LadyTevish 14 Posted January 9, 2023 I would like a mod to allow Kreia to wear Atris style robes. If I use her body model showing mod and I download robes for her it works perfectly, but I would like to change her default clothing. My attempts to merely substitute the model with one from say Wearable Atris Robes has resulted in no texture applied (I can apply the Atris texture to her default model, but once I substitute the model it goes poof - see attached. Any help would be appreciated ^-^ (Note: I use a lot of mods so if a change is required to appearance.2da I'll need the Installer to modify it). Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 9, 2023 Trying to replace models by simply renaming them is generally a bad idea. If you already have a mod that gives Kreia regular body models and another that provides equippable Atris robe body models, then simply manually editing appearance.2da yourself is the quickest route to achieving what you want. Although obviously she'll still have two functional hands without a custom model that lops one off for her post-Peragus row. Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 9, 2023 Thanks DarthParametric I've gotten used to renaming models here and there so this was the first time it did something unexpected. You're right about Kreia's hand though, she's a tricky character to mod. I'll see what I can do Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 9, 2023 It's not too hard to edit the model to create a custom one-handed version. With the advent of KBlender you can do it all in a single tool since it can load and export binary models directly, although that means dealing with KBlender's wacky UI and conventions. As to the appearance.2da edits, Kreia should have a few different rows for her various party and stunt versions. The main thing will be editing the appropriate columns with the correct model and texture values. What those will be will depend on what mod for the Atris robes you are using. Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 10, 2023 Hmm, I altered the .2da file with the model of the Atris mod. I tried renaming the texture to be her Clothing texture (as well as tried specifying it in the tex field in the 2da editor instead), but the same thing happened. While it will definitely apply the Atris texture to her regular model (which looks weird of course). And using the Atris clothing mod on Kreia alone doesn't work because it doesn't take into consideration her gimped hand model (there must be some funky things going on behind the scenes there). Show body mod + standard robes works but not clothing mods. *scratches head* Oh well, guess I will leave it as an open request if anyone wants to tackle it someday. ^-^ Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 10, 2023 I don't know what Atris robes you were using, but if it was the vanilla texture then that was probably the issue, since it lacks a variant number which is expected from appearance.2da entries. - i.e. the vanilla texture name is just P_AtrisBA, so if you put that in appearance.2da then it will look for a texture named P_AtrisBA01. I just did a fresh Windows install the other day, so I don't have everything back up to speed yet. Didn't have TSL reinstalled yesterday, but after getting that sorted, here's a quick test using my Kreia body model mod as a basis: Simply loaded the Atris model into KBlender, lopped off the head, saved it out as a new model, then lopped off the left hand and saved that out to a second model. I can set up an installer for you to replicate what I have here, but whether it will work for you or not may depend on how you have her set up already. Edit: Uploaded the installer as an optional extra on my Kreia Visible Body Models mod's page. Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 10, 2023 Awesome!! ❤️ yes that is exactly what I was looking for thank you! I think she looks so elegant and her head model shows, somehow I prefer talking to a face than a piece of cloth (Visas excepted). And it's compatible with other Atris texture mods (such as the librarian in Wearable Atris Robes). I'm so happy. Thanks again! If you're curious, here she is with the Librarian mod and the dark skin mod (I re-coloured her collar and her hand in the tga files to match). ^-^ Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 10, 2023 If you have a mod with lots of different variants then you can make use of those for the different clothing UTIs. For example, DP_AtrisBA01, DP_AtrisBA02, etc. (if you follow my naming scheme). Of course you can edit the 2DA and change the texture naming scheme to whatever you want, and/or extend it to use the Atris robes model for the other body types which will also make use of texture variants. 1 Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 11, 2023 That is seriously awesome, I will definitely have a play ^-^ Quote Share this post Link to post Share on other sites
