djh269 264 Posted May 14, 2017 Hello all, I wish to have new creature types (not new species) within my Jolees Hut mod questline. They don't have to be completely new I only wish for either an enlarged Kinrath, Terentatek or a Kath Hound. My preference is Terentatek. Is this easy to do? I've seen it before with aliens or the player model. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted May 14, 2017 Yeah, it's fairly trivial to do the scale. The only question is whether the models will compile properly. It's typically a case of role the dice every time you use MDLOps. What sort of size increase are you looking at? I'd suggest you may not want to go too big, or the combat animations probably won't align very well. 1 Quote Share this post Link to post Share on other sites
djh269 264 Posted May 14, 2017 Good old MDLops haha. About 25-50% larger than its vanilla size, only looking to have a slightly larger appearances so they look like boss-type enemies. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted May 15, 2017 Here you go. I did some quick tests and they seemed OK. If you want to have them in addition to the original sized version, you'll need to add some appearance.2da rows for them and edit UTCs as appropriate. https://www.darthparametric.com/files/kotor/k1/[K1]_Terentatek_Resized.7z 3 Quote Share this post Link to post Share on other sites
djh269 264 Posted May 15, 2017 Wow, thanks for your assistance with this. I cannot thank you enough. They look a lot more scary now :D Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted May 15, 2017 Just to clarify, they use the original model as the supermodel, so you'll need an appearance.2da edit even if you want to replace the regular sized version (i.e. don't try changing the name of these models to C_Terentatek, point appearance.2da to these new models). Quote Share this post Link to post Share on other sites
djh269 264 Posted May 15, 2017 Just to clarify, they use the original model as the supermodel, so you'll need an appearance.2da edit even if you want to replace the regular sized version (i.e. don't try changing the name of these models to C_Terentatek, point appearance.2da to these new models). I was planning on doing a cheeky reskin also so I need to create a new line in the appearance.2da file. I must admit I don't fully understand what you mean about the supermodel part though. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted May 15, 2017 A supermodel is the model that another model draws its animations from. For example, player models draw their animations from a chained series of supermodels with various shared and unique male/female animations. When the game tells the model to play a specific animation, it checks if that animation is included in the model, if not then it looks at the specified supermodel and checks it for the animation (and further on, if it also references a supermodel itself, like for players). "Super" in this sense just means "above", referring to the fact that the model with the animations is higher up the chain in terms of priority. The original C_Terentatek model has unique animations. For the scaled versions I just imported geometry only, scaled up the scene, changed the name of the AuroraBase, changed the animation scale value to match the world scale change, and then changed the supermodel from null to C_Terentatek. Thus the scaled versions have no inherent animations themselves, they rely on the original model for those. 4 1 Quote Share this post Link to post Share on other sites