Greetings all,
I like some of the KOTOR heads and would like to use them to replace some of the CEP ones I dislike via a hak, but my experiments are not yielding good results. Anyone know of a good custom head tutorial?
Custom head tutorial?
Débuté par
Bubba McThudd
, nov. 01 2010 07:46
#1
Posté 01 novembre 2010 - 07:46
#2
Posté 01 novembre 2010 - 08:39
Look at this thread
Hak combination
The process is a little tougher with heads in that textures for each race are different.
If you have more specific questions I can try to answer here.
Hak combination
The process is a little tougher with heads in that textures for each race are different.
If you have more specific questions I can try to answer here.
#3
Posté 02 novembre 2010 - 04:16
Thanks!
#4
Posté 02 novembre 2010 - 02:11
Those KOTOR heads are quite impressive. I've recently added several to the haks for Mythos.
#5
Posté 02 novembre 2010 - 07:36
SL, how do you add individual heads? I'm not having much luck.
#6
Posté 02 novembre 2010 - 07:57
Okay *rubs hands together* Lets say that you want to use the very nummy looking *grins at Este* human male head #46. There are two files for that head. The actual model file (pmh0_head046.mdl) and the texture file that gives him a face and coloring (pmh0_head046.plt). If you want the head to stay in that number location and there isn't already a human male head at that spot, then all you have to do is drop those 2 files in your hak. Done.
What is it that is or is not working for you?
What is it that is or is not working for you?
#7
Posté 02 novembre 2010 - 08:04
I notice that the heads in CEP are numbered 000-049,100-129,132,135,138, 140-165. Ideally, I would like to slip the kotor heads into the gaps (50-99, etc). Is this possible?
#8
Posté 02 novembre 2010 - 08:26
Sure it is. But know this... heads numbered 50 to 99 will NOT show up in the toolset. Neither will ones over 200. They are there, the toolset just doesn't want to display them. The heads can be used in game though. So depending on if they are for players to get at through some sort of crafting/body tailoring, or for builders to use in the toolset, that will "determine" where you put them.
You will need to rename both the mdl and plt files to be the number that you want. Also, you will need to make sure and change the numbering inside the mdl file itself to match the new one. Otherwise you get a shiny silver head which really annoys the toolset.
In the thread Calvin pointed out there are links to some renaming programs.
You will need to rename both the mdl and plt files to be the number that you want. Also, you will need to make sure and change the numbering inside the mdl file itself to match the new one. Otherwise you get a shiny silver head which really annoys the toolset.
In the thread Calvin pointed out there are links to some renaming programs.
#9
Posté 02 novembre 2010 - 08:30
Hmm. How about this: I want to replace freaky bunny-head 162 with cool kotor head 46. How would I go about this?
Right now I am using a separate hak at the top of the list to override the CEP heads. After I get it working, I want to edit the CEP hak directly - which hak has the heads in it, and is there a 2da file I need to worry about?
Right now I am using a separate hak at the top of the list to override the CEP heads. After I get it working, I want to edit the CEP hak directly - which hak has the heads in it, and is there a 2da file I need to worry about?
#10
Posté 02 novembre 2010 - 08:38
Heads do not have a 2da file.
You don't need to replace any CEP heads, just put them in spots that aren't already in use. Unless of course you want to block players from using those heads.
What I do, is extract the whole hak into a file folder, simply cause that is faster than pulling out files one by one that I know I want. Make a folder inside of that called KEEP. Move the mdls and their plts that I want into the KEEP folder. Then the rename game starts as I described in the post above. Once everything is renamed, I make a new hak, dump the renumbered files from the KEEP folder into it. Then make a test module in the toolset that has all the haks attached in the right order, including the new one. Then see if it worked.
-- Mistress, is offline for a while, gotta review which lesser evils I'm going to vote for.
You don't need to replace any CEP heads, just put them in spots that aren't already in use. Unless of course you want to block players from using those heads.
What I do, is extract the whole hak into a file folder, simply cause that is faster than pulling out files one by one that I know I want. Make a folder inside of that called KEEP. Move the mdls and their plts that I want into the KEEP folder. Then the rename game starts as I described in the post above. Once everything is renamed, I make a new hak, dump the renumbered files from the KEEP folder into it. Then make a test module in the toolset that has all the haks attached in the right order, including the new one. Then see if it worked.
-- Mistress, is offline for a while, gotta review which lesser evils I'm going to vote for.
#11
Posté 02 novembre 2010 - 08:41
Gotcha. Bastards or Fools - such a choice!
Thanks for the tips!!
Thanks for the tips!!
#12
Posté 03 novembre 2010 - 01:24
How is it going, Bubba? Pulled all your hair out yet? *sleepy grin*
#13
Posté 03 novembre 2010 - 03:38
Provided you're using a body modification tailor object in game that uses scripting commands, you can set a head on a PC to anything you wanted (you might even be able to do so with an NPC). I am not sure if you could use the LETO NPC creator to create an NPC with a normally inaccessible head.
Anyhow short form to change a head to a given number is extract the texture and model of the head you want to change to a new number. Rename both files to new number. Change internal references of the mdl to the new number from the old one(ie pmh0_head135 to pmh0_head055).
You can then add your replacement heads into a hak. With the new hak, put the hak into the hak stack and ensure the hak has higher priority than the haks you're trying to overwrite (ie, CEP haks) So if there is duplicate heads, the higher priority hak will be the heads that show up in the game, overwriting the lower priority hak.
Anyhow short form to change a head to a given number is extract the texture and model of the head you want to change to a new number. Rename both files to new number. Change internal references of the mdl to the new number from the old one(ie pmh0_head135 to pmh0_head055).
You can then add your replacement heads into a hak. With the new hak, put the hak into the hak stack and ensure the hak has higher priority than the haks you're trying to overwrite (ie, CEP haks) So if there is duplicate heads, the higher priority hak will be the heads that show up in the game, overwriting the lower priority hak.
#14
Posté 03 novembre 2010 - 04:00
Good point on the hak order Calvin. =)
#15
Posté 03 novembre 2010 - 04:27
A tedious process, but I was successful. Thanks for all the wisdom!
One question; the KOTOR hak had several files for heads listed as numbers in the 50-100 range - the ones that don't show up. I re-numbered them to see what they were, but they still didn't show up. Any idea what they are?
One question; the KOTOR hak had several files for heads listed as numbers in the 50-100 range - the ones that don't show up. I re-numbered them to see what they were, but they still didn't show up. Any idea what they are?
#16
Posté 03 novembre 2010 - 04:31
For stuff like that you can use uhhhhh.... *brain fart* Drat, hang on.
*boring elevator music*
Ah ha! There it is. "NWN Explorer Reborn" by Acaos
http://nwvault.ign.c....Detail&id=1369
Tsk tsk, which I'm noticing I haven't voted for yet. *fixes that*
*boring elevator music*
Ah ha! There it is. "NWN Explorer Reborn" by Acaos
http://nwvault.ign.c....Detail&id=1369
Tsk tsk, which I'm noticing I haven't voted for yet. *fixes that*





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