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Tiffany

TSL PC Portraits question...

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So, I made these icons to better represent the path between grey, light side, and dark side...

 

GacpmET.png

 

But it seems that only three of those are actually used by the game: po_PFHC05 (normal?), po_PFHC05d1 (dark-ish), po_PFHC05d2 (evil). I thought that po_PFHC05d might be for full light side but it doesn't appear to be... I can't even tell where it's used at all. It doesn't even show up with my KOTOR tool. I only found it because I had a file with that name from some mod that removed dark side corruption.

 

Does KOTOR 2 TSL only use the three icons for alignments? If so... is there any way to make it use a fourth for the full light side icon?

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As far as I know, the KotOR games only use darkside progressions, not lightside ones. And that's hardcoded in the game so no way of changing it.

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What about the portraits.2da file? There's a section in it like so...

  <portraits.2da>

    <_x0028_Row_x0020_Label_x0029_>10</_x0028_Row_x0020_Label_x0029_>

    <baseresref>po_pfhc05</baseresref>

    <sex>1</sex>

    <appearancenumber>134</appearancenumber>

    <race>6</race>

    <inanimatetype>****</inanimatetype>

    <plot>0</plot>

    <lowgore>****</lowgore>

    <appearance_s>133</appearance_s>

    <appearance_l>135</appearance_l>

    <forpc>1</forpc>

    <baseresrefe>po_pfhc05d1</baseresrefe>

    <baseresrefve>po_pfhc05d1</baseresrefve>

    <baseresrefvve>po_pfhc05d1</baseresrefvve>

    <baseresrefvvve>po_pfhc05d2</baseresrefvvve>

  </portraits.2da>

The baseresrefvvve value seems to be the full dark side one (very very very evil?), and the baseresref seems to be a non-evil value... with the others as all variations of evilness, which they didn't supply icons for (reusing d1 over and over). Looking at the portraits.2da from KOTOR it looks like that one used all the values rather than reusing 3 of them. As far as I can tell, it looks like they were always varying degrees of evil though even in the original KOTOR.

 

Hmm... well, dang. Maybe I could have pfhc05 set to the light side one and baserefe as the grey one and leave the others as they are. Depending on how far into the red that first level of evil is it might still be somewhat in the grey...

 

edit: Hm... nope. Even changing both baserefe and baserefve doesn't seem to change anything as far as I can tell.

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What about the portraits.2da file? There's a section in it like so...

  <portraits.2da>

    <_x0028_Row_x0020_Label_x0029_>10</_x0028_Row_x0020_Label_x0029_>

    <baseresref>po_pfhc05</baseresref>

    <sex>1</sex>

    <appearancenumber>134</appearancenumber>

    <race>6</race>

    <inanimatetype>****</inanimatetype>

    <plot>0</plot>

    <lowgore>****</lowgore>

    <appearance_s>133</appearance_s>

    <appearance_l>135</appearance_l>

    <forpc>1</forpc>

    <baseresrefe>po_pfhc05d1</baseresrefe>

    <baseresrefve>po_pfhc05d1</baseresrefve>

    <baseresrefvve>po_pfhc05d1</baseresrefvve>

    <baseresrefvvve>po_pfhc05d2</baseresrefvvve>

  </portraits.2da>

The baseresrefvvve value seems to be the full dark side one (very very very evil?), and the baseresref seems to be a non-evil value... with the others as all variations of evilness, which they didn't supply icons for (reusing d1 over and over). Looking at the portraits.2da from KOTOR it looks like that one used all the values rather than reusing 3 of them. As far as I can tell, it looks like they were always varying degrees of evil though even in the original KOTOR.

 

Hmm... well, dang. Maybe I could have pfhc05 set to the light side one and baserefe as the grey one and leave the others as they are. Depending on how far into the red that first level of evil is it might still be somewhat in the grey...

Yeah the original kotor had five different textures for every head, four of which dedicated to the dark side progression. TSL only has three, two of which dedicated to the dark side progression. 

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There are five states the character can be in. They are neutral, e, ve, vve, vvve in portraits.2da (same in heads.2da). Kotor 1 had a unique texture for every one of those, but TSL for some reason uses the same for e, ve and vve. You can however simply change that by changing the ve and vve label in the 2da file to something new and unique and then place the modified 2da file and the corresponding textures in your Override folder and you'll have more states.

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