Effix 532 Posted January 11, 2023 I have some more texture variations that work with the model here: https://deadlystream.com/files/file/1936-effixians-zeison-sha-jal-shey-alternative-2021/ Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 11, 2023 Thanks Effix! Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 13, 2023 So, experimenting. I figured out the values in the .2da file to give her end evil appearance the same model and texture woot. But... how does it figure out the variant numbers you spoke of? ie DP_AtrisBA02? And when each one should be used? (you mentioned clothing UTIs, I'm not quite sure I understand. Is that each outfit she is equipped with, usually replaced by her default dress?) Also, it is picking up the 'good' face (P_KreiaH) instead of the evil one (P_KreiaEvilH). Is there someplace that's specified too? Kreia is devilishly hard to work with lol. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 13, 2023 Texture variant is determined by the UTI. For clothing, from KSE: Some of those UTIs are broken, but for the ones that work, if you equip them in-game: As long as you have 01, 02, 03, etc. variants for your Atris textures in the Override then those will work the same way, pointing to whatever texture variant the UTI specifies. If the texture doesn't exist, it falls back to using texture variant 01. As far as head textures go, typically for the base texture a head will use the texture specified in the model. However, for TSL Obsidian added the "alttexture" column to heads.2da which allows you to specify an override texture. Then for player/party heads you obviously have the Dark Side transition textures, although for Kreia those shouldn't apply since she is forcibly set to neutral. So if you are using an added Kreia head, edit heads.2da in your Override and add P_KreiaEvilH to the alttexture cell for that added row. Appearance.2da will tell you what the row number is (the number in the "normalhead" column). But if it's added by a mod it will be towards the bottom. Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 13, 2023 Thank you, I got the head working. As for the variants... let me digest this. Looking at a mod, I see that the jedi master robes are all apparently PFBN and they have a variant, so that would apparently match up to the texn column in the .2Da. And the variant number would match up to the appropriate robe in the code. And apprentice robes are PFBI. That makes sense. So if I wanted to replace them for Kreia, I would put the Atris model in those slots and the Atris dress as the tex and it would pick up the variants for her depending on what she was equipped with. Which is actually pretty cool. So what about her 'evil' robes? Or is that not a variant at all? Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 13, 2023 Evil robes? You mean the Atris Disney villain robes with the funny hat? That's a whole other model. Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 13, 2023 LOL! No I mean the robes she wears at the end, final battle. The vanilla texture is P_KreiaEvilA. If it's looking for a variant it would explain why she is currently using the '01' of Atris robes. But I'm not sure what that would be. Or, if it's not a variant of that, then I need to change an entry in the .2da to use a different texture entirely? Also where do I find that list in KSE btw, it looks handy Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 13, 2023 The "Party_NPC_Kreia_Evil" appearance row is what the post-betrayal/Malachor Kreia uses. P_KreiaEvilBB is the model, although I don't recall it actually being different from the regular Kreia body model aside from the different texture. You can edit that row the same way the regular party appearance rows are. Note that there are also the Party_NPC_Kreia_Stunt, Party_NPC_Kreia_Seppuku, and Party_NPC_Kreia_Evil_No_Hands rows. I think the stunt one is used when she wakes up on Peragus (and possibly in other cutscenes), the seppuku one is for the cutscene on Dantooine that was cut in vanilla but restored by TSLRCM where she stabs herself, and the no hands one is for the post-fight on Malachor. My body models mod doesn't edit any of those rows, as noted in the readme. Most/all of them have attached stunt animations, so replacing them with models that lack those anims could cause issues. That KSE list is its inventory editor. Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 13, 2023 I figured it out!! I edited the evil row before, that's how I ended up with the screenshot above However it turns out her final evil outfit is indeed a different texture. I created DPAtrisBAEvil01 and put DPAtrisBAEvil in the tex fields and it worked! Putting the evil face in the alttexture column made it the default somehow whoops, but the other columns (headtexvve was for end battle Kreia, headtexvvve was her walk to chat with Sion) worked perfectly, the evil head for when she turns evil, and the good head otherwise! Yay! I played with the stunt row a bit but didn't notice a difference on Peragus. Just after she wakes up, Kreia's outfit switches to the Atris mod. If I can't track down the source, I'll just have to accept that for certain scenes she will swap into her brown robes, such as during the confrontation on Dantooine. And that's fine I will see what happens after the last fight on Malachor. I'm not quite there yet, I need to re-record a few segments before I finish the game. Thanks for all your help!! I couldn't have done it without you, and I look forward to playing with the UTIs as well ^-^ Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 13, 2023 7 minutes ago, LadyTevish said: I played with the stunt row a bit but didn't notice a difference on Peragus. Just after she wakes up, Kreia's outfit switches to the Atris mod. They use a bit of hack there. The pre-cutscene Kreia is a placeable that points to the P_KreiaStunt model. When you loot the corpse they do a switch to the character Kreia. You can see some info related to the switch here. If you wanted to replace that you'd need a full body model (i.e. body and head), since placeables can't handle multi-part models in the same way as creatures. Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 13, 2023 Ahh that makes sense. I'm okay with that, I don't mind if she appears in her other outfit once in a while. The rest is working just as I hoped. I'll probably still try and fix Dantooine since it's a pivotal moment, but I might be out of luck there too, we'll see. I learned a lot! ^-^ Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 13, 2023 It would be possible to create a new stunt model for the seppuku scene that just references the original model as the supermodel. That way it will pull the stunt anims from that without needing to have any anims itself. Ditto for the stunt model used in the morgue. You'd presumably want to do the same thing with the no hands model as well (and also lop off its other hand), if you are swapping out the evil Kreia model. Although in regards to the morgue scene, it's going to look weird when she's adjusting a now non-existent hood. Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 14, 2023 I don't mind the morgue scene as is, it's okay. A little funny but tolerable. I know I have TSLRCM but I definitely have never seen the seppeku scene, it may be an older version. Though my game says v1.8.5. <shrug>. However, the bit on Dantooine I'm referring to is the confrontation, when the Exile speaks to the jedi masters and she interrupts. If she is with the Exile when she enters the outer courtyard, she will sit down then it triggers something and she poofs into her default robes, even though the mods for Handmaiden and Visas are working. It must be a piece of code somewhere I imagine. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 14, 2023 Yes, that scene swaps her model due to the use of stunt animations. The sitting scene uses the animation from P_Kreia1hStunt01, but that appears to be a pure stunt model - there's no appearance row for it. I would guess they probably use Party_NPC_Kreia_Seppuku for that whole scene, which uses P_KreiDanBB. That model only has a few anims, like taking the hood on and off. Interestingly the actual seppuku anim seems like it comes from Visas. I never had her sacrifice herself in the fight against Nihilus so I wasn't aware of that. Edit: Try this. Extract the attached into your Override. Edit appearance.2da and in row 671 (Party_NPC_Kreia_Seppuku), and make the following changes: race -> DP_AtrisRbDan modeltype -> B normalhead -> <insert Kreia head ID here> modela -> DP_AtrisRbDan texa -> DP_AtrisBA texaevil -> DP_AtrisBA modelb -> DP_AtrisRbDan texb -> DP_AtrisBA texbevil -> DP_AtrisBA modelc -> DP_AtrisRbDan texc -> DP_AtrisBA [...] modeln -> DP_AtrisRbDan texn -> DP_AtrisBA Basically replace all the existing occurrences of that model for every body type with the new DP_AtrisRbDan model and add in the texture. You'll have to check what ID number the added Kreia head uses, since that would have been added to heads.2da dynamically. Just use whatever value the Party_NPC_Kreia_Gimped row uses. TSL_Kreia_Atris_Robes_Seppuku.7z Quote Share this post Link to post Share on other sites
LadyTevish 14 Posted January 14, 2023 OMG It works!! *dances* I could cry from happiness! ❤️ I also found the 650jedi.dlg from the FPCxHandmaiden romance mod I was using and removed the awkward 'Hood Down' action. It all works perfectly now! Visas' vision of her even changes (which is totally cool). Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted January 14, 2023 It's possible to swap the no hands and Peragus stunt versions as well, although I'll need to create a full body version for the latter since it gets used as a placeable, as described above. That will mean if you want a custom head texture it will need to be specified in the model itself. Same with the robe texture. Quote Share this post Link to post Share on other sites