I can't seem to get portraits.2da to recognize my four separate darkside portraits even though heads.2da recognizes the four separate darkside tga files. They're labeled PMHC04A, PM...D, D1, D2, D3 with portraits that correspond. However every time I load a game the D3 skin displays the D2 portrait, when I open up Portraits.2da it says that both D2 and D3 share the same portrait. No matter how I change it, whenever I load the game, regardless of what Portraits.2da says, and regardless of what files are actually in my override D2 and D3 always share the same portrait. Anyone know what gives?
That's a bit of a headscratcher. I do know that portraits.2da seems to like the portraits to be named po_(insert rest of name here). I've had them not work properly if they aren't named po_(same name as your head texture)(ending, like D, D1...). I don't know if it makes a difference, but the KotOR naming convention is also to have the DS transitions named mildest to strongest D1, D2, D3, D.
I'm guessing you're using Kotor Tool--are you editing the D2 and D3 cells, then clicking on a random cell elsewhere before you save? Sometimes Kotor Tool doesn't save the last edit you make to a .2da if you don't do that.
I hope that helps.
Also related to naming, make sure you name your portrait files a valid ResRef (max 16 characters long, only alphanumerical characters and underscores, no spaces). If your portrait file name is longer than 16 characters it will be truncated when the game reads the ResRef from the 2DA file. I.e. both "mylongportraitname01" and "mylongportraitname02" would be read as "mylongportraitna".
Thanks for the info guys. Sorry if I wasnt being clear, my portrait names are all po_PMHC04, po_PMHC04d, po_PMHC04d1...etc as well as my face textures being named the same, minus the "po" of course. I think I'll just have to settle with four darkside heads, with only three portraits. Darkside transition two and three will just have share darkside three's portrait for now I suppose. Thanks again.