View Full Version : [WIP] Disciple based clothing for the male PC

10-22-2005, 01:33 PM
I asked for this a while back, and decided to do it myself.

Its based losely on Redhawke's jolee clothing for k1. It replaces some lines in the appearance.2da file, and gives new items with new textures for each class.

what i would like is some help with scripting to get the items to appear somewere in-game, a footlocker on the harbinger or somesuch thing. I have all the textures done, an altered 2da file (tho it has had SEVERAL modifications made to it before i touched it, stoffe's handmaiden replacement and a few others). while its easy to edit a 2da file now, maybe someone with more experiance would like to put it all together with an auto-installer. I can play around some more with it and do it myself as well, i just wonder if someone with more experiance would like the mod, and like it sooner then I would be able to do it ;)

teaser screenies below-
http://i10.photobucket.com/albums/a124/DuffmanDan/counsular.jpg counsular clothing
http://i10.photobucket.com/albums/a124/DuffmanDan/sentinal.jpg sentinal (and default texture) clothing
http://i10.photobucket.com/albums/a124/DuffmanDan/guardian.jpg guardian clothing
http://i10.photobucket.com/albums/a124/DuffmanDan/grey.jpg grey clothing
http://i10.photobucket.com/albums/a124/DuffmanDan/main.jpg main character selection screen

<FullName>'s Custom Clothing

<FullName> made these garments in order to help suplement his skills while traveling in exile. They were apropriate to use in battle when it presented itself unexpectedly. They allowed <FullName> to walk unencumbered and usualy unopposed, but they still held the ability to make it appear as if <FullName> had nothing to hide.

Restricted to PC
Defence bonus 5
Bonus feats : Mobility/Stealth Run
Damage resistance vs bludgoning/piercing/slashing: +2
Sill Bonus - Purseade +5

the other clothing options have other bonus's appropriate to the class/color they were intended for

feedback and opinions would be greatly appricated :)

10-22-2005, 03:17 PM
Interesting, very interesting.

I will keep my eye on this mod :D

10-22-2005, 06:31 PM
But does Mobility actually do anything?

10-23-2005, 11:16 AM
indeed it does, makes you run and walk faster

10-23-2005, 12:34 PM
Not bad I would deninatly download this as I hate the Default clothing.

10-23-2005, 12:43 PM
indeed it does, makes you run and walk faster

Jinkies. I thought all of the cut feats were non-functional.

10-23-2005, 12:54 PM
like, zoinks scooby!

golly gee willikers even!

yea most of them are, but there are a surprising number of them that are still active ;)

10-23-2005, 01:11 PM
Correct me if I am wrong but since you have done 2da edits, does this mean that random members of Serroco's gang have the same clothes. I only ask as I followed some instructions of here to change clothes with 2da edits and that's what happened.

10-23-2005, 01:23 PM
dunno, i havnt tried in that part, but i dont imagine so. i only changed the lines that pertain to the player character. but i dunno

10-26-2005, 06:26 PM

ok, later tonight I am going to test this out on nar shada and a few other places where some of the common folk wear the normal clothing that the pc wears. HOPEFULLY there shouldn't be any crossover's from the pc to the commoners.

and unless by some miracle i start to understand scripting anytime soon, I will probably release this with basic instructions on what lines to edit in the appearance.2da and leave obtaining the custom clothing to the downloaders.

Anyone have any opinions/sugestions on the apearance of the clothing options themselves? changes in colors, addition of detail, ect. (because at the moment, it works plenty fine for me, and if others what it, i'd like them to be satisfied :P)

Clone L68362
10-26-2005, 07:24 PM
Maybe you can do something for the females too? They look kinda lame next to the male PCs in that character creation screen.

