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CapnCook

Confusions regarding model usage.

6 posts in this topic

Hello, first off I'd like to say I have very little experience with modding so please excuse any modding-related stupidity.

 

So I have Installed two mods to my KotOR:TSL game, one is called the "Electromesh Robes" ( http://deadlystream.com/forum/files/file/952-electromesh-robes/ ) and the other is "Movie-style Jedi Master robes"

http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ ).

 

The problem I have is (to my understanding) that they are incompatible with each other because one mod (Electromesh Robes) adds an armor that uses the base game's model for the Jedi Master robes and (understandably) doesn't add it as it's own model. This is were the problem comes in.

The "Movie-style Jedi Master robes" mod adds it's own Jedi Master robe model which overrides the base game's Jedi Master robes, so when the "Electromesh Robes" mod is installed, it uses textures meant for use with the base game's model on the model added by "Movie-style Jedi Master robes" making the robe look all messed up in game.

So what I was thinking, is to make a copy of the base game's Jedi Master robes model, and make the textures from "Electromesh Robes"use that copied model instead of the replaced base game model.

I have tried looking for the "Electromesh Robes" in the appearance.2da file located in the override folder so I can change the model it uses there but I could not find it.

Perhaps I am simply looking for it in the wrong place but I have a feeling my whole idea thing isn't correct.

Essentially I am asking for help regarding where I can change the model "Electromesh Robes" uses so I can change it to a copied base game Jedi Master robe model (if this concept would even work).

 

Huge thanks to whoever can help me solve this in advance.

 

-CapnCook

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I'd like to add that I have posted this at 2:30AM so please ignore any spelling mishaps, thank you <3

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KOTOR only has provision for a single model per armour class. The TSL master robes are PMBM/PFBM. You can't have both the vanilla and the movie robes together as master robes, you have to pick one or the other. Your only option would be to either replace one of the other classes, like Padawan/Knight robes (PMBI/PFBI) or Zeison Sha/Jal Shey robes (PMBN/PFBN) with either the vanilla or movie master robes models, or create a custom disguise item that uses the vanilla model with the electromesh texture.

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So I can't just add the base game's model to the override folder under a different name so it would be recognized as a mod? Oh and I also forgot to mention that the "Elecromesh Robes" are added to the game as a standalone armor, not as a retexture. (As in it has it's own stats and place in a vendor's inventory)

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True, my Electromesh Robes mod adds 2 new item files with new textures but they use the vanilla knight and master models. Replace those and things won't line up.

I have used the slot for the Revan/Star Forge model (modelj in appearance.2da -> PMBJM/PFBJM) to introduce models that are not yet used by player outfits and still leave existing gear intact, but it's not without issues.
For one, in vanilla all the female entries (texj) point to the male texture, you would have to change that to make that slot more useable. After adjusting that you could overwrite the Revan/Star Forge model with either the knight or master model (there's no "fix" for more than 1), edit one of the Electromesh item files so that they use the Revan armor base item, adjust texture and icon filenames.

A lot of work for one mod and there will still be some issues that I don't understand myself yet. If you're looking for a modding challenge then give it a try. I think you're doing good on understanding how things work for someone that calls himself someone with little experience.

 

Edit: wrote this before your post above.

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So I can't just add the base game's model to the override folder under a different name so it would be recognized as a mod? Oh and I also forgot to mention that the "Elecromesh Robes" are added to the game as a standalone armor, not as a retexture. (As in it has it's own stats and place in a vendor's inventory)

No, like DP explained there's much restrictions when it comes to adding new models. Unfortunately there's no recognizing, the game expects/calls something and you can intercept that with a change/replacement.

I label my mods as mods and not reskins when they add a new item with its own texture, even when they make use of a vanilla 3D model. When a mod only includes texture replacements I label them as (re)skins. Adjusting stats is easy when you do include a new item file, adding an item to a merchant is an extra thing to blend in with the game (only cheatcodes for using a mod is not that cool to me).

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