Effix

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Everything posted by Effix

  1. With KotOR Tool you can find this dialogue under ERFs > 104PER_dlg.erf > 104kreia.dlg. You can extract it to your override and edit it with DLGEditor. Not sure what the consequences would be if you remove the dialogue branches or if maybe you need to edit things at a level higher; that which triggers this dialogue (likely the script a_104kreiadlg.ncs). I've experimented with dialogues and scripts mostly years ago so that's about all the info I can give. I'd say experiment with it.
  2. With KSE you pick an appearance, in appearances.2da that appearance refers to a head (from heads.2da), portraits.2da links to an appearance. Keep in mind how those 3 files connect. Your appearance and head are already there, you only need to edit portraits.2da and make sure your tga files match the row that you add to that file. Good luck.
  3. No, like DP explained there's much restrictions when it comes to adding new models. Unfortunately there's no recognizing, the game expects/calls something and you can intercept that with a change/replacement. I label my mods as mods and not reskins when they add a new item with its own texture, even when they make use of a vanilla 3D model. When a mod only includes texture replacements I label them as (re)skins. Adjusting stats is easy when you do include a new item file, adding an item to a merchant is an extra thing to blend in with the game (only cheatcodes for using a mod is not that cool to me).
  4. True, my Electromesh Robes mod adds 2 new item files with new textures but they use the vanilla knight and master models. Replace those and things won't line up. I have used the slot for the Revan/Star Forge model (modelj in appearance.2da -> PMBJM/PFBJM) to introduce models that are not yet used by player outfits and still leave existing gear intact, but it's not without issues. For one, in vanilla all the female entries (texj) point to the male texture, you would have to change that to make that slot more useable. After adjusting that you could overwrite the Revan/Star Forge model with either the knight or master model (there's no "fix" for more than 1), edit one of the Electromesh item files so that they use the Revan armor base item, adjust texture and icon filenames. A lot of work for one mod and there will still be some issues that I don't understand myself yet. If you're looking for a modding challenge then give it a try. I think you're doing good on understanding how things work for someone that calls himself someone with little experience. Edit: wrote this before your post above.
  5. http://darthnihilus.ucoz.ua/load/igry/sw_kotor_i/general_modding_2da_converter_merger_tool/64-1-0-253
  6. I have a few mods that replace the Revan/Star Forge model, to be able to add a model that is not yet used by any player outfits. Two people on Steam reported something similar, this was the 1st: Kommandant Viy: "For some reason, if you get mandalore to recruit more mandalorians while wearing one of bastila's robes, after the duel is finished it will be transformed into plain jedi robes, and bastila's robe will be gone forever." I'm curious if anyone has a clue about what might be causing that. I myself never knew that that recruiting mission was in the game, maybe I never got enough influence with Mandalore.
  7. Ah ok. I hope someone else has a suggestion, it's been too long ago for me since I played or browsed the files.
  8. Hm.. In my personal collection I have player heads of Vash and Terena Adare. They're clones of NPCs, but is that something of interest? There's also the common old ladies, but I don't think they look very heroic. p.s. I've played with my own version of Kreia, got a bit bored with her looks. The head is like Terena Adare, with Kreia's eyes and with a reskinned Atris robes to resamble Jocastu Nu's. Not sure when I can turn that into a mod.
  9. I found the problem, somehow the period/decimal got removed from columns "walkdist" and "driveanimwalk" in my appearance.2da. Only for entries with 3 decimals though, fixed it but it's still a mystery how that happened. My best guess is from using Convert2da and/or OpenOffice Calc.
  10. See the attachment. Studying this may also help: http://deadlystream.com/forum/files/file/1030-jolees-hut-mod-modders-resource/ Module Tutorial.pdf
  11. Alright, thanks for the resources and all the info (:
  12. I thought so too, just droids and the rest. Do you think it's something that can't be changed by modding things? Hard coded? Today someone on Steam asked about Bao-Dur being able to wear anything and I remembered you making this, sparked my interest, also because I know there's a long history of people wanting just that. It's a great resource but I'm not sure how to tackle that restriction, without it we could just convert Bao-Dur's full body model appearance into a body+head one. I'm pretty sure we have to forget about his electro arm unless someone manages to separate that from the head (not something I'm skilled at).
  13. What causes the robes to get the item property "Cannot equip: Bao-Dur"? Is it purely "User Limitation: Human"?
  14. Just a suggestion. He has a lot more songs and I think they're all ok to use if you credit him. Good luck
  15. Happy with some new decorations: http://i.imgur.com/lVRNo2j.jpg

