ebmar 893 Posted June 7, 2018 (edited) Updates of this project has been moved to this thread https://deadlystream.com/topic/6347-wip-selven-20/ Greetings, fellow Jedi! So, recently I have been having this thoughts of altering both the appearance and the ability of Selven- a high-profile criminal who became infamous for her extermination of the Ulgo family on Taris. The main motivation of this project is to give Selven a "mean-evil-bad-ass" demeanor looks, more than she is right now. And also to make her more like a "mini-boss"- a pure "side-quest" choice which probably you wouldn't want to cross; and to make that happen, we would need her stats and attributes boosted. I already have the head texture done [and personally pleased with how she looks right now] with help from @DarthParametric's custom texture and Curtis1973's texture example. For body texture, my plan is to use "PFBF04". So basically, she would looked like this: I would need some help here with editing rows on both heads.2da and appearance.2da, and probably with .utc; as I have very basic knowledge about editing those- and I think asking for help probably the best idea here. To tell the truth, I don't want this project to be "my project". I'm intending this project to be "our project"- our belongings, our mod; for us, gamers- to have experience to. So if any of you interested on making this project a possibility, I would be very happy and grateful [My pleasure and thanks!] to welcome you aboard With respect, -eb Edited June 17, 2018 by ebmar Updates moved to WIP section. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 8, 2018 If you want to do a simple head swap/custom appearance, that's pretty straightforward. You're already most of the way there. You've got your custom model and custom texture. The rest is just extracting a few source files and a bit of TSLPatcher config. Here: https://www.darthparametric.com/files/kotor/k1/[K1]_Selven_Custom_Appearance_ebmar.7z Note that I have included the placeholder head texture I gave you previously, so make sure you overwrite that with your new version before installing. The steps involved to create such a setup: Extract source files using KOTORTool - heads.2da, appearance.2da, tar03_selven031.utc from tar_m03ab, PFBF04.tga (checking that it does not require a TXI, which this doesn't) Use Convert2DA to convert both the 2DAs to tab delimited text files so they can be easily edited in Excel, etc. Create a custom heads.2da with an added row for the Selven head model. This is extremely simple in this case. Just copy one of the existing NPC rows and paste it at the end, then change the row ID and head cells to "107" and "pfhebmar". Save as a tab-delimited text file. Create a custom appearance.2da with an added row for the Selven body. For this you can just copy an existing female player row and paste it at the end. I choose one of the "large" ones. Using that as your starting point, edit the values as appropriate. Give it a new row ID (509), new custom label (Ebmar_Taris_Selven), then change all the model and texture values to PFBFL and PFBSelven. Everything else can remain unchanged. Save as a tab-delimited text file. Note that we are specifying a custom body texture here in order to override whatever armour variation she may actually have equipped in the UTC, to side-step any custom textures the end-user may be using, and to allow for your own custom texture edit, if required. Use Convert2DA to convert your two text files to 2DAs. Create a mod folder with the appropriate structure. I like a "working" folder where I keep all the source files, and a "release" folder where I put the TSLPatcher setup. Create a release folder with a "tslpatchdata" sub-folder. Copy across the vanilla heads.2da and appearance.2da, head model MDL/MDX, head texture, body texture (rename PFBF04.tga to PFBSelven01.tga), and UTC. Create an "info.rtf" file. This has the text that the installer will show, so add info and instructions as appropriate. Get the TSLPatcher files. Copy across TSLPatcher.exe one level above the tslpatchdata folder. Run ChangeEdit.exe and go to File -> New. Choose the tslpatchdata folder you created and save changes.ini Now you can create your config. Under Settings, set the Window Caption to the mod's name (I used [K1] Selven Custom Appearance) and hit the Save Changes button down the bottom. You'll always need to come back here to save any additional changes you