Ok, so, I've re-downloaded my lizard mod onto my work computer. Now I can look at the changes.ini
file as an example, using Notepad. The part I'm interested in showing, looks like this (I've edited it, just to highlight a single character):
Normally, you would set this up using the TSLPatcher, but I always like to look at it in Notepad, just to double check things. It's also faster to enter multiple lines using the text, rather than the GUI of the patcher.
There are also several tutorials here
I've made some text italic, just to point out that you can make this text say whatever you want, it's just a description to help the modder find their place in the code. Example: instead of AddsHeadForRFHZ01
, you can say MakeNewHeadForPurpleTwilek
I've put in the dashes to separate four necessary parts of adding a playable character.
First - The patcher will modify the heads.2da so that it copies row 40 to a new line at the end of the list. It will re-name that so head=(whatever you want). I chose RFHZ01 because I wanted a unique name with 6 spaces. It stands for R
Then the patcher will change the fields for headtex
vil and so on. The typical game notation is to add d1 d2 d3
(short or d4) onto the end of the light side texture. Then it stores the RowIndex that the new head is on to be used in the next part.
Second - the patcher will modify the appearance.2da by copying row 133 and change the label to (again whatever you want). I try to keep it similar to the existing labels, so instead of P_FEM_A_SML_01 (Playable Female Asian Small body), I have a unique name that, hopefully, won't be used by other modders (RedRob's Female liZard Small #01, etc).
Then the patcher puts in the race (I don't think that it's really necessary, but I used lizard anyway). Next it changes the RowIndex of the head that this line uses to the one saved in the previous section.
Then, it changes the underwear texture to my custom one. I chose R
mall. (I figure this is the step you're interested in Reptinus)
At the time I made this mod, I changed the environment map to be the Special Map, but in hindsight, I think this will override any armors that use baremetal. Instead, nowadays, I think I'd try to make the shiny lizard skin effect by using .txi files, and leaving the envmap=Default. I'm also not sure that changing the blood color actually has any effect.
Then the patcher will save the RowLabel to be used in the next part.
Then, it is set up to repeat these steps for the Medium and Large body sizes.
Third - the patcher will modify the portraits.2da file by copying row 10 and changing the texture names to (whatever the modder wants). The names I chose are similar to the ones in the first section, but with po_
added to the front.
The patcher will use the row numbers saved in the previous section
This will make sure that the new character is available for all three classes when starting a new game.
Fourth - copy all unique models and textures into the override directory. I usually set the patcher to replace files, just in case there is an updated mod release, and the files need to be overwritten. This is one area where I really like using Notepad, since I can copy and paste whole lines, then go through and text edit things (I just find it faster than using the TSLPatcher, but there's more chance of making a mistake).
Update: It's important to note, that
in the 2da file will look for the texture RFBZGL01.tga
in the override directory. With ALL
of the body models, you need
to have a texture that ends in 01
, and the model will default to that one. With armors, there will be others (02, 03 etc) for when alternate uti files are equipped, but usually with underwear there will only be the default 01.
So, that's it in a nutshell. I've glossed over a lot of things, because they can be found in other tutorials, and in the ReadMe, really.pdf
that comes with the patcher.
Also, I did this over my lunch hour (and into my work time, oops
), so it's a bit more rushed than I'd usually like. But, hopefully it helps.