10-26-2005, 07:35 PM

I am open to sugestions. However, being the sexist man that i am (rofl) i tend to not play as a female, so I have no idea what they (the females) would like that would be similar to this.

all this is, is a basic model replacement for the default clothing. From what I remember, there is already mods that give bastila's clothing, mira's jacket, and the handmaiden appearance for the female pc. The only thing I could think of that hasn't been done is making it so that thier default clothing was a jedi robe of some sort (a custom skin of course, something along the lines of a short jacket or something)

Lando Griffin
10-26-2005, 07:54 PM
Correct me if I am wrong but since you have done 2da edits, does this mean that random members of Serroco's gang have the same clothes. I only ask as I followed some instructions of here to change clothes with 2da edits and that's what happened.

The answer to your question is yes it will. If you play with the holowan plugin for tsl, when you get to the serreco gang , they are wearing the default clothing. I am guessing this happens because it uses the asian pc, with the clothing. And the plugin has new style of default clothing. But thats if DuffmanDan makes the asain pcs have the new clothing.

10-26-2005, 08:34 PM
*shrugs again*

i simply started out by changing the appearance entry for the model i normaly use (jesus face, caucasion 05). If all I do is release textures, uti files, and a description of how to change the line/lines you want in the appearance.2da, then it should be fine, so long as you dont use a head that is in use in other places.

what I am curious to find it is if the random pc heads you see in the game that use a model OTHER then default clothing will be effected. I dont think they will be, other mods of this type havnt. I hadn't thought about the seraco thugs that use normal clothing instead of the armor. But those lines dont have to be edited.

10-26-2005, 11:57 PM

yea it changes the thugs on nar shada. doh!

which means that you will have to go in and manualy change the line/lines that pertain to your particular exile/exile's if you want this to work for you and dont want to see other random npc's running around with the disciple's clothing on.

that being said, anyone interested in beta testing so i could get some more feedback?
(note - dont spam my pm box TOO much xD. i am on dialup and emailing this to myself as i type this, so pm me your email and i will forward you a copy. it will have a 2da edit that has EVERY male pc altered, so my recomendation would be to alter your 2da file yourself.)

Lando Griffin
10-27-2005, 10:02 AM
I have edited the utc where it fixs the sereco gang. Now that guy is wearing the light battle armor as he is suppose to. If you want i could give it to you DuffmanDan.

10-27-2005, 12:02 PM
That would be appriciated. there is only one other place where i've noticed this (the npcs using a pc head and commoner clothing) and that would be

when you find one of the previous owners of the ebon hawk. he uses the grey haired flattop head, caucasion 03 i think

when i used redhawke's general uniform mod, he had on one of them, and i went 'wtf' when i first saw it, now i understand why it happened.

if you could either send me the edited utc, or tell me where to find them in the game so i could extract them and edit them myself, that would be appriciated.

this would make life simplier for this mod ;) maybe make them wear different sets of light armor or something aside from simple clothing. the only other place where you encounter pc heads on npcs is onderon and in the cave on korriban. I have yet to test either location =/

editing the utc files never even occured to me, thanks lando griffen!

to quote your namesake-
"I can't wait to tell your mother! .........Who I am looking forward to meeting........and I hope is making steakum's tonight.........."

Don't do toad!

Lando Griffin
10-27-2005, 06:20 PM
pm me your email and i could do it, i already edited the utc this morning.

10-27-2005, 11:30 PM
editing the utc files never even occured to me, thanks lando griffen!
Just make sure those .utc file names are unique to the module in question, if they aren't you can cause other problems. Like the one you drop into override will override all the instances of that utc named the same in every module in the game.

Hence why it is likely something you should just ignore. Unless you know those utc files are unique, then feel free to ignore my babble! :D

10-27-2005, 11:37 PM
well, unless there is an instance of the seraco thugs or vhek that i am unaware of, then i dont think so. The only other places that use the apearance in question is on onderon, and they have different qualities (friendly/hostile, and different dialogs in some cases) but i will do a playthro of each section and double check

10-27-2005, 11:43 PM
The appearance has nothing to do with this, it is the filename, and templateresref of the utc (The same applies with any other filetype), if there is another file with that same name packed in one of the other modules, your putting one in the override will cause problems when the others are called.