make. In the top Modifiers menu, choose Add 2DA File. In the popup, write heads.2da in the filename field and hit ok. Repeat and add appearance.2da. N.B. It is important that you add heads.2da first, due to the required order of operations. Now under 2DA Files you should see both heads.2da and appearance.2da listed. Select heads.2da Select the middle of the three buttons on the top right to compare two 2DA files. Choose the vanilla heads.2da when it asks for the original, and your custom heads.2da when it asks for the modified one. It will compare the two files and determine what you added. In this case, you should see AddRow0. Double click on that to open the editor. You will see there is a description explaining what you need to do next. Namely, in the Set Column Value section, for Column write 2DAMEMORY1 and for Value write RowIndex. Then hit the red arrow pointing right to add it. You can then close that editor. What you have done is added a "memory token". In this case, you are telling TSLPatcher to remember the index (i.e. ID number) of the new row it is adding to heads.2da which we'll need in the next step. Open the editor for appearance.2da. As before, add a new 2DAMEMORY token for RowIndex, except this time you'll want to increment the number (i.e. 2DAMEMORY2). Now TSLPatcher is storing two values, the row indexes for both 2DAs. On the right, double click on "normalhead" to make it editable. Change the Value to 2DAMEMORY1, then click the right facing red arrow to make the change. Close that editor. This is using the stored heads.2da row index memory token to set the proper head value in appearance.2da. This sort of thing is the primary strength of TSLPatcher, as it can dynamically account for people's custom pre-existing 2DAs that may have any number of additional rows. In the top Modifiers menu, choose Add GFF File and put tar03_selven031.utc in the filename field. Under the GFF Files section you will see your UTC, select it. Down the bottom tick the Replace File If It Already Exists, leave the destination as Override, and click the Set button. In the Modify Field Value section, click the little folder icon to the right to load the UTC. You'll see the GFF Field box turns green. From the drop down menu select Appearance_Type. Change the Value field to 2DAMEMORY2 and then click the upwards pointing red arrow to set the change. This will edit the UTC to add the row index of your custom appearance.2da row. Now go to the Install Files section. Click on the Add Multiple Files button next to the red arrows. For the folder name use Override and tick the Replace Existing checkbox. Select your model and TGAs. N.B. Very important! DO NOT add the 2DAs or UTC. This is a common rookie mistake. It will be automatically handled by TSLPatcher. Now go back to Settings and click Save Changes. You should be done and can close ChangeEdit. Run your TSLPatcher to test your install setup and make sure everything works in-game. Edit: Before and after pics (obviously without the custom head texture) If you want to go to full on quest editing/creation, that's going to add a reasonable degree of extra difficulty. You'll need to edit/create scripts and dialogue, possibly you'll want additional NPCs, etc. You are almost certainly talking about edits across two or more modules. 2 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 8, 2018 9 hours ago, DarthParametric said: change all the model and texture values to PFBFL and PFBSelven. Which columns should I edit the values to PFBL and PFBSelven, DP? Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 8, 2018 All the "ModelX" columns get replaced with PFBL - modela, modelb, modelc, modeld, modele, modelf, modelg, modelh, modeli, modelj All the "TexX" columns get replaced with PFBSelven - texa, texb, texc, texd, texe, texf, texg, texh, texi, texj The "TexAEvil" column is a special case for Dark Side underwear, you can star that out - **** - for non-player appearance rows. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 8, 2018 59 minutes ago, DarthParametric said: All the "ModelX" columns get replaced with PFBL - modela, modelb, modelc, modeld, modele, modelf, modelg, modelh, modeli, modelj All the "TexX" columns get replaced with PFBSelven - texa, texb, texc, texd, texe, texf, texg, texh, texi, texj The "TexAEvil" column is a special case for Dark Side underwear, you can star that out - **** - for non-player appearance rows. Thanks DarthParametric! Make it two glass of beers; both mine and @CarthOnasty's Assuming that point number 6 to point number 23 is a "release in progress" phase, I'm going to hold them off for now. Point to the fact that I could possibly do edits to the body texture [using PFBSelven01.tga as the worksheet], I'm going to give a shot at it. