Revanite

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Revanite last won the day on January 24

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About Revanite

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  1. I didn't manage to create a new module from the ERF Editor, however I did manage to do so in KOTOR Tool. Can't believe I was so oblivious to the existence of the ERF File Builder option for the longest time. Anyways it worked. Thanks.
  2. That's very strange... I'm sure I saved it as a .MOD file in ERF Editor. I'll just list down my process: 1. I fetched the vanilla rim files from Modules, ie. STUNT_19.rim, STUNT_19_s.rim 2. Opened STUNT_19.rim in ERF Editor, extracted it's contents, ie. ARE, GIT, IFO 3. Opened STUNT_19_s.rim in ERF Editor, added ARE, GIT, IFO from STUNT_19.rim and added/replaced n_admrlsaulka001.utc 4. Saved the STUNT_19_s.rim as (.mod) NOT (.erf) 5. Renamed STUNT_19_s.mod to STUNT_19.mod and place it into the modules folder
  3. Hmm.. Ok I've renamed the file and placed it into the modules folder, but the game immediately brings me back to the main menu as soon as the Varko cutscene is about to play out. Not sure what's causing it. I even made a copy of the vanilla STUNT_19.rim but saved as .mod file, put it in modules to see what happens and the same thing occured. The game seem to doesn't want any STUNT_19.mod files...
  4. Yes I did not include the non _s RIM contents with the ARE/GIT/IFO into the .mod file initially. However I've now included those in my STUNT_19_s.mod, along with the modified n_admrlsaulka001.utc, but still nothing happens. Still shows the default Admiral Varko appearance unless I put the utc to override. Here's what the STUNT_19_s.mod looks like, I've highlighted the changes:
  5. I wanted to change Admiral Varko's appearance to a custom Sith Officer Reskin that I made. I'm just not fond of having the good ol doctor, Zelka from Taris as having the same face as Malak's Sith Admiral. The new Varko here is just a bearded version of the Sith Officer model. I think I may still have to tweak it a little because it looks like someone just drew a fake beard with a marker haha. HOWEVER, by changing Varko's appearance via .utc to Override, it also changes the appearance of Saul Karath himself. Here's a screenshot of Saul talking to Malak over Taris. He uses the new Varko appearance. And the .utc file that Varko uses is apparently Karath's aswell, n_admrlsaulka001.utc, rather than a unique name like n_admrlvarko.utc. Another existing mod which also attempts to change Varko's appearance Todevuch's Sith Officer Fix K1 1.3 has the same problem too. I had attempted to use ERF Editor to add my custom n_admrlsaulka001.utc file into STUNT_19_s.rim, which is the scene where Varko appears, and save it as a .mod file to place it in the modules folder, hoping that it would isolate and contain his new appearance to only that scene, but unfortunately that didn't work. I admit that I'm no expert at .rim or .mod files. I'm just going off of what I think makes sense. So any help would be appreciated.
  6. Context In an effort to overhaul the NPCs of this game, I have replaced the default lite Gran Swoop fans on Manaan with Quarrens. Since Manaan is an aquatic planet it would make a lot of sense to include them here. Straight to the Problem - I wanted my Quarren to sound like a Bith rather than a Duros. - By default the Gran Swoop Fan who's originally in that spot uses the Duros voicelines but I changed that to the Bith voicelines instead. - However I noticed it's mouth won't move when prompted to talk. The Bith voicelines are heard but there's no lipsync animation to it. - The Quarren was able to lipsync the default Duros voicelines but was unable to do so for the modified dlg file (with the Bith voice) that i've added to the override. What's been done 1. Modified the UTC files (man26_swoop003, man26_swoop004), changing their appearance (ie. Default Lite Gran) to a Quarren Model (Courtesy of JC's Dense Aliens for K1) 2. Opened up the dialogue file (tar02a_alien3.dlg) belonging to a Lite Quarren which was seen in the South Apartments of Taris, with the DLG Editor program, to seek reference. 3. Took note of the sound files it uses. Bith sound files are: N_GENBITH_COML1.wav, N_GENBITH_COMM1.wav, N_GENBITH_COMS1.wav, N_GENBITH_GRT.wav 4. In DLG Editor, I opened and modified the target dialogue file (man26_swoop1a.dlg) belonging to the now Quarren which I had converted from it's original Gran appearance. 5. Pasted a bith sound file name to this specific field called Sound. 6. What it should look like is: Sound | N_GENBITH_COML1 | 7. Repeated point no. 6 to the rest of the dialogue lines found in (man26_swoop1a.dlg), but alternating the sound file names in the Sound field for each dialogue line. 8. Saved the dlg file (man26_swoop1a.dlg) and place it into the override. 9. The Quarren is able to say out the various Bith voicelines when prompted, with each Bith line corresponding to the english subtitles, however the mouth never moves. Querries - So pertaining to lip-syncing animations how do I solve this? - Is there a .lip file somewhere in the game files that I forgot to use?
