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Guest AttonsGirl

Handmaiden Sister Underwear

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Guest AttonsGirl

Hey, just wondering: I installed the fix, and I like how the sisters now actually look different than Brianna, but I noticed that when you duel them, they all change into their underwear like Brianna does. I just wanted the different heads. Is there something I can tweak to switch the clothes back to the original skin and leave the faces?

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Hey, just wondering: I installed the fix, and I like how the sisters now actually look different than Brianna, but I noticed that when you duel them, they all change into their underwear like Brianna does. I just wanted the different heads. Is there something I can tweak to switch the clothes back to the original skin and leave the faces?

 

That sounds like something I could imagine being called a "modesty fix." While I don't think it needs to necessarily be in TSLRCM, it would make for a wonderful optional mod if someone desired to do it.

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It wouldn't be that hard to fix.

 

The reason it was made this way is... well, it never made sense to my why they would make the Exile disrobe and not do so themselves. It was also an unintended side effect of the first version of the mod, which I did turn out to like - not because they were in their underwear, but because it seemed consistent with their Echani traditions.

 

It's not hard to fix, no, but I do have to think of an efficient way to make a patch for it... hmm.

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Guest AttonsGirl

If it's not that hard to fix, you could just tell me what to do. I have Kotor Tool and a dialog editor already, and if I need anything else, I'll just download it and add it to my collection. I'm not an expert by any means (I'm nervous as all get out if I have to edit the dialog.tlk file), but I don't have to have a ready-made patch.

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Guest Darth Hayze

I don't understand why you would want them to stay robed? Having them disrobe actually seems like a fix to me.

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Guest AttonsGirl

Three reasons:

1. I am a girl, and fighting six women in their underwear is just not appealing to me at all.

2. I always assumed that the Echani robes were made so that they wouldn't restrict movement in the first place. I mean, they don't always have time to strip down to their underwear before they fight. I thought Brianna disrobed because she might be wearing armor, not because her normal clothing was restricting, and it also provides an opening to learn about her mother.

3. That's the way the game was originally. I love TSLRCM, and I love this mod for restoring the other head model, but at heart I like to stay as close to the original game as possible. For instance: I do not mod KotOR 1. Period. I love the game as-is, and so even though there are mods that can make it better/more realistic, I'm sentimental that way. The only reason I mod KotOR 2 is that the game is so dissatisfying to begin with, and because it appears that they had to release it before it was really finished.

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Guest Rtas Vadum

2. I always assumed that the Echani robes were made so that they wouldn't restrict movement in the first place. I mean, they don't always have time to strip down to their underwear before they fight. I thought Brianna disrobed because she might be wearing armor, not because her normal clothing was restricting, and it also provides an opening to learn about her mother.

 

The regular robes that Handmaiden wear may be made for being unrestricted in combat, but nothing in the game suggests that is the case. I don't think Handmaiden wears a "special" clothing item of her own(like Atton and Mira), and I can't think of anywhere else that would've mentioned that. Then again, unless the Sith attacked Telos(which obviously never happens until you are there to deal with it), what would they had to fight in the Academy? Unless it was just regular sparring, which they could prepare for.

 

3. That's the way the game was originally. I love TSLRCM, and I love this mod for restoring the other head model, but at heart I like to stay as close to the original game as possible. For instance: I do not mod KotOR 1. Period. I love the game as-is, and so even though there are mods that can make it better/more realistic, I'm sentimental that way. The only reason I mod KotOR 2 is that the game is so dissatisfying to begin with, and because it appears that they had to release it before it was really finished.

Actually, they didn't have to release it before it's completion, but LucasArts urged them to get it out for a Christmas release. After doing that, Obsidian suggested to continue working on a patch that would complete the game as they wanted it. But LA said no, without a reason, I believe.

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Three reasons:

1. I am a girl, and fighting six women in their underwear is just not appealing to me at all.

 

That was my original hunch. And perfectly understandable.

 

 

3. That's the way the game was originally. I love TSLRCM, and I love this mod for restoring the other head model, but at heart I like to stay as close to the original game as possible. For instance: I do not mod KotOR 1. Period. I love the game as-is, and so even though there are mods that can make it better/more realistic, I'm sentimental that way. The only reason I mod KotOR 2 is that the game is so dissatisfying to begin with, and because it appears that they had to release it before it was really finished.

 

You wouldn't be the only one like that. You wouldn't believe how many fights happen over the silliest of bugfixes and restored content. A bunch of fights over what OE intended and whatnot. It's gotten to the point where some suggested that some typos were intentional lol.