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 8, 2018 All the points covered what is required to produce what I supplied in the linked archive, a TSLPatcher setup that will install the appearance change in a compatible manner. You can continue to tweak things like the texture after the fact, since no setup changes are required for an updated texture beyond overwriting the original one in the tslpatchdata folder. If you want more advanced elements, like scripts and so forth, that's a whole other thing, as I mentioned in my first post. It would require additional setup steps, and may warrant switching to module injection (i.e. a MOD file) rather than just dumping everything in the Override. Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 8, 2018 15 minutes ago, DarthParametric said: If you want more advanced elements, like scripts and so forth, that's a whole other thing. Yeah, I know 😁 For awhile there, I'm having this slight thoughts of trying to have Selven not deceased at Taris but instead at other planet [like she throwing a concussion grenade to escape from the assassination] nah; should focus to the task at hand now 15 minutes ago, DarthParametric said: All the points covered what is required to produce what I supplied in the linked archive, a TSLPatcher setup that will install the appearance change in a compatible manner. You can continue to tweak things like the texture after the fact, since no setup changes are required for an updated texture beyond overwriting the original one in the tslpatchdata folder. Got it! Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 8, 2018 41 minutes ago, ebmar said: For awhile there, I'm having this slight thoughts of trying to have Selven not deceased at Taris but instead at other planet [like she throwing a concussion grenade to escape from the assassination] Yeah you could do something like a stun/concussion grenade, although I don't think K1 has that head shaking stun animation that TSL does. I guess you could just knock everyone prone, although I'm unsure on the scriptability of that. K1 has a lot more limitations than TSL. Someone more knowledgeable than me would have to chime in. Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 8, 2018 (edited) 5 hours ago, DarthParametric said: Yeah you could do something like a stun/concussion grenade, although I don't think K1 has that head shaking stun animation that TSL does. Yes! But to tell the truth; I haven't played TSL yet so, unfortunately I can't guess too much about that DP. Quote I guess you could just knock everyone prone, although I'm unsure on the scriptability of that. K1 has a lot more limitations than TSL. Someone more knowledgeable than me would have to chime in. That would be another big step to take, as for now I'll go with changing appearance and .utc first. [if possible, I could pull off some changes to the dialogue voices too- as I already work with all the assets now and they work in my test-through as intended]. And there's a possibility that I will pull off some changes to the dialogue voices using the Patcher; as TSLPatcher is such an amazing tools- very informative and rookie-friendly! Thanks DP, for the ultimate-guidance! Anyways, here's a preview from the progress so far. Edited June 8, 2018 by ebmar To made notice that changing the dialogue voices using TSLPatcher is a possibility to this project now. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 9, 2018 I remembered that there's that banter between Mission and Bastila where Mission gets forced prone. Checking the dialogue file, the script used is k_swg_bantforce: ///Bastila trips Mission with a Force power void main() { AssignCommand(GetObjectByTag("Mission"),PlayAnimation(ANIMATION_LOOPING_PRONE)); ActionPauseConversation(); ActionWait(2.0); ActionResumeConversation(); } So using some variant of that might work for your escape scene. Of course another issue is probably the VO. I imagine you'd need additional lines for Selven, which presumably means having to completely replace her existing dialogue, as I can't image you could match it with someone else. