JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4

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About This File

Summary

This mod replaces the Jedi robes worn by the player and many NPCs with a more iconic, cloaked one based on a model from K2. I've made some fixes to the model and made new textures both to improve the quality and fit into the game more smoothly.

There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red- Blue Alternative is a mix of these styles. It retains the color scheme of the Brown-Red-Blue option while keeping the variety of the 100% Brown option. Dark Jedi robes, of course, are always black.

All styles come with or without gloves for your player character and some non- player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone.

Installation

  1. Extract files from the downloaded archive.
  2. Run Install.exe.
  3. Select one of the six install options:
    a) 100% Brown
    b) 100% Brown (No Gloves)
    c) Brown-Red-Blue
    d) Brown-Red-Blue (No Gloves)
    e) Brown-Red-Blue Alternative
    f) Brown-Red-Blue Alternative (No Gloves)
  4. Click "Install Mod" and select your game directory (default name SWKotOR).

Manual Installation

  1. Extract files from the downloaded archive.
  2. If you do not have an override folder, make one in your game directory (default name SWKotOR).
  3. Select one of the three folders in tslpatchdata:
    k_bbb – 100% Brown
    k_brb – Brown-Red-Blue
    k_brb-a – Brown-Red-Blue Alternative
  4. Copy all files from the selected folder to your override folder except appearance.2da and the .ini and .rtf files.

The gloveless options require patching appearance.2da and are not supported by the manual installation.

Uninstallation

  1. Remove the installed files or replace from backups if necessary.

Compatibility & Other Notes

This mod is not compatible with my Cloaked Hybrid Robes mod; you have to pick one or the other.

This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod.

This mod is likely not compatible with other mods that alter the Jedi robes.

This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate.

This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files.

These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style.

Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these.

P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override.

The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves.

While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those.

Credits

KOTOR Tool – Fred Tetra
TSLPatcher – stoffe, Fair Strides
NWMax – Joco
KOTORMax & MDLEdit – bead-v
waifu2x – nagadomi

This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment.

Permissions

I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod.

Disclaimers

OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.

Donations

If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.


What's New in Version 1.4   See changelog

Released

  • It seems that I did a bad thing and uploaded the wrong files for PFBIM last time, which caused crashes. So that's fixed.
  • Like 16
  • Light Side Points 6



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Done with the highest quality, I admire the fighting scenes, a few minutes ago, my Revan fought spider kinrat and I just looked at it and admired!  The Jedi Enclave now looks as befits him to look with the Jedi in his robes!
 I thank you for your great work.  I believe that you will have at least a huge success with the work on the robes of knights and Jedi masters from kotor TSL :)

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8 hours ago, JCarter426 said:

Thanks! It's been in the works for a while and plans are in motion for some more robe models too.

Thank you for the great news!) I would be very happy if you also include in your work Sith Lord armor for Darth Bandon and sith masters with the colors that you consider necessary :)

 

Spoiler

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Noob(ish) question: Is this mod compatible with Robes for Korriban Sith Students / Sith Academy Robes? I know they change the textures for the robes in some way (take Uthar's for example).

Thank you in advance.

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This is great! I always wondered why this hasn't been done earlier, but you've made a lot of people very happy with this, including me! Thank you! Now I can't decide between these awesome robes and Kainzorous' tunics...

For the brown/red/blue option, would it be possible to add a bit of variety to the tunics under the robes? Say, have grey tunics with the blue robes and tan/sand colored tunics with the red robes, like in the all brown option?

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Oh, that's a good idea.

I had thought of doing a grey/blue one before, but it was part of a plan to have different textures for the different robe tiers. Given that the grey & brown texture in K2 is for padawan robes, I had thought of making grey variants for the padawan tier, with the white variants for the master tier, and then something else for white. Ultimately I decided I didn't want to do that, though.

But I hadn't thought of using them as an alternative along the lines of the 100% brown option. I might try that.

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Having different styles for different tiers sounds even better! I always wished that was a thing so that you could tell them apart.

Maybe you could even collaborate with Shem to use the skins from his prequel style robes for K2 (for the purpose of a large variety)? I've just never liked cream white tunics myself, so I'll probably borrow some skins from there. 

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They were made for a different model. Maybe it could be made to work, but I don't know if it would be worth the effort. I did release a mod resource version for anybody who wants to do that sort of thing though.

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I'm not sure which mod you're talking about, but again, since the models are different, it's not as simple as borrowing textures from another mod. They have to be edited to fix the texture mapping on my fixed model. I'm in the process of doing this for the original K2 textures currently. The same thing could possibly be done for modded textures, depending on which model they made for, but rendering the new textures requires a modeling program such as 3ds Max and is a bit time intensive.