I believe to detect if a file is used more than once you can use tk102's FindRefs (http://www.starwarsknights.com/tools.php) Program for this.

The reason I posted this warning is that placing .ut* files in the override is dangerous in TSL because OE re-used files named the same in different modules, even though they could have very different settings.

10-27-2005, 11:46 PM
thanks for the warning. I'll do as you sugest, I would hate for something I made cause irritation to others =/

Lando Griffin
10-28-2005, 01:13 AM
Just make sure those .utc file names are unique to the module in question, if they aren't you can cause other problems. Like the one you drop into override will override all the instances of that utc named the same in every module in the game.

Hence why it is likely something you should just ignore. Unless you know those utc files are unique, then feel free to ignore my babble! :D

Yeah RedHawke is right. If you see anymore people wearing the clothing, then look for there utc in the rims modules. not the character utc in the bif.

11-02-2005, 12:55 AM

while i did use tk102's FindRefs Program, and found no other occurances of the 2 utc files, I'd still like a runthro of the game to make sure that its all gellin'

i've just done a basic run of each planet aside from onderon, once thats done, i will know *hopefully* if there is any other random characters running around that I either need to adjust, or not include in the altered 2da.

when that happens I will probably release this in one of 2 ways, or possibly both in the same .rar file-

1) Include a basic appearance.2da for those in the comunity that lack the basic modding skills i posses (which i didn't untill a few months back) and the basic textures, and give them a choice of which clothing option to install. I will also more then likely include an altered basic clothing uti, so that the clothing they will be stuck with after peragus will be slightly better then light armor. (I always HATED that, personaly)

2)For those that dont mind using kse or cheats, and sence my scripting abilities for k2 are somewhat *cough* less then steller (non-exsistant, like my spelling), I will inlcude the new items with the different textures along with the altered appearance 2da, so all you have to do is toss the files in, enter the codes and whatnot, and have fun.

on a side note, incase i ever forget to mention it with my k2 mods -
I dont mind anyone using my work without permision, i just ask that my name gets mentioned somewere and where you got your ideas from.

I will probably also release, seperately, some skins i've been tweaking for the npc's (atton and handmaiden, Im fairly happy with the way everyone else looks :P) and some of the small work i've done on my favorite pc head.

on ANOTHER side note, I highly recomend stoffe's handmaiden mod. she alters the handmaidens' and her sister's appearance so that they actualy look different. I saw it, played it, did the obligitory ":o" face, went "must..........tweak........pics!" and promtly went on to tweak textures to my own personal taste ;) I always wanted handmaiden to be septerate from her sisters, so i could tweak her images and not have it effect the others, but i had no idea where to start, being the newbie to k2 moding that I am. So much insperation, and so little time to tweak good games =/

bleh! all this talk about textures! my mods demand EYE CANDY! sweet sweet eye candy!

*starts up photoshop and promptly begins making textures with an ebil grin*

11-02-2005, 01:05 AM
one quick question-

I know k1 has set placeables, and k2 has random loot-
are there any set placeables that i might edit to contain the new item/items I create? One thing I was hoping might work is the hidden compartment in the peragus dormitories. Have the padd triggers it say that the miner found the gear in the 'hawk, and smuggled it into the facility, and left them there for his own personal use later.

I was hoping to shy away from the standerd "I made custom items for my exile, and i put them in his footlocker".

The only other place that I thought might be appropriate for this type of mod, is in one of the cylinders in the medical bay on the harbinger. He walked to the medical bay clothed I would hope ;)

but i have this sinking feeling that those fall into the random loot catogory

11-02-2005, 01:59 AM
Unfortunately TSL placeables utp files have the same problem that character utc files do, so they are re-used throughout the different modules and even more so with placeables, so you will likely have to script your items in.

