I don't want to add a custom head but I would to have the one in this image(bottom). I want him equipped with a custom item. If anyone can help (not do it for me) I'd greatly appreciate it. Also I want this guy to be fightable.
Create an UTC file for your character. You can use one of the standard ones as a base to make your own to make it a bit quicker. For example, open n_jedimemm.utc with KotorTool, found in Kotor II --> BIFs --> templates.bif --> Blueprint, Character. In the Creature Editor first press the Save button to make a copy of the template, save it in your override folder, name it something unique (max 16 characters, only a-z, 0-9 or _ allowed in the name).
Then on the Basic tab, change the value in the Appearance field to P_MAL_C_MED_02, and set the Tag field to the same as you named your file you just saved (without the .utc extension).
Then fill out the Name field with what you want your character to be called in-game, leave the race as Human, gender as Male and don't set anything in the portrait field. If you want the player to be able to speak with your NPC, set the name of a DLG file (without the .dlg extension) in the Conversation box.
Use the Statistics, Skills, Feats, Class and Force Powers tabs to give your character the stats and abilities you want it to have, most of it is pretty self-explanatory.
On the Advanced tab, set Template Resref field to the same as the filename (without .utc). Leave the boxes in the Special group alone unless you know what you're doing*, set Faction to 1 if you want the NPC to attack the player on sight, or 5 if you want them to be non-hostile when meeting the player. Pick a soundset you want the NPC to use for AI barks and grunts during combat.
The Special Abilities tab does not work, so don't bother with that. If you use the template mentioned above as base the proper AI scripts should already be set in the Scripts tab so you won't need to modify anything there.
Press the Inventory button to modify what the NPC carries. To give it standard game items drag them from the list to the left into the desired inventory slot. To add custom items (made by you) doubleclick on an equipment slot and type in the name of the file (without the .uti extension) that contains the item the NPC should have equipped.
For creating a dialog for your NPC, please see the excellent Dialog Editing tutorial made by Pavlos which can be found in the General Tutorials forum (
http://www.lucasforums.com/showthread.php?t=180845).
* - If you want to know what you are doing: :p
Disarmable isn't used for anything in KOTOR AFAIK
No permanent death - I think this is unused as well
Plot - Makes the NPC totally invulnerable, nothing can hurt him
Is PC - Unused AFAIK.
Doesn't reorient - Don't make the NPC turn to face the PC when interacting with it
Doesn't block PC - Turns off the collision box of the NPC, you can walk right through them like they aren't there.
Is Hologram - Makes the NPC semi-transparent, glowing and sparkly to make them look like a holographic image (Goto etc).
MultiplierSet - Used by the game's autobalancer feature to automatically make the NPC tougher depending on the character level of the player character. Set to 0 to disable autobalancing for your NPC. The numbers here refer to line numbers in autobalance.2da which contains a series of multipliers used when boosting the NPC. Generally the higher the number the tougher the NPC will be. Valid range is 0-5.
If this is turned on you need to make sure the level of the character is pretty low since the autobalanced levels will be added on top of what's already set in the template, you also need to set the Force and Hitpoint values low in the template since those numbers will be used as multipliers in calculating the autobalanced values, otherwise the NPC might end up with thousands of HP/FP.
Subrace - Sets a race for the character. This is used for things such as determining what can be equipped, or what combat AI routines will be used. Leave at None unless you have a good reason to change it. :)