  16. Ok, cool, I thought GetIsObjectValid was to test if it was an existing object. That's even shorter than I thought was needed. I'll try that, many thanks! Edit: Worked, thanks again. Here's a cool puppet (like Bao-Dur's remote) script by Hangout Hermit: http://z6.invisionfree.com/Mandalorian16965/ar/t61.htm It never led to a mod but I played around with similar scripts that were included in Cati by Princess Artemis, I gave T3 a protocol droid that followed him
  17. I have an item a_robe_47 and I'm trying to trigger my script to add it to the inventory. I tried with OnOpen and OnClosed on a corpse and a container, no luck. I can add the item with the cheats so that part should be fine. void main() { object oItem = GetItemPossessedBy (GetPartyLeader(),"a_robe_47"); if (GetIsObjectValid(oItem)) { int nStackSize = GetItemStackSize(oItem); if (nStackSize < 1) CreateItemOnObject("a_robe_47", GetFirstPC()); } } It includes a check if the object is already owned, but it also doesn't work without that, what am I doing wrong?
  18. Effix

    Effixian's Yoda Disguise

    That's cool, but that's a K1 model, as far as I know they won't work in K2 without converting. Feel free to use my reskin in K1, even though that's been done before as a Vandar reskin.
  19. Welcome! I just play whatever music I like, but ok, I'll do the one song challenge:
  20. View File Effixian's Yoda Disguise ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Yoda Disguise AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Put the contents of the zip file into your Override folder. ************ DESCRIPTION ************ This is a silly little mod that adds a disguise that makes you look like Yoda. You can acquire it from the corpse in the morgue on Paragus or use cheatcode giveitem a_robe_47. There will likely be some missing animations for certain actions. Not compatible with other mods that add items through that same corpse. The stats are the same as Master Robes. P.S. That's actually a short lightsaber in the screenshot. Have fun ****************** KNOWN ISSUE ****************** STOTOCALATO on Steam reported that removing the disguise did not give the normal appearance back. DarthParametric informed me that using a disguise while you're wearing another disguise will cause problems with getting your normal appearance back. The spacesuit you find on Peragus is another disguise, so remove the Yoda disguise before using that. Hopefully that approach will prevent issues. ************* UNINSTALLING ************* Remove from the Override folder: a_robe_47.uti g_tresgencorp004.utp give_robe_47.ncs give_robe_47.nss ia_MstrRobe_047.tga N_Yoda01.tga ********* THANKS TO ********* Kexikus for scripting help DarthParametric for teaching me about disguise issues Fred Tetra for KotOR Tool ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter Effix Submitted 05/27/2017 Category Mods TSLRCM Compatible  
  21. Effix

    Effixian's Yoda Disguise

    Technical details: this adds a disguise that uses Master Vandar's model, which is one of the many leftovers from K1. It also adds a reskin of the texture (also in K2's files) to make him look like Yoda.
  22. (Not sure if this is mod related) I ran into a problem, sometimes in dialogues characters glide without animation, instead of walking. I'm using the Steam version, someone else there who's using my mods reported the same issue so I uninstalled all of my own Steam mods (kept TSLRCM) but the problem remains. I used KSE to change my appearance to a vanilla one, also no difference. I did use an existing save to test things, I know that's not the best. I started noticing this issue around 3/4 into the game, but that could be related to my modding activities at that time. My Steam mods do not contain 2da changes, mostly reskins, updated merchants, model swapping and new uniquely named items. Does this ring a bell with anyone? I tried google for something similar but without success.
  23. File Name: Effixian's Chiss Disciple File Submitter: Effix File Submitted: 27 May 2017 File Category: Skins TSLRCM Compatible: Yes ******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's Chiss Disciple AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Put the contents of the zip file into your Override folder. ************ DESCRIPTION ************ A reskin of The Disciple that makes him look like a Chiss. It also changes his default clothing to an almost white version. There's no visible dark side transition. This is a simple reskin that shouldn't cause any conflicts with other mods. ************* UNINSTALLING ************* Remove from the Override folder: P_DiscipleB.tga P_DiscipleH.tga P_DiscipleHD1.tga P_DiscipleHD2.tga PO_PDisciple.tga PO_PDiscipled1.tga PO_PDiscipled2.tga ********* THANKS TO ********* Fred Tetra for KotOR Tool ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Click here to download this file