is it will spawn the correct variation of the robes. This is far from an ideal solution though that creates a few other problems but they're issues I can live with... Again any ideas or help with this would be appreciated. I'm going to keep experimenting in the meantime; I think I'm getting closer to a workable solution. Link to comment Share on other sites More sharing options...
Drizen Posted April 21, 2014 Author Share Posted April 21, 2014 Well it seems I've reached an unexpected impasse. I gave up on pursuing an 11th model variation since the game refuses to recognize the new model variation "K" in the appearance.2da file that I created. I was almost certain that I could make a workable scripting solution instead that simply spawns the appropriate disguise based on your gender. I had a script compiled and everything, but the problem is apparently the item disguise property also has another issue attached to it: in addition to not detecting your gender, it also doesn't detect what head model you're using, so I got the robes to spawn, but my PC's head is missing; making her look like a headless ghost. I've got absolutely no clue how to deal with that issue. Even if I could come up with a new script that also detects what head your PC is using, I'd have to create like ~20 different versions of the same item to make it work. I think I'm just going to give up at this point go with my original plan of uploading the 1.1 update as-is... Damn, I thought I was so close too, but this game really has an annoying setup for handling character models. I don't understand why they couldn't organize them the same way they did weapon models which made it really easy to add new ones into the game without replacing pre-existing models. Link to comment Share on other sites More sharing options...
Drizen Posted April 26, 2014 Author Share Posted April 26, 2014 Ha! Did I say I was giving up? My mistake; I'm a stubborn one it seems. Turns out I was able to come up with a workable solution after all to get the unmasked robes wearable without replacing any pre-existing gear. It only took an endless amount of trial and error and some quite tedious scripting. Needless to say this was a headache to put together, but I finally achieved it soooo screenshots! Show spoiler (hidden content - requires Javascript to show) New Datapad Story: Show spoiler (hidden content - requires Javascript to show) This datapad was found on the corpse of a fallen Jedi in the caves of Korriban. It appears to contain an extensive journal of the Jedi's personal thoughts. The last entries may give some insight on what brought him to this fate. Log Entry 347 "I couldn't believe it when I heard the news. Bastila and the Jedi have defeated the Dark Lord! Today they returned to the enclave on Dantooine with a hero's reception. I was unexpectedly called to the council chambers shortly afterward, and I couldn't stop the twitching in my limbs as I nervously thought about what they would want with me so soon after such an event. As I stepped into the chambers, I was shocked to find Master Zhar standing before me with Revan's robes draped over his arms. I have now been entrusted with the task of destroying these robes by the Jedi Council. Tomorrow I will ensure that they are disposed of properly, but for now I think I'll celebrate this momentous occasion." Log Entry 348 "Last night I placed Revan's robes on the floor next to my bed so I wouldn't forget that I need to take care of them in the morning. As I did so, I couldn't help but sense some sort of subtle presence in the room; something distorted... unnatural. It made me feel strangely uncomfortable, and it was difficult for me to sleep. When I finally awoke today, I was sweating heavily. I must have been having some rather disturbing nightmares. Something definitely doesn't seem right ever since these garments were placed in my hands. I have a feeling that I'll need to dispose of them quickly if I don't want to suffer through another night like this." Log Entry 349 "I woke up today sweating intensely and shaking uncontrollably. Even now, it's difficult for me to record this entry as I still don't feel very well. The robes are sitting back in my room again. Why haven't I destroyed them yet? There are things I can't remember doing last night. I was taking the robes out to be burned when... I just can't recall. There is certainly something more to these robes than I first thought. I sense some sort of... aura emanating from them. I think it might be affecting my mind. Perhaps the council is aware of this? Maybe they are testing my will to see if I can resist the dark side. In any case, I will not fail them. My task will be completed one way or another tonight. I can't take much more of this." Log Entry 350 "Today I found myself locked in my room staring at Revan's robes for a long period of time. I'm not sure how many hours have passed. I tried to destroy them again, yet I could not bring myself to do it. The same thoughts have continually raced through my head over and over again. Should I destroy the robes or not? The more I think about it, the more I see that there is great power and potential in this deceivingly trivial-looking piece of regalia. I can sense it in the aura that is being produced. These robes weren't just for looks; they must have enhanced Revan with even greater power. Perhaps it would be better if they were not destroyed. If I can learn to control this aura, I might be able to use my enemies' weapon against them!" Log Entry 351 "It's been several days since I've recorded anything to this journal. It seems I have fallen out of touch with it. To be honest, I've been beginning to feel like a lot of my old habits are pointless lately. I'm not even sure if I want to keep up with this useless activity anymore either. My friends and colleagues have been voicing concerns about how supposedly irritable I've been with them lately. I cannot deny that I have been annoyed by them; their ignorance and foolishness is excruciating to listen to. Every time they open their mouths, they spew forth tired platitudes about things they don't even truly understand. Master Vrook has been especially infuriating recently with his perpetual need to pull me aside and condescend to me about the dangers of the dark side and how I need to get my temper under control. At least he doesn't seem entirely shortsighted though. When he asked me if I ever actually disposed of Revan's robes, the expression on his face suggested that he wasn't completely convinced by my answer when I told him that I had done so. For some reason I didn't notice it before, but now the lies are so obvious and I can see them clearly all around me. Everything the council has ever told me about the dark side... it's all lies. The dark side is not something to be avoided; it is to be embraced. The Sith understand that it offers strength that the light could never provide; strength that can make all of our desires become a reality. I can feel the immense power of the dark side flowing within Revan's robes. The Jedi Order was foolish to have wanted such a powerful artifact to be wasted and destroyed. Now I see why the Jedi are weak. I have decided that tonight I will flee the enclave so that I may join the Sith on Korriban. They will teach me how to harness the powers of these robes to their fullest potential. I have been very fortunate to have come into possession of these garments. They have shown me the true path to greatness." The log entries end here. The updated version should be up on KOTOR Files shortly but in the meantime anyone can just grab it here: http://www.mediafire.com/download/n38kxynucdnr4ay/revansrobefix2_0.zip Link to comment Share on other sites More sharing options...
Drizen Posted May 1, 2014 Author Share Posted May 1, 2014 Sorry for continually bumping my own thread here, but I thought members here might find this information helpful. I made another quick update to the mod after I finally discovered the source of a pesky and elusive bug. Some people may have noticed that sometimes after a while of playing through the game with a custom item that makes use of the "disguise" property (such as the Sith Disguise, Mandalorian Suit, or in this case, Revan's Robes), their disguise suddenly becomes permanent even after unequipping the item. I finally managed to trace the source of this bug to the airlocks in the Hrakert Rift. When you put on an enviro suit, the game doesn't properly remember your original appearance if you happen to be wearing a disguise item at the time (this is partly because BioWare never intended your character to be wearing a disguise at this point in the game anyway). I have since corrected this bug with some scripting now that I learned how to do it with this mod. So not only does this fix the problem for my robes, but also for any other mod that anyone has downloaded which adds custom disguise items into the game. This update only corrects the issue for the airlocks in the Hrakert Rift; not the Leviathan when you use the space suit to traverse the outer hull. Interestingly, I tested the Leviathan as well but the default scripts BioWare wrote work just fine with disguises in that case. You can download the latest version here: http://www.mediafire.com/download/vcp3i7bkfxh29d2/revansrobefix2_1.zip Link to comment Share on other sites More sharing options...
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