Jump to content


Kexikus

Member Since 14 Oct 2014
Offline Last Active Today, 11:14 AM
*****

#55075 [WIP] Recruit Dark Side Juhani

Posted by Kexikus on 20 March 2017 - 05:31 PM

BIG NEWS:

The mod is now gameplay complete :)

 

This does not imply that the mod is fully complete or even close to being done but it is a big step in the right direction.

At this point there are now two major objectives left:

1. Create and implement all the voice over (including recording, voice splicing and lip synching).

2. Test the mod and improve it.

 

The voices cannot be done before the lines are set in stone so that obviously means that testing is the next thing that needs to be done. This will require multiple playthroughs of pretty much the entire game and that's where you come in:

 

I need you guys to help me test this mod.

 

This requires that you do a full playthrough of the game with some specific choices I need you to make. You cannot use other mods in this playthrough (except for texture mods) and I need you to report every issue you find.

Keep in mind that the mod is not completed so there are probably several bugs and it will generally not be a polished experience. Also, playing through the game takes time and while I understand this, I don't want to wait a year for you to complete the game or maybe not complete it at all.

If none of that discourages you, please send me a PM and I'll let you know what exactly I need.

If you don't feel like playing through the game just for this but would still like to help, I could use someone to read through Juhani's party member dialog for me to check for inconsistencies and other errors. If you're interested to do this, send me a PM.

 

Thanks for the interest in my mod, I'll keep you updated on the progress :)




#54897 Sound files

Posted by Kexikus on 14 March 2017 - 02:48 PM

 

I'm not sure to be honest, I haven't had much to do with audio mods.

 

Exporting .wav from Audacity worked. I think those are raw .wav files so the answer is proabably yes.




#54892 Sound files

Posted by Kexikus on 14 March 2017 - 01:22 PM

Thank you very much. Your solution worked perfectly :)

Is there anything I need to do to get my edited files working ingame or would I just save them as raw .wav?




#54826 [WIP] Recruit Dark Side Juhani

Posted by Kexikus on 11 March 2017 - 07:48 AM

Hey Kexikus,

Any news with this WIP? 

Do you plan to change the head of Juhani to make her look more darkside?

 

I was going to give you an update after this weekend, but since you ask: Here you go:

 

I finished the party member dialog as well as every other Juhani dialog and the journal entries. The only thing left before this mod is "feature complete" and ready for testing is the Bastila conversation which I plan on getting done this weekend. Then the mod needs to be tested, some polishing needs to be done and once everything is set in stone I need to get voice actors.

 

I've got an idea, what if she was damaged- Malak/Darth Vader style and then you could have her fall unconscious, in fact it could work vanilla style until you either decide to kill her. (With some alternative dialogue options of course.)
But when she's near death she "dies" and then you get the option to drag her corpse back to the medical bay for reconstructive surgery or kill her while she sleeps.

Like a dark twist on Zev from Dragon Age.

I suppose I suggest this because then you could have a sort of implant looking thing on Juhani's face and you could change her VA completely and put a filter on the voice.

You could even have her progress to a full Darth Vader style cyborg if you wished.
Also harming her enough to warrant this and then taking her on as a sort of quasi- apprentice would harken back to Malak in a funny way. Just my suggestion.

 

That's a nice idea, however I'm waaaay too far in the development of this mod to completely change the story to something like this. Thanks for the suggestion though.


  • jc2 likes this


#54756 Scripts not firing

Posted by Kexikus on 08 March 2017 - 10:24 PM

There's no need to edit the OnConversation script if all you want to do is to start the conversation. Actually I would even say that using the OnConversation script here simply won't work.

You can simply add the name of the dialog file in the Conversation box of the .utc (assuming you use KotOR Tool to edit it. If you use a gff-editor: There should be a field called "Conversation" somewhere. Put the name of your .dlg file without extension there.)

The OnConversation script is used to trigger additional effects when starting a conversation.

 

I don't know why your second script isn't working though. Make sure you have the compiled script and your edited .dlg in the Override, but I assume you did so. The only reason I could think of is that maybe you put the script in the Conditional script slot instead of the fire when spoken slot.

 

And finally a clarification on what jc said about using int StartingConditional():

 

int StartingConditional() is ONLY used for conditional scripts that enable certain lines in dialog. Every script fired in a dialog uses void main() and as Fair Strides said you should use void main() in your case.




