BendakZero 0 Posted 19 hours ago (edited) Hello There! And Happy new year everyone. Well I know that the tittle may sound confusing, let me explain this request. I downloaded the Revan's Robes Revisioned mod maded by Jonathan7 and Sithspecter, you know is a must have for any fan of the character, however I found a texture for the robes that are just like "the jedi knight revan" but with the cape and the belt maded by L0ki194. I really liked it and then I used it on the mod. As you know to change the textures on the model you have to rename the texture to pmbj01.tga. And here is were the problem begins, normally I would use it just as it is, but my brother prefers the sith ones, we share one PC and we can't just live changing the textures always. That's why I'm here, Can someone make a version that allow me to use the custom textures without modifying the other one? My idea is just using the Revan's robes revisioned as a base and just make the robes a different item from the other one, finding this in the secret compartiment of the Ebon Hawk instead of Nemo's body, just to avoid conflicts with the previus mod. I know that there are some mods of Jedi Knight Revan, but one of them have some bugs and the other one just crash your game. Thank you for your attention. Edited 19 hours ago by BendakZero Quote Share this post Link to post Share on other sites
DarthParametric 3,922 Posted 16 hours ago What you're after is pretty simple. The 01 in the texture name is the texture variant for that item class. In this case, the J model "Revan_Armor" has two vanilla variants, 1 is Revan's Robes and 2 is the Starforge Robes. That leaves 3 to 256 (the maximum ID allowed) free for custom variants. So all you need is to create a custom UTI that uses a custom variation, then rename a texture to match that number. Assuming you just want regular Revan's Robes, you can just duplicate the vanilla UTI (g_a_mstrrobe06) and change a few values (the Tag, the ResRef, and the item variation). Here's one I prepared earlier: g_a_mstrrobe67.uti Put in your Override folder. Take your custom pmbj01.tga and rename it to pmbj67.tga and put it in the Override. Now in order to actually get the item in-game, you have a couple of options. The easiest way is just to cheat it in either via the in-game console or using KSE. If you want something more fancy then what is required will depend on what it is you want to do. I have no idea what the mod is you are referring to, so I can't really advise on the best way to edit it. If it edits the secret compartment though then I assume it alters the inventory of either ebcont001.utp or ebcont002.utp in ebo_m12aa (the main Ebon Hawk module). Since you mention J7, I'm going to assume this mod is ancient and thus could just be a simple hard edit of the UTP as an Override dump. Or it could be the same as module injection, or it could be added via a script. Couldn't say without seeing the mod. Quote Share this post Link to post Share on other sites
BendakZero 0 Posted 6 hours ago First of all, Thanks @DarthParametric for answering the resquest. I have zero idea about moding, I'm sorry, but dosn't sound that hard anyways, This is the mod I'm using I't has the custom model for the flowing cape mod. And that model is the one that uses the pmbj01.tga texture. As far as I can understand, with the custom .uti I'll be able to change the name of the texture that model uses, is that correct? Quote Share this post Link to post Share on other sites
Marius Fett 201 Posted 5 hours ago The texture variation field in the .uti file will determine which texture variation gets used. So if you choose texture variation 50, the texture used will be PMBJ50 or PFBJ50 for males and females respectively. Is that what you mean? Quote Share this post Link to post Share on other sites