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 9, 2018 42 minutes ago, DarthParametric said: I remembered that there's that banter between Mission and Bastila where Mission gets forced prone. Checking the dialogue file, the script used is k_swg_bantforce: ///Bastila trips Mission with a Force power void main() { AssignCommand(GetObjectByTag("Mission"),PlayAnimation(ANIMATION_LOOPING_PRONE)); ActionPauseConversation(); ActionWait(2.0); ActionResumeConversation(); } So using some variant of that might work for your escape scene. Of course another issue is probably the VO. I imagine you'd need additional lines for Selven, which presumably means having to completely replace her existing dialogue, as I can't image you could match it with someone else. Hahaha yes! that infamous scene 🤣 Yeah, I've seen it on Youtube, but not in my playthrough yet 🍃 Actually, the first scene on my mind similar to this escape plan is when Calo Nord throwing [I believe] a concussion grenade to this three ambusher at Javyar's Cantina if you remember. But, I'm not going to put it over my head for now 😁 Yes, VO is no wonder would be another issue there, but I can see there would be no change at all to her existing dialogues. I imagine she'd just throw the grenade off [and saying some new lines which not figured out yet] and then runaway, leaving no trace [there could be some similarities with "Bendak Bounty Rework" I believe; as PC can't finish off Bendak and he's blowing himself up instead- but I'm not checking them script out yet]. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 9, 2018 46 minutes ago, ebmar said: Actually, the first scene on my mind similar to this escape plan is when Calo Nord throwing [I believe] a concussion grenade to this three ambusher at Javyar's Cantina if you remember. Ah, yeah, forgot about that one. Looking at the dialogue for that scene, there are a few scripts it uses in succession. The first is after he finishes counting to 3, k_ptar_calobar: void main() { object object1 = OBJECT_SELF; object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); object oCalo031 = GetObjectByTag("calo031", 0); sub1(oCalo031, 1); AssignCommand(oCalo031, sub2(intGLOB_130, 1)); ActionPauseConversation(); ChangeToStandardFaction(oCalo031, 2); ChangeToStandardFaction(oTaproomvic031, 4); ChangeToStandardFaction(oTaproomvic032, 4); ChangeToStandardFaction(oTaproomvic033, 4); AssignCommand(oCalo031, PlayAnimation(118, 1.0, 0.0)); // DP note: This is ANIMATION_FIREFORGET_THROW_LOW DelayCommand(0.6, PlaySound("cs_grentoss")); DelayCommand(1.2, ActionResumeConversation()); } Then k_ptar_gren: void main() { string string1 = "flash_gren"; location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); AssignCommand(oTaproomvic031, ActionEquipMostDamagingRanged(OBJECT_INVALID)); DelayCommand(0.2, AssignCommand(oTaproomvic032, ActionEquipMostDamagingRanged(OBJECT_INVALID))); DelayCommand(0.5, AssignCommand(oTaproomvic033, ActionEquipMostDamagingRanged(OBJECT_INVALID))); ActionPauseConversation(); DelayCommand(0.8, ActionResumeConversation()); DelayCommand(0.90000004, PlaySound("cb_gr_boncehard1")); } Then k_ptar_gren2: void main() { string string1 = "flash_gren"; location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); ActionPauseConversation(); CreateItemOnFloor(string1, location1, 0); DelayCommand(0.8, ActionResumeConversation()); } Then k_ptar_flash: void main() { object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); object oFlash_gren = GetObjectByTag("flash_gren", 0); location location1 = GetLocation(GetObjectByTag("GRENADE_WP", 0)); object oCalo031 = GetObjectByTag("calo031", 0); object object12 = GetItemPossessedBy(oCalo031, "G_W_HVYBLSTR01"); ActionPauseConversation(); DelayCommand(0.5, PlaySound("cs_grenbeep")); DelayCommand(1.0, ApplyEffectAtLocation(0, EffectVisualEffect(3011, 0), location1, 0.0)); // DP note: this is VFX_FNF_GRENADE_ION DelayCommand(0.1, AssignCommand(oCalo031, ActionEquipItem(object12, 5, 0))); DelayCommand(1.2, DestroyObject(oFlash_gren, 0.0, 0, 0.0)); DelayCommand(1.2, ActionResumeConversation()); DelayCommand(1.2, AssignCommand(oTaproomvic032, PlaySound("n_swoopgang_hit1"))); } Then k_ptar_kill: void main() { object oInvis_sound1 = GetObjectByTag("invis_sound1", 0); object oInvis_sound2 = GetObjectByTag("invis_sound2", 0); object oInvis_sound3 = GetObjectByTag("invis_sound3", 0); object oCalo031 = GetObjectByTag("calo031", 