#54610 JC's mod resource collaboration thread

Posted by Kexikus on 28 February 2017 - 01:22 PM

I have to agree with Seikan. The barrel doesn't feel like Star Wars.

 

Btw: Once a final model for the explosive barrel exists, it could be used for the explosive barrels in the Peragus turret minigame. Then players might even have a chance to understand the barrels before they accidently shoot the first one and see it explode.




#54581 KOTOR 2 Box Art

Posted by Kexikus on 27 February 2017 - 08:24 PM

Wait wait wait... you want to tell me, that A4 is too big for your printer? I mean, you just can take out the Art Pic out of this frame, and then do it in your printer, to scan it into your PC.

 
Maybe that print is just bigger than A4? Posters are usually A3 or even A2 and not many people have a printer of that size not to mention a scanner.


#54523 KOTOR 2 Box Art

Posted by Kexikus on 26 February 2017 - 05:44 PM

I'd be very interested in this as well. Especially if anyone has it without the logos. For K1 it's available in high res and logo free on Wookiepedia but I haven't been able to find the TSL artwork.




#54383 Download:Jolees hut mod - Modders resource

Posted by Kexikus on 23 February 2017 - 10:54 PM

You simply extract the entire kas_24aa.rim and kas_24aa_s.rim and pack those unmodified files into kas_24aa.mod before placing it into the tslpatchdata folder just as you would for 2da files etc.

Then you add this .mod file to the installed files, making sure that the "Replace" box is NOT checked. Generally in the file installation this box specifies whether or not TSLPatcher will skip the file if it finds one of the same name in the installation directory or replaces that old file. And since TSLPatcher does the file installation first before doing any modifications, this will make sure that the necessary .mod is always present when installing your mod. Any mod installed afterwards will then patch the files inside the .mod.




#54261 Fair Strides' Script Shack

Posted by Kexikus on 22 February 2017 - 10:54 AM

The door could also be locked.

IIRC doors won't open even with scrpits while they're locked. So try and add

SetLocked("<door tag without <> >", FALSE);

But most likely your issue is the file extension in the script. This may be due to a wrong understanding, so let me try and clear this up. What you reference here is NOT the file name but the file tag set in the .ut* file. Usually it's the same (maybe it even has to be the same) but the tag obviously has no file extension which is why you don't use it.

That said, you NEVER use file extensions as FS said even when you actually reference files like in the ExecuteScript() function.


  • jc2 likes this


#54232 Response to Claims that Peragus' Purpose is Confusing

Posted by Kexikus on 21 February 2017 - 08:08 PM

1313 might have taken place on only one planet, but we will never know.

Other than that Battle of Naboo is the only thing that comes to my mind as well. But I've never played it so I can't be sure either.




#54217 Fair Strides' Script Shack

Posted by Kexikus on 21 February 2017 - 03:10 PM

The tutorial you're referring to is probably this one.

 

(Most of the lucasforums tutorials are still available in the Wayback Machine. You can find them with the links Darth Parametric posted in this thread.




#54200 Changing your PC to a party member?

Posted by Kexikus on 21 February 2017 - 10:02 AM

No, it would be more like:

void main() {
 
int nNPC = 1;
 
SwitchPlayerCharacter(nNPC);
 
}

 

It should be

int nNPC = -1;

right? 1 would be the first party member (whoever that is)




#54138 TSLRCM's take on Bao-Dur's endgame fate?

Posted by Kexikus on 20 February 2017 - 08:09 PM

I agree with JCarter on that one.

 

There's definetly potential to be found in the vanilla/TSLRCM ending sequence, but it's overshadowed by plot holes and boring gameplay. However, I think that it's possible to take what's there and both rearrange it and add to it while keeping to what's established in the rest of the game. This could include a proper conclusion to Bao Dur's story as well as better endings to the Malachor/Kreia plot. But just from the many many different outcomes alone this would be a tremendous task, not to mention making all of this work in the game (in a technical quality that matches vanilla).

 

If done properly this would pretty much be the one mod I wish TSL would get.




#54098 Fair Strides' Script Shack

Posted by Kexikus on 20 February 2017 - 07:05 AM

Those are the correct scripts.

k_con_talkedto is the script you want as condition for the first time (!) dialog and not the later one even though the name might suggest as much. Then have k_act_talktrue as the script run at the end of the conversation (the end doesn't really matter as long as it's fired somewhere) and you're all set up.


  • jc2 likes this