DarthRevan101 104 Posted September 23, 2016 Couldn't find a function on the KotOR Tool and LF seems dead, thanks. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted October 24, 2016 Really sorry that no one has replied to you yet. When you say "NPC" and "change appearance", do you mean a random NPC or a party member? Whole body or just the head? There's functions to do both, but each requires specific info to get the ball rolling. Quote Share this post Link to post Share on other sites
DarthRevan101 104 Posted November 11, 2016 Really sorry that no one has replied to you yet. When you say "NPC" and "change appearance", do you mean a random NPC or a party member? Whole body or just the head? There's functions to do both, but each requires specific info to get the ball rolling. A party member, and the whole body. Thanks. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted November 11, 2016 Well a full-body change is possible by scripting, but it'd be an effect which is removed when ClearAllEffects is used... If you just wanted to change the party member's appearance permanently and from the beginning, I'd just change the Appearance in the .utc file. If you wanted to change the appearance in-game, I'd recommend making a new item and doing the following: 1. Open any random .uti file you want. I'm starting with something in the ballpark and picking "g_i_crhide001.uti". 2. Change anything you want, but make sure the baseitem type is set to "Creature_Hide_Item". Also, give it a new tag and templateresref. 3. In the Properties tab, delete everything. 4. Add a new property and make it a disguise. Then point it to the line from appearance.2da that you want to use. 5. Save the file with the same name (and all lower-case) as the templateresref. Then at some point in your game, you can do this: void main() { // In the following line, the < > are for emphasis and should not be there. object oItem = CreateItemOnObject("<templateresref of your item>", GetFirstPC()); AssignCommand(GetFirstPC(), ActionEquipItem( oItem, INVENTORY_SLOT_CARMOUR, TRUE )); } This will force a disguise/appearance change and will not be accessible by the player. Quote Share this post Link to post Share on other sites