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Showing content with the highest reputation on 04/14/2019 in all areas

  1. 1 point
    We haven't done much for the next version of K2CP yet, as we have been focused on getting the K1CP update out the door first. Following the release threads will let you know when a new version is posted, but there's not going to be any interim updates there most likely. I think there is probably a thread for it in the WIP forum, but no recent updates. You can check out the Github repo for it to monitor what's going on. I've raised an issue for the PFHA04 eye problem. Although given that a K2CP update release is off in the nebulous future some time, I'll probably just attach a copy of the fix for you here once it is done.
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  3. 0 points
    This is sounding like more trouble than it's worth...I'll leave modding to the experts.
  4. 0 points
    Aww. ❤️ But, hmm. As far as the icon goes I just forgot that. It's a separate texture file, which you can similarly figure out by checking the defaulticon column in baseitems.2da. The texture will be i + the defaulticon string + _0 + the texture variation, for example ia_class4_001 for the first light armor. These textures are in swpc_tex_gui.erf instead of the other ones. For the model, I'm not sure what you mean. You can't replace the model for just one item with a simple file swap. If you want to do that, you'd have to make a new line in baseitems.2da and then change the base item type in the .uti file, and even then you are still limited to one of the ten player models (A through J). So you could change the Republic mod armor from D to A-C or E-J, but you couldn't for example make it look like the Republic soldier armor without changing all other D models, because there are a limited number of available slots in appearance.2da. The only practical way to get around this is via a disguise item, like the Sith uniform, Sand People clothing, and Mandalorian assault armor. If you did want to replace all the D models, assuming you have your replacement models PFBC and PMBD already done, you'd have to install the .mdl and .mdx files for those, and replace every texture variation for every item on that model, of which there are 8 in K1. And that certainly can be done, but it isn't practical if you only want to change one item.
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    Figure out the file name of the item. Cheat code lists like this can help with that. Open the item (.uti file) in KOTOR Tool. Most of them can be found in BIFs > templates.bif > Blueprint, Item. Determine the texture variation, which the .uti file will tell you. Determine the model letter. The .uti file will give you the base item type, which refers to a line in baseitems.2da. The bodyvar column (very far to the right) will give you the letter. Determine the texture prefix. Check the character's line in appearance.2da and look for the texture column that corresponds to the model letter (e.g. texc). Male and female textures are usually different, so you'll probably have to get both. For player items, they're usually PFB-something & PMB-something. Add the texture variation number at the end of the prefix and you have the full texture file name (e.g. PFBC01 & PMBC01).
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    Alright, here it is. Just unzip and copy the files from the folder to your override folder. Effixians_Disciple_Alternative.zip Keep the zip file to know which files you need to remove from the override folder in case you want to uninstall.