Trying to add multiple additional player armor models in KOTOR and TSL almost always results in a mod conflict due to the limited number or body model slots/columns in appearance.2da and the game not recognizing new columns added to the table.
Few mods, such as Jedi Hermit Robes by DarthParametric add new robes as disguises, but from what I’ve seen this method is not popular, because it requires creating .uti file and additional line in appearance.2da for each possible player/party member head - armor - texture combination.
Most of the released ‘new custom armor’ mods for TSL replace models in the same body slots: the unused slot J (Revan / Star Forge Robes) and the underused slot K (Armored Flight Suit).
Replacing the model in slot K means cutting out some of the content planned by the developers (namely Armored Flight Suit types of armor). Moreover, Kainzorus Prime’s Peragus Mining Gear mod uses Armored Flight Suit model from slot K for Miner Uniform and it looks more fitting and authentic than vanilla version.
And for most people slot J is reserved for Jedi Journeyman Robes (Luke ROTJ Outfit) mod by Stormie97 or numerous Darth Revan Armor retextures.
Therefore, I wanted to find a way to use other body slots to increase the number of armor mods players can install.
Slot L
Slot M
The same approach can be used for Slot J and Slot B, although in slot B case some scripts, where party wear clothes, will need to be edited. Also, there is an issue with slot B: when Handmaiden wears disguise set to Slot B, her head and body will always use Light Side texture, regardless of her alignment. This is likely due to the way her appearance is set up in appearance.2da, but quickly changing values in her row didn’t help.
What about KOTOR?
My idea is to have a parent mod (not sure how to name it, ‘Underused armors as Disguises’ ?) that turns Dancer Outfit and optionally Armored Flight Suits and slot J armors into disguises (as described above) and then set of mods-companions that add new armor to these slots. For example, mysteriously absent from TSL Bioware’s KotOR robes or their cloaked versions to slot L and Jedi tunics based on Sith Assassins costumes to slot K.
With all groundwork done in the parent mod, all that would be required from modders to make a compatible version is
Rename custom armor texture and model files (including ‘model base’ and ‘anim root’ of the model) to the names specified by the parent mod,
Create .uti files with descriptions and characteristics of custom armor items,
If necessary, set a new baseitem type for custom armors,
Preferably, to spawn the armor somewhere so that users don't have to use cheats to get it.
The downside of this approach is that new heads will need compatibility patches to work with the mod.
I’d like to hear thoughts about this idea, its potential, problems that weren’t addressed and what could be improved.
TSL - Underused armors L and K as disguises v.a1.7z