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You sure that's the right one? Not seeing any changes to model L - still all PFBL as far as I can see. Although that would explain why you weren't seeing any effect in-game.

 

 

Okay, time for some questions:

 

1. Do you run KotOR Tool as an admin?

2. Open a .2da file and immediately save it to the Override folder. Is the file actually there in your Override folder?

 

Hrm.

 

I could have sworn that before when I exited and then later loaded the 2DA up, the changes had stayed... but now they're all gone.

 

Changed to running as admin and will now save the .2da in a separate folder, then move it to Override, so that I can make sure the copying works. Will report on my success or lack thereof when I get to testing it.

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I has success. Thanks for pointing me in the right direction, FS!

 

Next question: Does anybody know how I would find out what textures belong to specific armors? (ATM I'm specifically looking for Cinnigar War Suit and Sith Battle Suit.)

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*grins* Naturally, I feel compelled to say yes. To figure out the texture for a specific armor, you need three things:

 

1. The row of the armor in baseitems.2da.

2. The row in appearance.2da.

3. The Texture Variation entry in the armor's .uti file.

 

In baseitems.2da, a row has two columns of note: itemclass and bodyvar.

 

The itemclass entry is the "root" of the texture name for the item's icon. For example, the Combat Suit in K1 is Armor Class 4 in baseitems.2da. The itemclass entry for that row is "a_Class4". The icon file's name is generated like so: "i" + + "_0" + <.uti file texture variation which is treated as if less than>. Using the Combat Suit as an example again, the Texture Variation is "1", so this would be treated as "01" by the game. Combining the itemclass for the Armor Class 4 row in baseitems.2da, we finally get a name of "ia_class4_001" for the icon texture.

 

The bodyvar entry indicates which "model*" and "tex*" columns of the appearance.2da row to use. Since the body var is "C", the Armor Class 4 items use the "modelc" and "texc" columns. For the typical row in appearance.2da the modelc column would be "PFBC*" for females and "PMBC*" for males (where the * is "S", "M", or "L" depending on class in K1); similarly, the texc column would be "PFBC" for females and "PMBC" for males. So looking at the Combat Suit's Texture Variation of 1, the game would again see it as "01" and this is added right onto the texc entry. For females, the Combat Suit would use "PFBC01" and for males it'd be "PMBC01".

 

For other items that aren't armor, the process is the same, except you would use the Model Variation field from the .uti file.

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