N-DReW25

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Posts posted by N-DReW25


  1. I played this mod up to Citadel Station and it was FANTASTIC. It made me actually do the puzzles on Peragus instead of destroying the consoles and it makes the atmosphere of the game better with better NPC's and animations and cutscenes but most importantly it removed the god awful random loot system. But for a Heavily modded lets play i'd still pick TSLRCM as it is compatible with most other mods but from what i've seen it is better than TSLRCM (At least from the Peragus to Citadel station parts).


  2. You didn't use the proper texture name. Your texture's filename is "N_SithSoldier04" but you put "Sith_Soldier04" in the 2DA. You also only need to change the values in the racetex and texa columns.

     

    I presume you are changing the appearance ID in the appropriate UTCs as well? You'll also need a save before entering the area you want to test in for the first time.

    It Worked.Thanks so much to all of you and don't worry about the UTC bit I know what I'm doing with that.


  3. I suggest you have a look at my post on 2da files. That should help you figure out how appearance.2da actually works so that you no longer have to blindly follow tutorials.

     

    But to answer your question: You need to replace the texture used. Those are specified in the racetex and/or model*tex (where * is a letter from A to J) columns. So check the original Sith Soldier rows and in each texture field that has for example Sith_Soldier01 as the texture to be used, change it to Sith_Soldier04. That will tell your new apperance to use your new texture.

    So I think I found what you mean but there is nothing in the texture feild. The first texture feild modela and texa have N_SithSoldier and the rest through to J have just ****. So do I still replace the **** with Sith_Soldier04


  4. I guess you need to change the number "1" to "4" in references to the N_SithTrooper01 texture in your copied appearance.2da row.

    By "References" are you referring to something in the appearance.2da because if you are I have no clue what your talking about. I have changed the label "Sith_Soldier_01" to "Sith_Soldier_04" and that didn't do anything.

     

    I guess you need to change the number "1" to "4" in references to the N_SithTrooper01 texture in your copied appearance.2da row.

    I am lost for what you meant at that point.


  5. The texture name can be whatever you want. There's no hex editing involved, so no character limitations. Just make a new appearance.2da row that duplicates one of the existing Sith Soldier rows and change the texture to whatever you named yours.

    Okay you lost me there. I made the duplicate of the Sith Soldier 1 row and I have a new texture called N_SithSoldier04.tga, so what do I do to make the duplicate Sith Soldier 1 show the new Sith Soldier 4 texture.


  6. The Sith Soldier is a full body model, so its textures can be directly overriden via appearance.2da. Look at rows 28, 44, 261 in K1's appearance.2da and you'll see the 3 types all use the same model, they just specify different textures.

    So if I can make a new Sith Soldier with a new texture using just the appearance.2da what values would I have to switch to get the right texture which I'll presume would have to be N_SithSoldier04.tga. 


  7. If all you want is the existing K1 twilek_m03 texture variant, it already has an entry in K1's heads.2da. Just add a new appearance.2da row that uses a normalhead value of 67.

    Thanks for that though I apologize for being annoying but could you retype that tutorial again but using the Sith Trooper Model as I will be doing a mod that adds in a new type of Sith Soldier.


  8. So for an upcoming mod that I am making I need to make new Twi'lek's for the mod so it will obviously have an appearence.2da involved.

     

    I have done some NPC's for example green female twi'lek Sith officers and orange male twi'lek Czerka and Sith Officers but I have found a cut blue male Twi'lek head texture that i'm interested in making it into an NPC

     

     

     

    Problem is i'm having trouble making it with the texture I want. So I need someone to tell how to make a custom NPC with a custom texture like what I'm doing?

    post-23972-0-89894100-1478166395_thumb.png


  9. You would need to extract the k_pend_area01.ncs file from the end_m01aa_s.rim's Scripts, Compiled branch in KotOR Tool's RIMs section.