0); object oTaproomvic031 = GetObjectByTag("taproomvic031", 0); object oTaproomvic032 = GetObjectByTag("taproomvic032", 0); object oTaproomvic033 = GetObjectByTag("taproomvic033", 0); location location1 = GetLocation(GetObjectByTag("tar03_wpvic0", 0)); location location3 = GetLocation(GetObjectByTag("tar03_wpvic1", 0)); location location5 = GetLocation(GetObjectByTag("tar03_wpvic2", 0)); object object18 = GetItemPossessedBy(oCalo031, "G_W_HVYBLSTR01"); sub1(10.0); DestroyObject(oTaproomvic031, 0.0, 1, 0.0); DestroyObject(oTaproomvic032, 0.0, 1, 0.0); DestroyObject(oTaproomvic033, 0.0, 1, 0.0); DelayCommand(1.0, AssignCommand(oCalo031, ActionEquipItem(object18, 5, 0))); DelayCommand(0.5, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth1"))); DelayCommand(1.0, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth2"))); DelayCommand(1.8, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth1"))); DelayCommand(2.5, AssignCommand(oCalo031, PlaySound("cb_ht_blastleth2"))); DelayCommand(1.7, AssignCommand(oInvis_sound1, PlaySound("n_swoopgang_hit1"))); DelayCommand(2.9, AssignCommand(oInvis_sound2, PlaySound("n_rodian_hit1"))); DelayCommand(3.3, AssignCommand(oInvis_sound3, PlaySound("n_swoopgang_hit1"))); DelayCommand(2.0, sub2(1, "bp_dead3", location1)); DelayCommand(2.5, sub2(1, "bp_dead1", location3)); DelayCommand(3.0, sub2(1, "bp_dead2", location5)); } Then k_ptar_caloex which I can't decompile, but I gather is him walking out of the bar. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 9, 2018 Wow. Okay, reading those codes are new things for me DP so, better for me to hold off [least for now]. But hey, thanks! I am going to need them for sure Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 9, 2018 Haha, yeah, scripts can be super overwhelming, and this scene has a bunch of stuff going on. The basic breakdown of them though is: k_ptar_calobar Set Calo and thugs to opposing factions Play Calo underarming grenade animation Play tossing grenade sound k_ptar_gren Equip ranged weapons on the thugs Play sound of grenade bouncing k_ptar_gren2 Get the location of the waypoint for where the grenade lands Spawn a grenade model at that waypoint k_ptar_flash Play the grenade beeping sound Play the ion grenade explosion VFX Have Calo equip a heavy blaster Play the sound of a thug being hit (I assume this is a generic grunt/yell, meant to be because of the flash) k_ptar_kill Get the locations where the thugs are standing Despawn the thugs Have Calo equip a heavy blaster (again) Play blaster fire sounds Play thugs getting hit sounds Spawn corpses where the thugs used to be k_ptar_caloex ??? Calo walks towards the bar exit Edit: And here are the pertinent elements of the DLG nodes related to each script (tar03_calo031.dlg ) k_ptar_calobar Comment: Clothing rustles as he throws the flash grenade CameraID 3 CameraAngle 6 k_ptar_gren CameraID 4 CameraAngle 6 k_ptar_gren2 Comment: Clink sound of the grenade landing CameraID 5 CameraAngle 6 k_ptar_flash Comment: BEEP, the a flash sounding explosion CameraID 6 CameraAngle 6 k_ptar_kill Comment: 3 blaster shots ring out. CameraID 7 CameraAngle 6 Edit 2: Btw @ebmar, I was thinking that since you are primarily focussing on textures for the moment, do you want a non-mirrored head and/or body for this? 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 9, 2018 4 hours ago, DarthParametric said: Btw @ebmar, I was thinking that since you are primarily focussing on textures for the moment, No, not really "primarily" focusing, DP- because it's the least thing I could covered! 😂 Quote do you want a non-mirrored head and/or body for this? Wow, sure if it's possible! May I get the non-mirrored head only? There's this idea that intrigues me for while now. As for the body part I'm quite happy with it so, I'll hold off for now. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 9, 2018 12 minutes ago, ebmar said: because it's the least thing I could covered! That's why I said for the moment. 13 minutes ago, ebmar said: May I get the non-mirrored head only? PM me your head texture and I'll remap it to a non-mirrored UV set. 1 Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted June 10, 2018 Well... that was some nice help right there DP Nice mod idea, I would suggest you keep to your vision and see this through. If you want to dream about a 2.0, consider this - Selven has very little VO. She is a perfect candidate for VO replacement, and then you can add as much content for this mod as your imagination allows. There are many anecdotal characters like this in the game. Griff is my favorite. Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 10, 2018 20 minutes ago, Qui-Gon Glenn said: Well... that was some nice help right there DP DP is the GOAT, no doubt about that! Quote Nice mod idea, I would suggest you keep to your vision and see this through. Thank you. And thanks again for the suggestion, I am going to need it! Quote If you want to dream about a 2.0, consider this - Selven has very little VO. She is a perfect candidate for VO replacement, and then you can add as much content for this mod as your imagination allows. Yes, that was all taken into my consideration Q-GG. I realized my skill, so I take the easy and realistic step [for me] first- editing the texture. And then with @DarthParametric's help, all objective has been completed [point to the fact that scripting is the side-quest here- I will hold off for now]. But the dream carries on Quote There are many anecdotal characters like this in the game. Griff is my favorite. I am looking forward to meeting Griff the first time now; as it looks like he's everyone's favorite here. Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted June 10, 2018 9 minutes ago, ebmar said: I am looking forward to meeting Griff the first time now; as it looks like he's everyone's favorite here. You haven't met him? Uh . . . Have you not played the game yet? 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 10, 2018 I don't think he has managed to tear himself away from Taris yet, too busy chasing after Selven. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 10, 2018 10 minutes ago, Sith Holocron said: You haven't met him? Uh . . . Have you not played the game yet? 4 minutes ago, DarthParametric said: I don't think he has managed to tear himself away from Taris yet, too busy chasing after Selven. The furthest Playthrough I have been with KotOR was on Tatooine- getting the 2nd Star Map, encounter Calo Nord but without meeting Griff [I believe I didn't trigger the conversation with Mission so Griff didn't shows up] and then this brain tells me to "repeat-the-f*****g-playthrough right now!" and here I am, ended in some projects and mod testing... 🍃 Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted June 10, 2018 Haha, that's modding for you. Making mods becomes the game. I don't remember the last time i played either game just for fun. Probably half a decade ago. 1 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted June 11, 2018 (edited) Updates of this project has been moved to this thread https://deadlystream.com/topic/6347-wip-selven-20/ Another update here. I decided to alter Selven's appearance to a bit of "multi-racial" mix there [imagine Halle Berry 😁], and I can tell I am pleased with how she looks right now. And @DarthParametric, it looks like I'm not going to use the non-mirrored UV head texture you gave me; as I finally decided to keep her looks as simple as possible. For once I played with that idea of mine, and she ended up being a zombie not a human 🤣 [yes, I'm that clueless texturer] so, it looks like I'm going to keep her this way. But thank you DP, for being so much help! Edit: The non-mirrored UV head texture I'm asking from you is not going to waste, DP. Moments ago I have this thought of possibly implement the texture and model on future release. A possible connection with meeting Selven on another planet. I also done with the .utc; tried to fight her with Lvl 7 Carth and Lvl 7 me and we both ended up being meatbags so, mission "mini-bosses Selven" is quite accomplished there. The voice also got some alteration. I'll post a preview video soon. I plan to get her a unique blaster, but so far what I could achieve is only to altering the appearance of Sithspecter's "Zabrak Tystel Mark III" which would be equipped by her. And I know if I'm going to put both the custom texture and model of the blaster to the mod- I would need permission from Sithspecter so, that's quite 50-50 possibility now. Also I will have to dig some tutorials about "creating custom items" so that it will not overwrite the default appearance of the vanilla blaster. That is all for now, any feedbacks are very much appreciated! Edited June 17, 2018 by ebmar Updates moved to WIP section. Quote Share this post Link to post Share on other sites