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ReasonBeing

Adding New Armors to the Game

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I'm kind of new to modding KOTOR, so I'm still learning.

 

So, I successfully created a custom jedi robe and added it to the game, simple stuff. However, I tried to add the Elite Sith Trooper Armor into the game, but for some reason everything worked except the armor appeared as plain old Battle Armor in game and the icon for the sith armor didn't work either.

I had a few different files, the first was PMBF08, the sith armor texture, then I had the icon, ia_class7_008, and finally the .uti file, g_a_class7008

But for some reason, this didn't work. I got a custom armor with all the custom stats and descriptions that I had added, but the appearance of the armor wasn't the Sith Elite Armor like the PMBF08 file stated. So, I'm not sure how to fix this as I spent hours trying most everything I could to get it to work with no progress.

 

I used KOTOR Tool and GIMP to perform all the necessary operations if that helps.

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Feel free to share the files you're working with.
That said, the uti points to a base item, which point to a column in appearance.2da ->
https://deadlystream.com/topic/4725-detailed-information-of-2da-files/

This points to a 3D model and a texture.
That you got the stats is pretty good, now you just need to fix the looks.

Edit: So as you can tell from the link, PMBF is Player Male Body F, which is Armor Class 7. The uti file also has a texture variation, texture variation 8 would result in your 08 in the filename.

Further questions are welcome.

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Ok, so I did some more work and managed to correct a few errors. I got the icon and texture to show up, but unfortunately it is superimposed on the standard Battle Armor model. So now my objective is figuring out how to get it to point to the Sith Soldier model while also being usable by the player.

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Oh, you want the one with the helmet.
Unlike the player character that's one 3D model, the player has a seperate head and body.
You can use the disguise property, you can check out how I did things here:
https://deadlystream.com/files/file/1460-effixians-disguises/

That's with belts, but the disguise property would be the same.
To add a new texture you can copy the Sith_Soldier02 row (row #44) to a new row, and change all the 02's to 04. Now you have the disguise property point to that and your texture would be N_SithSoldier04.tga. KotOR Tool doesn't "see" rows that you add to appearance.2da, so you will need K-GFF to set the new row that the disguise property needs to use.

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You can avoid having to make a new row for each texture by changing the model type from F to B. That will allow it to use texture variations based on the equipped item.

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