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Yesh
08-20-2005, 07:54 PM
Lets say I want to change the appearance of the 3 jedi i meet or the sith. How would I do it? Is it just a matter of rows in appearance.2da or is it more than that?

SaberOfDark
08-20-2005, 09:03 PM
the 2da should do the trick

General Kenobi
08-20-2005, 09:05 PM
It's probably possible to utilize their .utc files which is much easier (for me anywho) ;)

:ben:
General Kenobi

Yesh
08-21-2005, 12:31 PM
I tried editing the utc file for atton. I tried to have him where a basic armor when I first meet him. But I still see him with a the jacket. How can I change that?

Dark_lord_Cheez
08-21-2005, 01:08 PM
You'll have to start a new game in order for it to work.

General Kenobi
08-21-2005, 01:41 PM
Yep, any character type changes like that will require you to start a new game since the "appearance" I'm assuming is saved in the save game itself.

I went through this with the Codename: Vorlon modification I did for T3 a few back. ;)

:ben:
General Kenobi

Yesh
08-21-2005, 03:54 PM
Ok that worked. Now perhaps you can help me with mining droids. The damaged one in particular. What is the name of its .utc. I've changed every mining one. But have seen no damaged one.

Yesh
08-22-2005, 12:02 PM
I've managed to change some droids. But damaged ones I can't find. Also where are the utc files for the 3 jedi you encounter? I can't seem to find them in character templates. Is there anywhere else they might be?

stoffe
08-22-2005, 12:45 PM
I've managed to change some droids. But damaged ones I can't find. Also where are the utc files for the 3 jedi you encounter? I can't seem to find them in character templates. Is there anywhere else they might be?

Have you looked in the proper modules where they appear? The game doesn't often use the generic templates found in the BIFs for creatures. Most creatures use customized templates locally found in each mod.

The problem with this is that many creatures in different modules have their templates named identically. Which means that if you put one in the override folder, it will replace them all, game-wide, which can break things if one of the module templates have custom scripts, tags or dialogs assigned.

As for the Jedi Masters, as far as I can see their templates, and the modules they can be found in, are:

Zez-Kai Ell:
003EBO - Ebon Hawk Hologram = npc_vrook002.utc
303NAR - Nar Shaddaa docks = npc_vrook002.utc
305NAR - Below JekJekTarr = zez.utc
650DAN - Rebuilt Enclave = npc_vrook002.utc
950COR - Council Holorecording = npc_vrook002.utc

Vrook:
003EBO - Ebon Hawk hologram = npc_vrook.utc
601DAN - Khoonda Plains = npc_vrook.utc
602DAN - Khoonda = npc_vrook.utc
604DAN - Crystal Cave = npc_vrook.utc
650DAN - Rebuilt Enclave = npc_vrook.utc
950COR - Council Holorecording = npc_vrook.utc

Kavar
003EBO - Ebon Hawk hologram = npc_vrook004.utc
501OND - Onderon Arrival cutscene = npc_kavar.utc
503OND - Onderon Cantina = npc_kavar.utc
506OND - Royal Palace = npc_kavar.utc
511OND - Iziz Merchant quarter = npc_kavar.utc
512OND - Iziz Western square = npc_kavar.utc
650DAN - Rebuilt Enclave = npc_vrook004.utc
950COR - Council holorecording = npc_vrook004.utc

The damaged mining droids I can locate are g_assassindrd002.utc, g_assassindrd003.utc, g_assassindrd004.utc, g_assassindrd005.utc, found in the 101PER (Peragus Admin) module.

Darth333
08-22-2005, 01:55 PM
As mentionned by Stoffe, watch out with those .utc files: it was already a problem with many mods in Kotor 1 but in TSL it's even worse as it re-uses an incredible amount of .utc files in different modules. You really have to make sure that the .utc file you are editing is unique (Unique Template nad unique Tag) or you could screw up your game later on. You can use tk102's findrefs to verify this ( http://www.starwarsknights.com/tools.php ).

Otherwise, if you want to change the appearance of all the Sith in the game, just edit appearance.2da. Or, if you want to change the appearance of just a few of them at specific locations, you can safely use scripts. Per example, you could plug a script similar to this one to the area's OnEnter event:

void main ()
{
object oTarget = GetFirstObjectInArea(GetArea(OBJECT_SELF), OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
//replace int nAppearance by the row number from appearance.2da
//corresponding to the actual appearance
if(GetAppearanceType(oTarget) == int nAppearance)
{

//replace int nAppearance by the row number from appearance.2da
// corresponding to the desired appearance:
ChangeObjectAppearance( oTarget, int nAppearance );
}
oTarget = GetNextObjectInArea(GetArea(OBJECT_SELF), OBJECT_TYPE_CREATURE);
}
//fires the old area on enter script
ExecuteScript("old_on_enter_script", OBJECT_SELF);
}

Yesh
08-22-2005, 05:34 PM
Thanks. I'll look into it. The trouble with appearances is I want to change the weapons on some. I'm still having trouble with one thing. When kreia loses her hand she changes from the replacement i have to kreia_gimped. I was looking in modules for it and can't find it.