Kexikus

K1: Change appearance with a script

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I have a small problem. I want to change the alignment of a partymember using a script.

 

That's obviously not a big problem, since I could simply use SetGoodEvilValue() or something similar. The problem with that is that the preview in the party selection screen would not change as that one is set by the row in portraits.2da.

 

So now I'm wondering if there is any way to change the appearance of a character so that I can make the party member use a new row in portraits.2da. I know that ChangeObjectAppearance() exists in TSL but not in K1...

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I assume you mean the big picture on the rigtht-hand side of the screen is the one that isn't changing. Because the portrait.2da does have columns for DS transitions.

 

Only way you could potentially fake it is the EffectDisguise or the Disguise item property, but I forget if that affects the portraits or not.

 

As it is, you could try making a .utc for the opposite alignment, but you can't transfer anything besides equipment and experience...

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Yeah, the portrait transition works but the big picture doesn't change...

 

I'll check out the disguises but I don't think it'll work sadly.

 

If none of that works I'll either have to live with the character picture not changing or I'll use a new .utc with a script to transfer equipment and xp.

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I could make utc's for different levels and then use the one with the correct level. But I agree that losing the rest is not the best option... the same happens with Bastila in the DS ending though.

 

That's why I asked though. Both options I could see have their issues.

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I'd imagine you could make a massive script that checks the character's level and all of the feats and stuff (going through a list of all of them and checking if the character has them or not) and then give them to the new utc via the same massive script, but that does sound a bit like an overkill.

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I'd imagine you could make a massive script that checks the character's level and all of the feats and stuff (going through a list of all of them and checking if the character has them or not) and then give them to the new utc via the same massive script, but that does sound a bit like an overkill.

 

Oh, the many possibilities...

That's also not possible since you can't give scripts via feats in K1... :/

Actually, what she's proposing would be quite possible. You'd just have an unruly number of almost duplicate .utc files trying to account for all of the feat and force power combinations (she's proposing MANY different .utc files and switching the party member's out with the proper one by checking the feats and force powers the party member has)...

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Oh, the many possibilities...

Actually, what she's proposing would be quite possible. You'd just have an unruly number of almost duplicate .utc files trying to account for all of the feat and force power combinations (she's proposing MANY different .utc files and switching the party member's out with the proper one by checking the feats and force powers the party member has)...

 

Oh... yeah, that would be possible, but I don't even want to know how many utc files that would require...

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