Effixian's Lore Keeper's Robes 3

   (7 reviews)

4 Screenshots

About This File

----------------------------------------------------------------------
Knights of the Old Republic - The Sith Lords
----------------------------------------------------------------------

TITLE: Lore Keeper's Robes
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam.

------------------------
INSTALLATION
------------------------
Unzip. Copy the extracted files from the subfolder your override folder.
 

-----------------------
DESCRIPTION
-----------------------
This mod adds 4 robes, inspired by Atris' textures and Jedi librarian Jocasta Nu. They all have the same stats. The merchant will only work with a savegame from before you enter the area where the merchant is located (before that area is loaded, first area on Onderon). Not compatible with other mods that change Margar's inventory, or any mod that happens to use the same item names (a_robe_80, a_robe_81, a_robe_82 & a_robe_83).

- Jedi Lore Keeper's Robe (Cheat code: giveitem a_robe_80)

Defense Bonus: 3
Attribute Bonus: +2 Wisdom
Regenerate Force Points: 2
Damage Immunity 10% vs. Dark Side
Damage Immunity 10% vs. Light Side
Upgradable: yes, as robes
Cost: 9500
Merchant: Margar, Iziz Spaceport (Onderon)

- Sith Lore Keeper's Robe (a_robe_81)
- Jedi Archivist Robe (a_robe_82)
- Sith Inquisitor Robe (a_robe_83)

White + Gold version (Jedi Archivist) requested by Epicuris on Steam.

---------
BUGS
---------
None known.

-------------------------
UNINSTALLING
-------------------------
Remove the following files from your Override folder:

a_robe_80.uti
a_robe_81.uti
a_robe_82.uti
a_robe_83.uti
ia_JediRobe_080.tga
ia_JediRobe_081.tga
ia_JediRobe_082.tga
ia_JediRobe_083.tga
margar_store.utm
PFBI80.tga
PFBI81.tga
PFBI82.tga
PFBI83.tga
PMBI80.tga
PMBI81.tga
PMBI82.tga
PMBI83.tga

------------------------------------
DISTRIBUTION NOTES
------------------------------------
You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
You might: Use the material from this mod in your own mods if you simply you ask me.

----------------
Thanks to
----------------
Fred Tetra for KotOR Tool

-------------------

THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

---------------------------------

My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix


What's New in Version 3   See changelog

Released

  • 3 robes added
  • Like 1



User Feedback

Recommended Comments

Fair point. I was hoping the price would prevent people from getting it early.
I've also had comments on other items that their stats aren't powerful enough to last very long, so I thought "a little OP" was ok this time.

Share this comment


Link to comment
Share on other sites

I just took a look at the Enhanced Merchants mod's files, it doesn't seem this mod is compatible with it.
The merchant that I updated in my Prototype Knight Breastplate mod happens to not be updated in the Enhanced Merchants mod, that's just luck.

Share this comment


Link to comment
Share on other sites

p.s. what you can do is install this mod and then Enhanced Merchants, then Enhanced Merchants will work and you can still get my item but only with the cheatcode.

Share this comment


Link to comment
Share on other sites

p.s. what you can do is install this mod and then Enhanced Merchants, then Enhanced Merchants will work and you can still get my item but only with the cheatcode.

I do believe the Enhanced Merchants on Deadlystream has a TSLPatcher that merges the files together so this mod first then Enhanced Merchants should work! (If I am wrong correct me) 

Share this comment


Link to comment
Share on other sites

Ok, that was interesting, thanks for making me have a closer look, I learned:

1. I totally messed up on my merchant file. Some values failed to save properly so it would not have worked. Not sure if it was purely my mistake or some quirk with the editor.
2. It looks like the Enhanced Merchant mod's TSL Patcher assumes you did not already change the merchant's file and it results in some values getting a twin. I'm not sure that crashes the game but all in all I don't recommend trying to combine the mods with it.

Conclusion: Update this mod now if you want the merchant to work and forget about combining it with Enhanced Merchants.

I might do some research in the future on how to use the patcher to truely add an item, leaving whatever changes there already are intact. I know how to do that with 2da files but so far for me merchants were a simple "copy file X to location Y" thing.

Share this comment


Link to comment
Share on other sites

I love the look of these robes, but it does make me curious about something. Have you considered porting these back to KotOR 1? I've always been bugged by the lack of visually interesting robes in the game.

Share this comment


Link to comment
Share on other sites

You can get JC's robes to get the right model:

Then simply replace one (or multiple if you like) of the .tga files.
If you don't have a program to view tga files then there's free image viewers like XnView that can do that.

Similarly you can mix in my Electromesh Battle Robe.

 

Share this comment


Link to comment
Share on other sites
19 minutes ago, Effix said:

You can get JC's robes to get the right model:

Then simply replace one (or multiple if you like) of the .tga files.
If you don't have a program to view tga files then there's free image viewers like XnView that can do that.

Similarly you can mix in my Electromesh Battle Robe.

Much appreciated. I'm a bit of a noob when it comes to modding KotOr, so I really didn't want to destroy my game. 

If I want to add them as a separate item, I'm going to have to copy and modify the base files with KotOR Tool, correct?

 

Share this comment


Link to comment
Share on other sites

Yes, you extract an item template and change some values and names so that it will become a new unique item. You won't destroy your game with experimenting with these files. I never tried it but I don't think using a K2 item file (.uti file) for K1 is a good plan, you might get away with it, don't know, it's mostly the 3D models that really need converting/porting.
Just in case, keep the zip file(s) to know which files to remove from your override folder. Looking at file dates also helps to identify groups of files, or that combined with file names. Worst case: remove all the files you recently added and/or modified. If the stuff below is a bit too much then I understand, if not.. here we go:

As said, swapping textures is easiest, but if you really want to add unique items then you start by extracting a robe template as your basis with KotOR Tool.
Kotor I -> BIFs -> templates.bif -> Blueprint, Item ->
g_a_jedirobe0X, g_a_kghtrobe0X, g_a_mstrrobe0X
Avoid using g_a_mstrrobe06 & g_a_mstrrobe07 as your basis, they use another model (Revan Armor/Star Forge Robes).
Extract to your override folder with a different name than the vanilla items, or do and rename after extraction. For example extract g_a_mstrrobe05 to g_a_mstrrobe99.uti. I like to use a more random number than the last vanilla one +1, because it's less likely that another mod uses it (you can also name it thisismyawesomerobe.uti or whatever).
The 3D model for these are all the same and if you've got JC's mod then it will be different than vanilla but still all (apprentice, jedi, knight, master) the same. They do have different stats, but if you make your own new item you can review all that, change stats, the description etc. Some of the stats trickle through from the base item, item properties can add to those.
With KotOR Tool you can tweak the .uti file before extracting or open it, make changes and save.
After opening the uti file I would make the Template ResRef and Tag values (General tab) the same as the file name (minus the .uti extension), this will also be what you use in your giveitem cheat code (again, you can use thisismyawesomerobe, just keep them all the same).
On to more important things, also in the general tab you have Texture variation, this will determine the filename of the texture and also the icon name. The icon name is a combination of the item's Base Item and the Texture variation value. The first part of the texture's filename comes from appearance.2da, but things are getting pretty lengthy already so I'll just tell you, it's PFBI (female) and FMBI (male), now you add the texture variation value in a 2 digit form. If you use texture variation 99 then your texture will have to be PFBI99.tga & PMBI99.tga, if you've used a master robe as a basis then the icon will be ia_mstrRobe_099.tga (3 digits here).

  • Light Side Points 2

Share this comment


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.