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KOTOR II: Guardian/Sentinel/Consular Clothing

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 Jolly Boots
12-04-2006, 8:20 PM
#1
You know what's bugged me since I noticed this? That the character selection screen has different clothing for the classes but once the PC changes to clothing, it's the bland guardian clothing for all classes. So, I decided to change that. But I've run into a deadend. Simply changing all of the heads modelb and texb (SML=Consular, MED=Sentinel and LRG=Guardian) in the appearance.2da causes problems. I'm not sure about the other problems but I'm positive about this one. When meeting Ratrin Vek on Nar Shaddaa, he doesn't appear (though his tag does) and when nearing the NPC, the game crashes. I cannot figure out why this would happen. I cannot find a Vek uti nor in the 2da. So the obvious question would be how to fix this mess?
 Jolly Boots
12-08-2006, 5:04 PM
#2
Figured out that problem since I had set the model with the number values. But now I have a different problem. The game doesn't seem to recognize N_CommM02 as a texture and so the player comes out with the model completely white. I've tried all different forms of writing that but no luck. Why wouldn't the appearance.2da recognize it?
 T7nowhere
12-08-2006, 5:14 PM
#3
Why wouldn't the appearance.2da recognize it?

Because it is not programed to recognize it. It is however programed to use the uti in order to change the texture for a model.
 SithRevan
12-08-2006, 5:32 PM
#4
T7's right the appearence.2da file is only programmed to read one texture ("N_CommM01") but this can be changed, you just need to extract that texture and give it a unique name under 16 characters long like for example go with you characters initials. Like if your characters name is "Luke Skywalker" make the name LSWM(Luke Skywalker Male) that way you can have your very own texture with out having to bother with going through all of that hassle of giving yourself the 2nd variation of clothing. Hope this helps, Good luck!;)
 Jolly Boots
12-08-2006, 7:47 PM
#5
Care to go into depth? Since it's a bit more complicated then simply extracting N_CommM02, renaming it, throwing it into the overrid and setting the texb to that.
 SithRevan
12-08-2006, 9:02 PM
#6
Well actually you'd be surprised at how simple it really is. As a matter of a fact you just explained it yourself. But if it does not work or did not work I am not sure what the problem would be as I have always done it that way and it has worked for me. Anyway good luck and I hope you can get it working!;)
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