     

    You'd also need DeNCS to decompile the script. Or we'll assume you DL the .nss file below:

     

    attachicon.gifk_pend_area01.nss

     

    In it, you will find the following code (I've added the comments myself):

     

     

     

    void sub4() {
    	// stringGLOB_13 is the tag of the footlocker object, so the following code grabs that footlocker object.
    	object object1 = GetObjectByTag(stringGLOB_13, 0);
    
    	// Get the PC's starting class.
    	int int1 = GetClassByPosition(1, GetFirstPC());
    	if ((int1 == 2)) { // If Scoundrel, do this/
    		CreateItemOnObject(stringGLOB_10, object1, 1);
    		CreateItemOnObject(stringGLOB_11, object1, 1);
    		CreateItemOnObject(stringGLOB_12, object1, 1);
    	}
    	else {
    		if ((int1 == 1)) { // If Scout, do this.
    			CreateItemOnObject(stringGLOB_7, object1, 1);
    			CreateItemOnObject(stringGLOB_8, object1, 1);
    			CreateItemOnObject(stringGLOB_9, object1, 1);
    		}
    		else {
    			if ((int1 == 0)) { If Soldier, do this.
    				CreateItemOnObject(stringGLOB_4, object1, 1);
    				CreateItemOnObject(stringGLOB_5, object1, 1);
    				CreateItemOnObject(stringGLOB_6, object1, 1);
    			}
    		}
    	}
    
    	// If you have any points in stealth, add this item.
    	if (GetHasSkill(2, GetFirstPC())) {
    		CreateItemOnObject(stringGLOB_14, object1, 1);
    	}
    }
    

     

     

     

    You can either change what the strings mean (they're just before all of the functions in the file) or you can copy and modify these lines if you want to add more items here. After this, you compile and drop in the Override folder. :D

    What do those values mean. So if I where to change the Endar Spire box so instead of spawning regular clothes it spawned custom clothing (Like the Custom Class Clothing mod FS made a while ago) unique to each class scoundrel/scout and soldier how could I do that.


  10. P.s. I can see why they were cut, their noise can get really annoying after a while.

    They did a really horrible job of cutting them out as in the dantooine murder mystery sidequest you learn all about the Iriaz even though there not even in game which gets really confusing as the Jedi there lectures you about there being plenty of iriaz around even though they don't seem to exist. Personally the Iriaz just fix the sidequest as a whole.


  11. Infinite Energy Sheilds

    View File

    Infinite Energy shields
    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    Release Date: 22.10.2016
    Release Date 1.1: 11.01.2018

     

    Installation:
    Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder

     

    Uninstallation:
    Remove or Delete the files from your Star Wars Knights of The Old Republic override folder

     

    Description:
    During the course of the game you will obtain various energy shields. These shields (Results may vary depending on which) are designed to block out certain damage whether its fire, electricity, energy etc. This may not sound like
    much but energy shields can mean the world when your facing a certain boss. Though the way there balanced is that after every 5 turns they burn out and can't be used meaning you will require to get a brand new one.
    This mod removes that, now whenever you use an energy shields you can use it as many times as you like without any fear of it burning out.

     

     

     

    The following items have been effected:
    Energy shields
    Sith Energy shields
    Arkanian Energy shields
    Mandalorian Melee shields
    Mandalorian Power shields
    Yusanis' Dueling shields
    Echani shields
    Echani Dueling shields
    Verpine Prototype shields
    All Droid Shields
    (If I miss any please let me know)

     


    Known Bugs:
    None but if their is Just PM me on Deadlystream.

     

    Incompatibilities:
    Will be incompatible with things that edits

     

    g_i_frarmbnds01.uti
    g_i_frarmbnds02.uti
    g_i_frarmbnds03.uti
    g_i_frarmbnds04.uti
    g_i_frarmbnds05.uti
    g_i_frarmbnds06.uti
    g_i_frarmbnds07.uti
    g_i_frarmbnds08.uti
    g_i_frarmbnds09.uti
    g_i_drdshld01.uti
    g_i_drdshld02.uti
    g_i_drdshld03.uti
    g_i_drdshld05.uti
    g_i_drdshld06.uti
    g_i_drdshld07.uti

     

    Permissions:
    Your are NOT allowed to claim this work to be your own

     

    Thanks:
    Bioware for such an amazing game,Fred Tetra for Kotor Tool and everyone who downloads the mod.

     

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      10/21/2016
    • Category
    • K1R Compatible

     


  12. If it's just skins with no custom models, I can either see if the same files Silveredge used as a base are in K2's files (allowing me to use the ones right from BoS:SR with no porting concerns) or use files from K2 as a base to make something approximate.

    So Porting Models and Modules are strictly forbidden but skins aren't IF the model it skins are in the opposite game so does that mean porting a party member icon or armor skin from TSL into K1 is perfectly okay.