doboy 7 Posted March 15, 2016 This is a question concerning the upgrades in KotOR 2. Basically I'm wondering if I can force different upgrade screens regardless of the item type. For example, I want to prompt the lightsaber upgrade screen when I click to upgrade an armor and vice versa. Regardless of the crashes it would probably cause when applying upgrades, I'm curious if this is possible. The only field in .uti files that relates to upgrades is "UpgradeLevel". However I think that just determines what types of upgrades are allowed? All the other significant properties seem to point to baseitems.2da. The "itemclass" value is the only thing I could find that influenced that upgrade screen but that also changes the model, icon, and probably a ton of other things. Maybe there is a way to find and edit individual itemclasses? I also read the tutorial on adding upgrades outside of the game and that interested me, because it involved adding new fields not previously in the .uti, implying there are more properties is the .uti not shown in the kotor tool editor that might be useful. Except I have no idea what those are because I can't read the savegames where I think those fields were taken from. I'm not sure if that will even be helpful though. The whole idea of this is to add extra upgrade slots to armors and etc. I'm fairly doubtful this is possible, but I'm also not experienced with modding KotOR. Is it even possible to prompt a different upgrade screen with the item is clicked? Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted March 15, 2016 Sadly, adding the upgrade slots is not possible without changing the item's type (which would make the armor not be armor...). Quote Share this post Link to post Share on other sites
doboy 7 Posted March 15, 2016 Damn ok. Out of curiosity is it possible to find out where the information is that the itemclass entries point to, or is it hard coded? Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted March 15, 2016 The itemclass column seems to be the "base" of the texture name, with "i" added to the front for the icon and some numbers added to the end for the texture/model variation from the .uti file (numbers also added to the end for the icon texture name). Quote Share this post Link to post Share on other sites
doboy 7 Posted March 15, 2016 I found a solution that has to be wayyyy to good to be true. There is and itemtype field near the end of baseitems.2da. Say I had a vibroblade. If I change the itemtype value of the vibroblade to one of an armor, it opens the armor crafting screen and you can apply armor upgrades to a sword without it crashing. It seems that damage bonuses for items in the torso slot aren't actually calculated in game, and the same goes for swords and defense bonuses. I'm not completely sure though. I haven't really tested it, so I don't know if there are any adverse effects/if it works as intended. Am I tripping? Because this can't be as simple as changing a 31 to a 2. I guess I need to keep testing it under different conditions. Quote Share this post Link to post Share on other sites