I don't have any plans to do this for any other mods - mostly because I would have to seek out permission to use them from the original mod authors, many of which are no longer active. But I have made my stuff available as a mod resource for anybody who wants to make other stuff compatible.

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5 hours ago, JCarter426 said:

I don't have any plans to do this for any other mods - mostly because I would have to seek out permission to use them from the original mod authors, many of which are no longer active. 

If you (or anybody else) will want to port my Movie-style Jedi Master Robes to K1 - no need to ask me for permission. I stated years ago that all my mods can be used by everyone in their own projects (I'm only against uploading my mods to Steam Workshop, but that's a different story).

I didn't had time to check your K1 supermodel, but if bones match their TSL counterparts it should be pretty easy to convert my models for K1.

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22 minutes ago, DeadMan said:

If you (or anybody else) will want to port my Movie-style Jedi Master Robes to K1 - no need to ask me for permission. I stated years ago that all my mods can be used by everyone in their own projects (I'm only against uploading my mods to Steam Workshop, but that's a different story).

I didn't had time to check your K1 supermodel, but if bones match their TSL counterparts it should be pretty easy to convert my models for K1. 

That's the master robe model. So far I've only ported the knight robes. You're right, though, it will work with the supermodel port just as well. In the long term, I plan to add support for more models, but that's... in the long term. On a modding timescale, the distant future. I do want to take a look at the master robes eventually, though.

2 minutes ago, Nsinger998 said:

I was thinking along the lines of this mod

That's an entirely different model, so there's no practical way to make that happen.

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Bastila's clothing model doesn't seem to function properly with these supermodels. Similar to Juhani's clothes without their fix, the robe flaps are stiff.

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They were always stiff. I looked into improving them by skinning the flaps to the robe bones as I did with Juhani's model, but I wasn't happy with my initial results. The back flap was ok, but the front flap either animated too far in front of her and looked silly, or if I dialed back it clipped through her legs. Though probably not as bad as the original clips through her legs. I'll probably take another look at some point.

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Understood. I just realized that myself. I don't know why I never noticed before. I guess how well Juhani's clothes were functioning just made it far more obvious.

I'm trying to see if I can find a way to combine this mod (or more specifically the modder's resource one), Kainzorous Prime's Prequel Robes and the vanilla ones to give the game multiple robe models. Initially I wanted to try to attach these animations to just these robes and try to use the original animations for everything else, simply because I prefer the movement animations from the first game over the second, but 1. I'm not sure if that's even possible and 2. seeing how well this mod works with Juhani's clothes kinda has me liking it better. I'm still trying to figure out how I want to approach this. Prime's Robes seemed to function fine with these supermodels, they don't have flaps so I don't see any reason why they wouldn't, but I haven't tested the vanilla ones.

Considering the fact that Sith officers have a different stance than everyone else, I'd find it strange if the animations for different clothes can't be made unique, but I might be in over my head on this one.

Regardless, I'm going to keep watch of this in case you ever work on Bastila again and whatever I accomplish through combination, nothing will be released without permissions.

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10 minutes ago, ShazzyZang21 said:

Initially I wanted to try to attach these animations to just these robes and try to use the original animations for everything else, simply because I prefer the movement animations from the first game over the second, but 1. I'm not sure if that's even possible

Yeah, the short answer is it isn't. You're right that individual models can have their own animations that override the supermodels, but head models load their animations separately from the body. So I could have set it up so only the robe models use the K2 animations, but then the heads would all still have K1 animations. And a lot of animations don't look so good with the K1 version on the head and K2 version on the body, or vice versa. Just on account of the animations being different, mostly the running ones. And I imagine the only reason those animations were changed in the first place was so they would behave with the new rig. So the simplest solution was to overwrite everything with the K2 version.

I did make some some adjustments to get the running closer to the K1 style, and more could possibly be done with this, though I have no specific plans for that at the moment. To be honest it doesn't look all that different to me to begin with, and you'd really need somebody more bothered by it than me to work on it so they'd know what to fix.

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I see. I'm definitely in over my head then. lol

I also just learned something else that makes this task more complicated too though. I'm using DarthParametric's Revan Flowing Robes mod, which uses Sithspecter's Flowing Cape and Belt Fix mod, and it seems to completely bypass the supermodels and still uses the old run animations. I guess it's tied into the models from the Flowing Fix mod. That's definitely not something I'm capable of doing myself. I might have to scrap most of this idea altogether.

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