 

 

I can tell you how to change it with KotorTool then.

 

Under Kotor II, go to:

 

Files > Open GFF Files

 

Proceed to navigate to your Kotor II directory.

 

ProgramFiles > LucasArts > SWKotorII > override(something like that)

 

 

You're going to want to open p_Handmaiden009.utc and p_handmaiden010.utc

 

Once you do, it may ask which version it's for. Just say Kotor II.

 

Now, click on the Inventory button on the bottom left corner of the window.

 

A screen will pop up, which will look something like the equip screen, with an expandable list on the left side of the screen. Scroll down and find Clothing/Disguises > Basic Clothing. Drag the item that just says "Clothing" over to what would be the armor slot. Click Ok

 

Click save, and save the file in the same place that you opened it. You may have to resort to a gamesave before you get to the Telos Academy for the changes to show.

 

I hope that helps... :)

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Guest AttonsGirl

Okay, I did what you said, and instead of changing her outfit, now when I fight, it's what I assume to be the default male head with a white body, and I can't talk to or fight it. When I opened the files in KotOR Tool, I got this error message both times:

 

One or more drop down menus could not be set.

 

This occurs when the file's index value for a menu exceeds the number of items on the menu itself.

 

Menus with this error have been colored to make them more visible and will need to have a valid menu item selected.

 

The colored menu was the one marked "appearance."

When I saved the files, I got this message:

 

Unhandled exception has occurred in your application. If you click Continue, the application will ignore the error and attempt to continue. If you click Quit, the application will close immediately.

 

Value was either too large or too small for a Ulnt32.

 

This was under the "Details" tab:

 

See the end of this message for details on invoking

just-in-time (JIT) debugging instead of this dialog box.

 

************** Exception Text **************

System.OverflowException: Value was either too large or too small for a UInt32.

at System.Convert.ToUInt32(Int32 value)

at System.Int32.System.IConvertible.ToUInt32(IFormatProvider provider)

at System.Convert.ToUInt32(Object value)

at kotor_tool.clsGFF.WriteFile(String path, String filetype)

at kotor_tool.frmUTC_Editor.btnWriteFile_Click(Object sender, EventArgs e)

at System.Windows.Forms.Control.OnClick(EventArgs e)

at System.Windows.Forms.Button.OnClick(EventArgs e)

at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)

at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

at System.Windows.Forms.Control.WndProc(Message& m)

at System.Windows.Forms.ButtonBase.WndProc(Message& m)

at System.Windows.Forms.Button.WndProc(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

 

 

************** Loaded Assemblies **************

mscorlib

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)

CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll

----------------------------------------

kotor_tool

Assembly Version: 1.0.2210.16738

Win32 Version: 1.0.2210.16738

CodeBase: file:///C:/Program%20Files%20(x86)/Kotor%20Tool/kotor_tool.exe

----------------------------------------

System.Windows.Forms

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

----------------------------------------

System

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.5442 (Win7SP1GDR.050727-5400)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

----------------------------------------

System.Drawing

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

----------------------------------------

Microsoft.VisualBasic

Assembly Version: 8.0.0.0

Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll

----------------------------------------

System.Xml

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll

----------------------------------------

System.Configuration

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll

----------------------------------------

ecfovttw

Assembly Version: 1.0.2210.16738

Win32 Version: 2.0.50727.5442 (Win7SP1GDR.050727-5400)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

----------------------------------------

fmodcl

Assembly Version: 1.0.2118.32981

Win32 Version: 1.0.2118.32981

CodeBase: file:///C:/Program%20Files%20(x86)/Kotor%20Tool/FMODCL.DLL

----------------------------------------

System.Data

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)

CodeBase: file:///C:/Windows/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll

----------------------------------------

 

************** JIT Debugging **************

To enable just-in-time (JIT) debugging, the .config file for this

application or computer (machine.config) must have the

jitDebugging value set in the system.windows.forms section.

The application must also be compiled with debugging

enabled.

 

For example:

 

<configuration>

<system.windows.forms jitDebugging="true" />

</configuration>

 

When JIT debugging is enabled, any unhandled exception

will be sent to the JIT debugger registered on the computer

rather than be handled by this dialog box.

 

I clicked "Continue," closed KotOR Tool, and started my game. That's when I saw the problem. Oh, and by the way, I can change it back to the way it was by reinstalling your mod, so if you're busy with other stuff, I can wait.