  7. Oh I didn't install the Custom Cassus Fett armor mod, I was just showing it as an example because I wanted to replicate something similar. And btw, where do you manually edit the Disguise segment for the UTI? Kotor tool is only allowing me to select from a dropdown list. Can't type in anything custom and I don't see anywhere I could edit in K-GFF either. OH NVM! Found it! K-GFF: Blind I was! Thanks again DarthParametric!
  8. UTI File Appearance.2da Alright! I think I see it now. So I have to basically edit the SubtypeID on the UTI file to point to one of the rows on the Appearance.2da. Since it's currently linked to row 351, I'll have to create a new row with a racetex id that connects to my custom mando texture tga.
  9. Greetings all. I would kindly like to inquire how custom reskinned Mandalorian Armors are made in KOTOR 1. Example: Casus Fett Unique Armor by Kainzorus Prime Desired Outcome I wanna make my own custom armor with a different uti name that uses reskinned texture (tga) files in order to avoid changing the appearance of the current Mandalorian NPCs and existing armors in-game. Queries 1. For example, I want another variation of the Mandalorian Assault Armor, so I'm guessing for the base I'll use g_a_class9010.uti and rename it to g_a_class9014 perhaps? 2. For the texture file, I'm assuming it is linked to these tga files: N_Mandalorian00 to 03. If I were to create a new texture tga file using the image above and name it N_Mandalorian007, how do I make my new uti (g_a_class9014) link with this tga file? 3. Is there anything pertaining to appearance.2da, mdl/mdx, ect that I would have to edit/add in order to make it work? I would truly appreciate if anyone could correct or fill me in on the steps that I'm missing out.
  10. MEGA FACEPALM..... lmao Thanks Man! I'll make the changes and see how it goes! EDIT: YEP IT WORKED
  11. Hmm... Perhaps there's something I'm not doing right. (Might gonna read the modder's resource pdf manual later...) Wanted to change Mantle of the force Double Saber to Purple: 1. Made a copy of w_dblsbr_005 (Original Violet Double Saber) from New_Lightsaber_Blade_Model_K1 2. Renamed the copied w_dblsbr_005 mdx/mdl files to w_dblsbr_008 and pasted them to Override which should make the Double MOTF Blade have the Violet hue instead 3. Launched the Game. Nothing changes with the Double Blade NOTE: However it worked fine with the single blade (w_lghtsbr_005 renamed to w_lghtsbr_008) 4. Did what you told. Downloaded MDL Edit. 5. Saved the renamed file (w_dblsbr_005 mdx/mdl to w_dblsbr_008) as ASCII 6. Opened w_dblsbr_008.mdl.ascii with notepad renamed every line that has traces of w_dblsbr_005 to w_dblsbr_008 and then hit save 7. Reconverted w_dblsbr_008.mdl.ascii back to w_dblsbr_008.mdl with MDL Edit and pasted that into Override, but still nothing changed lol
  12. Hi, what program do I use to "hex edit" the files? And how do I go about doing it? The short and double saber blades are still displaying the incorrect color, after I renamed them.
  13. I appreciate the reply Thor110! As for the Kotor Tool: Inventory Editor, this is how it looks like when I'm trying to add armor to an NPC. I simply dragged the item I wanted from the list on the left to the appropriate slots on the right. It worked for the armor but not for the headgear. I've never tried the K-GGF method before but I'll give it a try once I installed the software. Thanks for replying DarthParametric! I'm not too sure whether the head model that I used is part of the playable PC heads. I'll give it a check and test out what works! Update 1: I can confirm that the head that I used is indeed a PC head and am able to equip the headgear in a playthrough, despite it not working for the NPC. I will proceed to try the K-GFF method. If nothing works then so be it lol. Update 2: Brought over the utc file that I edited via KOTOR Tools to K-GFF editor and this is what it looks like. The item code for the head gear is already intact (g_i_mask03), even though it doesn't appear on the NPC in the game. So the question now is: Do NPCs in KOTOR 1 even wear any of the in-game modular headgear? We know that in KOTOR 2 they do. Conclusion: Perhaps NPCs in KOTOR I aren't meant to have any headgear on. I do not recall any ever wearing one, except the ones that comes as a whole set, ie. Mandalorian, Sith Trooper, Imperial Officer, Republic Trooper, Dark Jedi (with the Hood), ect.