vurt

Player Faces

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retexture / replacement for PMHA03

any particular face / style / race you'd like to see? 

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AFAR.jpg

 

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52 minutes ago, Salk said:

Honestly, they are all great!

Could you please consider making them ALL available?

yes the idea is a pack of player faces. maybe i'll do some more alien races.
I need to look up some mods doing player races, see what is needed. 

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4 hours ago, vurt said:

I need to look up some mods doing player races, see what is needed. 

There's nothing particularly complex, unless you want custom models for alien races. You will need to at least have a custom named model for each added head. Both the filename and the internal OdysseyBase name. This can be done via a hex editor if you don't want to deal with loading up the model, otherwise Blender with the KotorBlender I/O script will do what you need. The base (LS) diffuse texture needs to be specified in the head model directly in K1 (TSL added the option to apply it as an override in heads.2da). Everything else - the DS transitions and portraits, adding it as an additional option in the character creator - is just 2DA and ini setup. Technically you don't actually need to edit any 2DAs. Once you know what you're doing you can just generate the required data in the ini directly.

There should be some posts around detailing how to set one up. I thought I posted a template TSLPatcher setup for it at some point. I'll go digging tomorrow.

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you mean to be able to select it separately from the other player faces i take it.  Not sure i will do that, its just much easier to just use it as a replacer for one of the exisiting heads (in this case PMHA03).

From what i noticed so far i need:

PMHA03 (head)
pmbala01 (underwear)
PO_PMHA3 (portrait)

Then for dark side i would need PMHA03d1, PMHA03d2, PMHA03d3, PMHA03d heads as well. 

Or would any of this lead to issues?

Yes, maybe slightly more convenient to be able to select all variants from within the game instead of first selecting what you want and then dropping it into /override
On the other hand its a one time thing, we select the head we want and then we play...

with this mod it is obviously also possible to change head during play by just copying over files from the new head you want instead. 

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28 minutes ago, vurt said:

you mean to be able to select it separately from the other player faces i take it. 

Yes. Adding it as an additional head rather than simply overriding an existing head. It requires new rows in appearance.2da, heads.2da, and portraits.2da, plus a uniquely named head model (and textures, which is obviously the primary goal in this case). 

30 minutes ago, vurt said:

would any of this lead to issues?

Possibly compatibility issues, especially for more popular heads (like Mullet Man). While it takes some initial setup the first, a custom head is pretty easy to knock out once you've done it once or twice.

31 minutes ago, vurt said:

it is obviously also possible to change head during play

You can do this by editing the save with KSE and changing to whatever appearance you want (including the other sex or non-player races).

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I decided that it needs the iconical bone-like structures they have, so it will have a new mesh. 

I could add the typical hair that they have but i am unsure how this would work with various armors, if there could be clipping. 
 

It's a rather inconsistent race lore wise, in Mandalorian one of them had human eyes. They don't seem to have ears, but in Clone Wars (i think the image is from) one of them does have visible ears. So i guess i don't need to care too much lol... the bone-like bumps is consistent at least. 

Skärmbild 2025-09-21 133819.jpg 

 

 

 

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showcase of the voice set i made for him 

KoTOR Weequay Race - voice and graphics showcase

This is not really a race mod you can play with the original voice, it just comes of very strange, the original voice actor doesn't fit at all.  

He does have some new lines, "rancor bait!", "sith's blood!" and instead of "damn" i used "dank farrik!" (Mandalorian)

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