Revanator

Giving a Party Member a Custom Feat

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I've created a custom feat that I'd like to give to a party member (in this case, Carth). How do I do it? I don't see an option to type in custom feat info into Carth's utc.

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In this case, you can either use K-GFF and add it that way, or you can use my Toolset to do this.

 

To do this with K-GFF, you'd extract Carth's .utc file and open it in K-GFF. Then you'd:

 

1. Copy a feat struct.

2. Paste that struct to the Feats group (right-click the FeatsList or whatever it is, then click "Paste Struct").

3. Change the number to be the row from feats.2da.

 

To do this with my Toolset, you'd start the Toolset up and then:

 

0. Make sure the Toolset's in K1 mode. If the title doesn't have "KotOR 1" in it, go to View->Mode->KotOR 1.

1A. If you've already extracted the file from the .bif packages, you'd go to File->Open->Creature and browse to the p_carth.utc file.

1B. If you have not extracted the file from the .bif packages, you'd scroll down the Game branch of the Game Contents pane (the section in the lower-right of the main window) to the line that says:

 

Carth UTC p_carth

 

and right-click it. Then hit "Edit in UTC Editor".

 

2. Wait for the window to popup, disappear, and then reappear. Scroll down to the Feats section, specifically the bottom.

3. The last feat should be either a "No image" or whatever your icon is. Hovering over the feat should show the name of it (or the label from the feats.2da row).

4. Clicking the feat should give a white outline, signifying the feat is selected.

5. Click the Save button at the bottom of the window (you might have to maximize the window).

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In this case, you can either use K-GFF and add it that way, or you can use my Toolset to do this.

 

To do this with K-GFF, you'd extract Carth's .utc file and open it in K-GFF. Then you'd:

 

1. Copy a feat struct.

2. Paste that struct to the Feats group (right-click the FeatsList or whatever it is, then click "Paste Struct").

3. Change the number to be the row from feats.2da.

 

To do this with my Toolset, you'd start the Toolset up and then:

 

0. Make sure the Toolset's in K1 mode. If the title doesn't have "KotOR 1" in it, go to View->Mode->KotOR 1.

1A. If you've already extracted the file from the .bif packages, you'd go to File->Open->Creature and browse to the p_carth.utc file.

1B. If you have not extracted the file from the .bif packages, you'd scroll down the Game branch of the Game Contents pane (the section in the lower-right of the main window) to the line that says:

 

Carth UTC p_carth

 

and right-click it. Then hit "Edit in UTC Editor".

 

2. Wait for the window to popup, disappear, and then reappear. Scroll down to the Feats section, specifically the bottom.

3. The last feat should be either a "No image" or whatever your icon is. Hovering over the feat should show the name of it (or the label from the feats.2da row).

4. Clicking the feat should give a white outline, signifying the feat is selected.

5. Click the Save button at the bottom of the window (you might have to maximize the window).

Now, is there a way to have that be a required feat in a weapon or armor uti? Would it basically be the same in K-GFF?

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To do that, you'll probably want to use KotOR Tool. The Toolset doesn't currently support UTI files.

 

In KotOR Tool, make sure the "Look in Game's Override folder for 2DA files" option is checked in the Options menu (look in the "Other" section). Then open your .uti file.

 

Go to the Properites tab, double-click the line to add a new property, and select "Required Feat".

 

In the next dropdown box, go all the way to the bottom and you should be at your feat (KT should now be using your feats.2da file from the Override folder). Select the feat, and then click "Ok". Then save and you should be good to go.

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To do that, you'll probably want to use KotOR Tool. The Toolset doesn't currently support UTI files.

 

In KotOR Tool, make sure the "Look in Game's Override folder for 2DA files" option is checked in the Options menu (look in the "Other" section). Then open your .uti file.

 

Go to the Properites tab, double-click the line to add a new property, and select "Required Feat".

 

In the next dropdown box, go all the way to the bottom and you should be at your feat (KT should now be using your feats.2da file from the Override folder). Select the feat, and then click "Ok". Then save and you should be good to go.

Didn't know about that setting, thanks.

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