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Hairy Plotter
08-08-2008, 01:34 PM
I have a mod installed in Kotor2 that changes all the Sith troopers into Imperial stormtroopers (which is COOL,) but they are still carrying the kotor rifles (IMO not as cool.) I have a couple of versions of an E-11 blaster that Id like to see the troopers carry instead. Which components need to be changed so that the sith troopers (or any other character) can carry a weapon that exists in my Override folder?

ForeverNight
08-08-2008, 03:52 PM
Alright, for every Sith Soldier in the game it's going to be an involved process... and include lots and lots of files.

First things first, do you have KotOR Tool? If not click Here (http://kotortool.starwarsknights.com/) and download it.

If you do, open up KotOR Tool and follow this string of actions: KotOR-->BIF's-->Templates.bif-->Template Creatures, once inside there, hunt around for the "basic" Sith Soldiers and open up their files.

Once inside the Creature Editor, click on the inventory button and put your cursor over where their equipped weapon is.

If the weapon is equipped, a ResRef will pop up as a tool-tip. (Those little brown-ish boxes).

~~~Here you reach a fork in the road. I'll outline the first method I think of and then briefly launch into the other one.~~~

Remove the equipped weapon by clicking and dragging it into the recycling bin in the upper right corner, next double click on the hand on its left (your right while looking at the screen). A window will pop up asking you to type in the ResRef of the item, type in the ResRef of the E-11 Blaster Rifle you downloaded (Or any other weapon), just making sure that it's the same in all aspects!

Once that is done, close the inventory window and save the file as what it defaults to inside your Override folder. Once that is done, go through the rest of the Template Creatures for any other Sith and repeat the above process.

Once this is done you're going to want to make several cups of coffee and drink them (Strong tea also works well) because this is going to take a bloody long time.

Open up KotOR1-->RIMS-->Modules and then go through all the modules opening up Template Creatures and checking them for Sith. If there are any Sith repeat the process of changing their weaponry to the E-11 Blaster as shown before.

Once you're done, saving all the files as they default, into your Override folder, start up KotOR, say a quick prayer, and start a new game.

It should work.

~~~OPTION 2~~~

This one's... probably more buggy.

You open up the Sith Soldier's inventory and find out the ResRef of the Rifle he's using. Repeat this for all the Sith Soldiers in the Templates.bif area and WRITE DOWN THE ResRefs EXACTLY. <--Very, very, very, very important!

Next, if they are different, copy the .UTI file used in the E-11, and then rename the .UTI to the ResRef of the rifle the Sith Soldier's using. Then, open up the .UTI and change its ResRef, and the other one... can't remember what. Then, save the file.

Paste the .UTI file again and then change its name to the next ResRef on your list. Then, repeat the process above as well as this one until you've all the .UTI's named to the ResRef's on your list.

I don't advocate this method, but it should also work.

Hairy Plotter
08-09-2008, 01:22 PM
That "inventory" button in Kotor tool was the one step I was missing - I hadn't noticed it lurking down at the bottom - thanks for the tip!:D
Scenario 1 half worked, only some of the Sith troopers were equiped with "prop" weapons - when I switched the prop for my weapon, the character either would not behave properly or the game would simply crash. I ended up extracting the uti for the prop weapon instead and linked it to my model# and so far everything is working. Of course this means that any character using the same prop weapon will end up using my model, but that's cool as they are using an actual Star Wars movie weapon (or at least a weapon I prefer over the stock Kotor2.)
My main test was the Peragus laser turret battle and I gotta say - all those storm troopers running around with e-11's looked AWESOME...:thmbup1:
My next step is to extract the uti's for most of the prop blasters and replace them with my models - this should take care of the lion's share of the weapons in the game...

ForeverNight
08-09-2008, 07:46 PM
Oh! This is for K2...

Try replacing the directories I gave you with their KotOR2 equivalents... that might solve the problems...

~~

Should be interesting to play the game with E-11's, hope that your project works out well.

Hairy Plotter
08-15-2008, 07:29 AM
Here's a screen grab of how the turret battle turned out:
http://img.villagephotos.com/p/2006-1/1133710/e11.jpg
I now have somewhere between 60 to 70% of the rifles and pistols in the game swapped out to models of my choosing - mostly all movie blasters with some others thrown in from my favorite mods. It's definitely an improvement and gives the game a more true-to-the-films feel...

ForeverNight
08-18-2008, 12:35 PM
Looks good... makes me want to go play Battle Front II now...

Oh well, who am I to argue with myself?