thetruerevan75 9 Posted November 9, 2017 Can anyone tell me? Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted November 10, 2017 This would be a good starting point - http://deadlystream.com/forum/topic/5501-the-missing-heads-in-tsl/ As to how you make them show up, the same as any other player head: entries in heads.2da, appearance.2da, and portraits.2da. 2 Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted November 10, 2017 To help clarify DarthParametric's statement: 0. Use KotOR Tool for all of this. If any .2da files exist in your Override folder, use those copies. 1. Edit "heads.2da" by adding a new row (make the row number 1 higher than the last row in the file): -The "head" column is the name of the model, and the assumed name of the default texture. -The "alttexture" is normally the same as the default texture. -The "headtexvvve" is the 100% DS texture. -The next three columns are varying states of DS textures. -The last two columns are varying states of LS textures, though they aren't used in vanilla. 2. Click on another entry in the file and then save it to your Override folder. 3. Edit "appearance.2da" by copying an appropriate row (you can copy by right-clicking the section with the black arrow, when the row you want to copy is selected; as to which row to copy, you decided whether male or female PC, for example), pasting it at the end of the file (you may have to type something in the blank line, then right-click the section with the black arrow): -Change the value of the "normalhead" and "backuphead" columns to the value of the new row you added in "heads.2da". -Change anything else like models or textures for this row. 4. Click on another entry in the file and then save it to your Override folder. 5. Edit "portraits.2da" by adding a new row (make the row number 1 higher than the last row in the file): -The "baseresref" is the default portrait texture. -The "sex" is the gender to assign the character at character creation. 1 = Female, 0 = Male. -The "appearancenumber" column is the row in "appearance.2da" to use for the Scout/Jedi Sentinel class. -The "race" column is to assign the race (only really used for equipment and Force powers); 6 = Human, 5 = Droid. -The next three columns don't matter and can use the defaults. -The "appearance_s" column is the row in "appearance.2da" to use for the Scoundrel/Jedi Consular class. It can be the same as the "appearancenumber" if you want. -The "appearance_l" column is the row in "appearance.2da" to use for the Soldier/Jedi Guardian class. It can be the same as the "appearancenumber" if you want. -The "forpc" column determines whether this portrait will show up in character creation. -The last four columns refer to textures to use for varying DS alignment levels. 6. Click on another entry in the file and then save it to your Override folder. 7. Assuming your files for the head and portrait are ready to go, load up the game and test. Quote Share this post Link to post Share on other sites