11-02-2005, 11:22 AM
You know, you can use scripts to change the appearance of npcs and fill containers right ;) With scripts you don't have to worry about .utc and .utp file conflicts :D

11-02-2005, 12:07 PM
Indeed i could, and i do know that it would be the best way to have this whole thing cometogether - BUT -

whenever I try my hand at "the dark side" of modding, one of 2 things happen-
I loose more hair due to the fact i pull it out :P
or i end up getting frustrated and go work on something else =/

k2 requires a lot more in that department then most of the other games i have made mod's for. I'm mainly just a texture person =/

Idealy, what I had hoped to do was make a footlocker or plasteel cylinder appear next to the kolto tank on the harbinger and put the clothing in there, but that is becoming frustraiting >.<

Thanks for answering my questions, even if it wasnt the answer I wanted to hear,

11-02-2005, 01:08 PM
I have a way, i hope, of getting this to work without scriping ;)

I will update soon, if it works

11-03-2005, 12:32 AM
Woo hoo! Now I feel better about myself! ;)

i got it working, my items in game and without a LICK of scripting! :emodanc:
Scripting is hard and frustrating work for a lazy bum like myself :sweating:

What I ended up doing, was placing the items in atton's inventory, and altered the descriptions of the items so that it makes SOME sembelence of sence. No person in a polite society would walk around in nothing but thier jumpsuit, so logicaly the exile wore clothing to the medbay, even tho it was right down the corridor from his room. The hk droid, being knowledgeable in protocol, would have realised this and taken the clothing with the exile and locked them in the compartment as it delt with the rest of the ship's crew. As such, his (sence its a male clothing change only) clothing would have been found with him. He and his clothing would have then been taken onboard the ebonhawk, where they were found when t3 brought the ship to peragus. Atton, after the exile lost contact with him, tried to make himself usefull, and searched the rooms around the administration level. He found the exile's clothing where they had been placed around the kolto tanks, because being the only male on board the 'hawk, the miners assumed they belonged to him. Atton then kept them untill he ran into the exile once again.

Plauseable yes? :giveup: No? :disaprove

now all that is left to do is change the appearance of the human merchant on onderon, geg is his name i believe, the one that can't sell weapons because of the restrictions vaklu has in place and finish up the remaining texture work untill im satisfied, and then we are ready for release!

I'd like to know what others think about the atton bit. It just as one TINSY TINY drawback - if you want the new items, you WILL have to start a new game, due to the fact that atton has already spawned when you become concious on peragus. Testing this little irritating fact cost me 2 hours xD

Peace be with you! :evil5:

(sorry if i went a little overboard on the smilies, i am now emensly satisfied and feeling a tad bit silly. moderators feel free to edit them out should they be irritating)

11-07-2005, 07:10 AM
I think I may have found a problem with the changed uti's, does vhek (ebon hawk owner) use the same one as Loota (Lost husband found on the docks). as when I have gone to find him I found another vhek instead, so I could not complete that quest and get my last lightsaber part. has anybody else come accross this? or is it somethin I have done wrong

11-07-2005, 11:25 AM
yes, that was the problem.

if you read the thread that i made in taris city upper emporium when i put it up for download on pcgm, you will find this out.

I uploaded a "fixed" version on pcgm the next day. Its the best i could do untill i learn some scripting =/

you will need to start over on nar shada, completely, so load a safe game that you have before you land on nar shada.

my most sincere appologies =(

11-07-2005, 01:23 PM
Thats fine I should have guessed that one of the 'bigwigs' would have picked it up by now.

11-08-2005, 01:10 AM
yep, that they did.

-also, there was an error in the serracco thugs texture name, it was supposed to be 07, and i had it labled as 08 =/ DOH! I'm just not having luck with this mod -.-

small typo on my part. If you've already downloaded v2, just change the file name of P_Exile08.tga to P_Exile07.tga. If you are still interested in downloading this mod, the latest fixed version (full) is up for downloads on pcgm