Guest Posted February 23, 2018 I recall that one of KP's mods made an Asian head available to the player by changing a value in a 2da file. I wish to do the opposite, essentially so that heads are available to the NPC's but not to the PC. Quote Share this post Link to post Share on other sites
DarthParametric 3,783 Posted February 23, 2018 Change the "forpc" column value from 1 to 0 in portraits.2da for any player heads you want to remove as selectable. Presumably you'd want at least one male and one female though, and even then the game might get screwy (it may want at least one unique head per class and sex). You'd have to edit the appearance.2da row of a given NPC (or class thereof, like commoner) and change the "normalhead" value to whatever heads.2da row ID you want. If you want specific NPCs to have specific heads, you'll probably need to make new unique appearance.2da rows for them. Then you'd need to edit that NPC's UTC to point to the new appearance. Quote Share this post Link to post Share on other sites
Guest Posted February 23, 2018 Just some player heads I can see in the past decade and a half were never really picked by the player, or are particularly goofy for 'Hero of the Galaxy' in SW IMO. If I do this; "Change the "forpc" column value from 1 to 0 in portraits.2da for any player heads you want to remove as selectable." But don't do the second part- Will I still be able to extract an NPC's UTC and give them a player head that way? Quote Share this post Link to post Share on other sites
DarthParametric 3,783 Posted February 23, 2018 If you point them to a player's appearance.2da entry. But in that case make sure you edit their inventory and equip whatever armour/clothes you want them wearing. Quote Share this post Link to post Share on other sites
Guest Posted February 23, 2018 Will do, thank you very much Darth Paramedic. Quote Share this post Link to post Share on other sites
DarthParametric 3,783 Posted February 23, 2018 thank you very much Darth Paramedic. 5 Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted February 23, 2018 This just in: Darth Paramedic wins Community Member of the year in a landslide victory 4 Quote Share this post Link to post Share on other sites
Guest Posted February 23, 2018 If you point them to a player's appearance.2da entry. But in that case make sure you edit their inventory and equip whatever armour/clothes you want them wearing. I've encountered a little issue, if I want them to use a clothing variant it just turns into the class default gear for whatever size they are, is there a way around this? Quote Share this post Link to post Share on other sites
DarthParametric 3,783 Posted February 24, 2018 The only way around that is to edit appearance.2da. Quote Share this post Link to post Share on other sites
Guest Posted February 24, 2018 The only way around that is to edit appearance.2da. What would be the name of the values that need editing, say for PFA02? Quote Share this post Link to post Share on other sites
DarthParametric 3,783 Posted February 24, 2018 The ModelB and TexB columns. You should be able to use N_CommF for both if you want regular clothes. This is how TSL's player rows are set up, so you can use those as a guide. Quote Share this post Link to post Share on other sites
Guest Posted February 24, 2018 Does the same apply to K1? Quote Share this post Link to post Share on other sites
DarthParametric 3,783 Posted February 24, 2018 That was for K1. TSL already has those values so it doesn't require changing. Quote Share this post Link to post Share on other sites
Guest Posted April 21, 2018 Instead of creating a new thread, I'll just resurrect this one. I've basically done playing around in K1 with appearance diversification and now I'm moving on to K2. This is probably baby stuff to the rest of you but I want to create a new entry in Appearance.2da, now, I know how to do this but the trick is that I want to use an existing head model but apply a new skin to it, a different texture. The first two I want to do this for is the White_Commoner 01 and White_OldCommoner 01. Not the exact names verbatim but I'm sure you all know which ones I mean, Jon and the Janitor in K1 respectfully. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted April 21, 2018 To do this, you will need both the new entry in appearance.2da that you already know about as well as a new entry in heads.2da. You will need to enter the value of the new row in heads.2da into the "normalhead" and "backuphead" columns in the new entry in appearance.2da. In heads.2da, you can enter the same model name (which is in a column labelled either "model" or "label" or "head", I think) and then change the names in the various texture columns. For specifics on the various parts of the appearance.2da and heads.2da, I recommend the .2da reference guide in the tutorials section. Quote Share this post Link to post Share on other sites
DarthParametric 3,783 Posted April 21, 2018 If it's an NPC head then all you need to fill in (aside from the model name in "head") is the "alttexture" column with the value for your new texture. It should be noted however that this only works in TSL. In K1, you would need a new head model, as K1's heads.2da lacks the same base texture override. Quote Share this post Link to post Share on other sites