AOD333 0 Posted 5 hours ago Hey everyone, I hope this community is still active. I chose to pose two questions in one post instead of creating two separate threads as I believe the answers to both will be quite simple. I'll start with the NPC outfits. All I want to do is have the Dark Jedi in the game wear actual Dark Jedi Robes instead of those weird jumpsuits. There is a mod that does this already but it's dependant on JC's Cloaked Robes Mod. Nothing against you JC, I've used your mod in the past and I love it, but in my most recent playthrough I decided to use the Three-Tiered Robes mod. Unlike many, I actually like the Kotor 1 vanilla robes, and the mod I mentioned is a great upgrade to the vanilla look. So literally all I want to do is assign g_a_jedirobe05 to the Dark Jedi in the game (on each level and the encounters), and possibly give Knight Robes and Master Robes to a few of them. From what I understand (please correct me if I'm wrong) this should be as simple as editing the inventory of each NPC in Holocron Tool and replacing their current outfit with the ones I want. But is that all there is to it? Do I have to export those files and put them into the override for it to work? And to find these NPC's, I believe I need to look in the modules for each level, identify the Dark Jedi, then edit their inventories as I described above. Again please correct me if I'm wrong on any of this, or point me in the right direction. I've searched high and low for answers to this, but maybe not hard enough. Any help is appreciated, I wish there were easy to find guides on all of this but the game is old, sites have gone down and Google search isn't what it used to be. Now my 2nd question, again the answer is probably very simple. So I think understand how icon naming works, find the type in base items.2da, add an I, extend to three numbers. In the case of clothing for example if my clothing is named g_a_clothes005 then my icon would be named ia_cloths005. I'll just explain what I'm trying to do. I'm using Redhawke's Bastila Clothes for PC mod as a base, not the first 3 sets of clothing just the 2 extra that it adds (004 and 005), and trying to use those to add Effixian's Bastila Alternative Robes into the game as wearable outfits for both the PC and Companions. I've done this successfully and edited my appearance.2da and they work just fine in game. What I'm having trouble with is adding the icons for them. I'm trying to take the icons from Effixian's Bastila Legacy Robes (same outfits but for TSL) and use them for these same outfits in Kotor 1. The 2 sets of clothes that Redhawke's mod adds are called g3_a_clothes004 and g3_a_clothes005. The g3 is where I'm getting confused. So I would think that my icons should be named ia_cloths004 and ia_cloths005. But using these names would replace icons currently in the game. I know that 004 is used for some random NPC's, not sure about 005. So basically I'm wondering if there's a way to do this without replacing the vanilla icons. Like can I point a clothing file to a custom icon name, or how should I proceed. Redhawke's mod uses the g3 prefix so it's not overwriting anything (I think) but how could I name the icons so that they don't interfere with anything else. Any and all help would be appreciated, I will of course continue trying to solve this on my own. Quote Share this post Link to post Share on other sites
DarthParametric 3,911 Posted 1 hour ago 4 hours ago, AOD333 said: this should be as simple as editing the inventory of each NPC No. It isn't as simple as that. If all you do is edit their inventories, they'll still wear pajammas. Character models are controlled via appearance.2da, which tells the game what model to use for what particular armour class, and what head to use if they have a separate head. If you want variable NPCs (i.e. different heads), you're going to need to create multiple new appearance rows and point their UTCs to them. If you're happy with them all having the same head, you can simply edit the existing male and female row and still have them wear different robes, just like the player would. You just need to change the models specified in the robe column/s (K1 only has one robe column, TSL has 3). You made a reference to my Dark Jedi Wear Robes mod. You should use that as a guide for how to implement what you want. It edits every Dark Jedi in the game. The only difference would be you wouldn't need custom models. 4 hours ago, AOD333 said: The 2 sets of clothes that Redhawke's mod adds are called g3_a_clothes004 and g3_a_clothes005 The ResRef (i.e. filename) of a UTI is irrelevant. You can literally name it anything you want, as long as it is unique and doesn't exceed 16 characters. The game only uses it to find the asset and load it into memory. After that it is no longer referenced (unless it needs to be loaded again). The contents of the UTI tell the game what it actually is and what it does. That doesn't apply to icons however. They strictly have to follow the nomenclature of their base item class. For clothing, this is of the form ia_cloths_000, using the variation number in the UTI. The variation number (from 1 to 256) is how the game determines what model and icon to use. If you want the item to be unique, you need to use a unique variation number not already used by the game (vanilla or other mods). Anything above 20 should typically be beyond the values used for most vanilla items, but mods could be literally any number in the available range, so that can be a crapshoot if you have a lot of item mods installed. Quote Share this post Link to post Share on other sites
AOD333 0 Posted 42 minutes ago Thank you so much. This is exactly the information needed to get this done, and you responded the same day. Using your mod as a reference is also a great idea and I will certainly do so. I will work on this over the next couple of weeks (busy with work). Who knows it may even turn into a mod of it's own in time (I won't post anyone's assets without permission of course). Again thank you very much, take care. Quote Share this post Link to post Share on other sites