Thanks for the reply. I've just checked in-game and it looks like Cede's dressed as a regular Republic mook by default, see pics below for comparison
Hrm, I looked at his UTC on both Citadel Station and the Harbinger and I was sure they pointed to an officer appearance. I'll have to check if there are additional UTCs.
Edit: OK, looking in 151HAR, n_repoff001.utc points to appearance Republic_Soldier_Mal_Old_Black which uses N_RepSold. So yeah, that is just the generic soldier appearance. It should be considered a bug in TSLRCM, seeing as all his other appearances use the officer body. It should be reported to the TSLRCM crew as such.
Additionally, KotorTool is not picking up my TSL folder. I'm guessing this is because I'm running the Steam version.
Yeah KTool relies on the registry for the game's location. Steam uses keys it doesn't know about. I posted just the other day about how to fix it - http://deadlystream....-skins/?p=60954
Be aware however that if you are using the Workshop then KTool won't see that content. It only sees what is in the primary game folder.
Isn't there a patch for the Admiralty Mod- http://deadlystream....-admiralty-mod/
The comments say it no longer works.
Edit: I've had a look at the Admiralty mod's contents and I have to say I'm unsure why it's as complex as it is. It edits scripts and dialogues, adding in new UTCs. I would have thought simply editing the original UTCs to point to the new appearance rows would be sufficient, at least for TSLRCM. I've never used it myself. Did it add in cut content for Carth before TSLRCM was around?
Here are all the UTCs I could find in TSLRCM:
The two Carth ones I highlighted I am unsure about. I assume that the Dantooine one must be Admiral Onasi, but the one on the Ebon Hawk I am wondering if it may be something else.
It seems to be the logical starting point is creating new appearances and then editing these UTCs to point to those. The problem is testing, seeing as you need a save before having entered that module, which more or less means playing a full game.
Edit 2: Seeing as Jinger gave permission to use the mod assets with attribution, I figured I'd have a crack at making a revised version of it. I actually ended up just making new models, seeing as the original used full body models. I went with separate heads to make reusing the bodies for other purposes easier, and because Jinger swapped out the original Saul legs with Carth's, while I kept Saul's but modified the texture. I also lopped off the bit of their heads underneath the hats, as I noticed that Jinger didn't do that and it looks pretty weird on Carth in hologram form.
Like I said, testing is difficult, so I have only been able to test on the Harbinger so far, but that seems to be working at least:
If you want to test it, here's an initial version (you'll probably need to start a new game):
It's designed to only work with TSLRCM, so if you are using the Steam Workshop you'll need to install it over TSLRCM's Workshop folder, which should be \steamapps\workshop\content\208580\485537937 for the English version. If you also use M4-78, I gather you'll have to install it over that instead, but I don't use that so I haven't tested it.
Edit 4: I just realised the the Cede portion (beyond the Harbinger at least) would be broken in the file I posted because of TSLPatcher's inability to deal with editing multiple instances of UTCs with the same filename. This now at least partially explains why Jinger's original mod was more complex than I expected.