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Hmm, this will make things a bit more complicated

 

 

Repeat the above stated steps, but use the appearance dropbox to choose an actual appearance (doesn't matter which one). Save the file as something different like... p_handtest.utc, whatever you prefer. At this point, make sure that p_Handmaiden009.utc and p_handmaiden010.utc are untouched from my mod installation.

 

Open up p_handtest.utc and p_handmaiden009.utc with the KGFF Editor(Download).

 

In p_handtest.utc, scroll down until you see an entry that says Equip_ItemList. Right underneath it, there should be an expandable entry that says something like:

 

[sTRUCT ID: 2]

Droppable [Type: BYTE] Value: 1

EquippedRes [Type: RESREF]Value: g_a_clothes01

 

Right-Click on the [sTRUCT ID: 2] entry, and choose Copy Struct (Ctrl+C would do the same thing).

 

Now, click on p_handmaiden009.utc, find the Equip_ItemList entry, right-click on it, and choose Paste Struct (Ctrl+V). Save p_handmaiden009.utc.

 

Do the same for p_handmaiden010.utc.

 

That should make everything alright.

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Guest AttonsGirl

Whew that's good! I suppose I should thank you for being fairly competent at modding though :P.

 

I'm glad to help, of course.

 

You should try your hand at some mods, I think. :)

 

Yeah, well, I've only tried one so far. I figured that if Atton had super-special Echani training, he should get the unarmed combat and Echani Strike feats. So I changed the feat.2da file so he would get them automatically, and edited the dialog.tlk file (I nearly had a heart attack) so it wouldn't say "Handmaiden" or "she" anymore. But I don't know how to use TSL Patcher to distribute it, so right now it's just for me. :)

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Yeah, well, I've only tried one so far. I figured that if Atton had super-special Echani training, he should get the unarmed combat and Echani Strike feats. So I changed the feat.2da file so he would get them automatically, and edited the dialog.tlk file (I nearly had a heart attack) so it wouldn't say "Handmaiden" or "she" anymore. But I don't know how to use TSL Patcher to distribute it, so right now it's just for me. :)

 

Well, if you think enough people might like the mod, I can help you TSLPatcher it and everything. It's up to you. You seem quite a bit more level-headed than some modders here :P

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Guest AttonsGirl

Well, if you think enough people might like the mod, I can help you TSLPatcher it and everything. It's up to you. You seem quite a bit more level-headed than some modders here :P

 

Sure, if you'd be willing to help me, I'd gladly release it. And now I know there's at least one person who would download it! :P

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No, I downloaded the No Lightsabre Quest & the RCM 1.7 fix that wasn't officially included. So your work is a least as popular.

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Guest Rena Mayn

I, for one, would be interested in downloading your mod, Atton's Girl :) I use Atton regularly throughout the first half of the game [i tend to use Mira for much the same role, later in the game], so giving him the feats he "should" have would make it more interesting.

 

I'm curious - you give him these feats automatically, but at what levels? After all, it would be strange to see them show up prior to learning about his training. I don't know if it is possible to do so, but maybe only unlock them if you get the dialog where you learn about it? That might make things too complicated, but it seems appropriate to me if he only expresses that training after he's busted on it :)

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Guest AttonsGirl

I'm curious - you give him these feats automatically, but at what levels? After all, it would be strange to see them show up prior to learning about his training. I don't know if it is possible to do so, but maybe only unlock them if you get the dialog where you learn about it? That might make things too complicated, but it seems appropriate to me if he only expresses that training after he's busted on it :)

 

Currently I have Atton set to receive the feats at the same levels that Brianna does, which are as follows:

 

Unarmed Specialist 1: Level 2

Echani Strike 1: Level 5

Unarmed Specialist 2: Level 6

Unarmed Specialist 3: Level 10

Echani Strike 2: Level 11

Unarmed Specialist 4: Level 14

Echani Strike 3: Level 17

Unarmed Specialist 5: Level 18

Unarmed Specialist 6: Level 22

Unarmed Specialist 7: Level 26

Unarmed Specialist 8: Level 30

 

Personally I don't think the Unarmed Specialist feats should depend on whether you know about his training or not, since just about every character you pick up gets those anyway. I know it wouldn't make me suspicious. As for the Echani Strike feats, though, I agree with you, but I'm not sure how to get the feats to depend on a conversation choice. It must be possible, because I know there are feats that the PC can only get after having a particular conversation with Kreia or one of the other characters, but I think that only works for one specific feat, not unlocking a whole string of automatic ones. Hmm... I'll have to look into it and let you know.

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