View Full Version : .2da File Editing.
05-25-2009, 11:50 PM
Greetings all. I am in need of assistance with .2da file editing. Mostly I need help with editing the baseitems.2da file. I am trying to add a new armor to the game and I think I need to add a new armor row. I want to add a new armor model without replacing any existing ones. If I have not been clear in my request, or if I need to learn how to edit another .2da file (not that I know how to edit any now) please tell me or ask for more details. I will try to provide any information necessary to gain some .2da editing skills. Thank you.
~Te Mirdala Mand'alor
05-26-2009, 01:59 AM
Look at the other rows with armors in them to get an idea of what effect they have on armors, then go from there.
If you want the armor type to have a description, you'd have to edit dialog.tlk as well.
Keep in mind that this edits base items, and not just a single new item -- you're essentially creating a new item type. You can create unique items without editing baseitems at all, though -- simply look for .uti files in Kotor Tool.
05-26-2009, 02:40 AM
Can I add new armor models into the game without altering a .2da file? I thought that I did. But as I've said before, I hardly know anything about this area of modding.
05-26-2009, 12:51 PM
You can create a new armor model without altering the baseitems.2da file. You just have to name it correctly (ask one of our super modellers in here) and set the ModelVariation (in the .uti file) to a specific number. (ask one of them, too)
05-26-2009, 04:55 PM
Thank you R2. Do you know who the best person to ask would be?
05-26-2009, 05:14 PM
I want to add a new armor model without replacing any existing ones.
This is not possible to do, as far as I am aware. An armor base item type has a certain body variation value set for it in the baseitems.2da file. This body variation corresponds to a set of columns in the appearance.2da file, which list the name of the model and texture a creature using that appearance type will get when equipping an armor with that body variation.
Since the game won't read any new body variation columns added to the appearance.2da file you can't add new body variations. Thus you have to overwrite one of the existing ones to add a new armor model.
(The best you could do in that regard to make it more exclusive would probably be to make the change only to specific appearance types; for example make your new armor look only apply for a party member or the player and no one else.)
05-28-2009, 12:53 PM
Couldn't you create a new armor type that simply uses an existing body variation? It'd create two different types of armor that uses the same model, sure, but they could have different stats.
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