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JCarter426

Member Since 06 Dec 2011
Offline Last Active Sep 15 2017 11:34 PM
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#59199 Need help to modify game mechanics in Kotor2

Posted by JCarter426 on 07 September 2017 - 03:28 PM

I was refering to the fact that (as far as i know) rifles cannot benefit from any "one weapon" or "2 weapon" bonus. So adding a special skills

like "2 hands heavy weapon" would balance the game.

 

I believe they already do, but in any case it's not possible to add new feats like that.

 

Actually if you go the laboratory with a character that has low "cure" you can't see all the craftable implants, same with low demolition for grenade ecc...

 

That's because it displays what whoever accesses it can do. I was under the impression that it displayed everything with some options greyed out, though. Anyway, I don't think that can be changed.

 

12) By stances i meant lightsaber forms (https://strategywiki...ith_Lords/Forms)

 

Yes, but what did you want to do with them? Animations? Or just mechanical effects?




#59180 Need help to modify game mechanics in Kotor2

Posted by JCarter426 on 07 September 2017 - 11:19 AM

1) Demolition act as a damage&hit multiplier for grenades

 

This is possible by editing k_sup_grenade. I remember this idea has been discussed before, but I'm not sure if anyone went and did anything with it.

 

2) Awareness increase critical hit chance & protect from critical hits

 

This is not possible. The combat system is hard coded.

 

3) Charisma can lower the price of the items you buy

 

This is theoretically possible, but not very practical. Stores and their prices are defined in UTM files. The only way have the prices change would be to make a different store and then script which one opens depending on your charisma. But it still wouldn't really work, because the game would consider it an entirely different store and one would not keep track of what was added to or removed from another.

 

4) Blaster Rifles have a feat like blaster gun

 

Not sure what you mean here.

 

5) Wrist launcher has a 50% chance of using rockets&darts without consuming them. Or, even better, make it so that rockets&dart are 

no more consumable but like skill force related (unlimited, but after a certain use they finish and refill only after battle)

 

This is not possible. Rockets and grenades are destroyed upon use and there's no way to change that. Theoretically, you could edit the impact script to give you back another item, but it would be a little wonky.

 

6) You can see in-game the influence point (es: 65/100)

 

The only way to do this is to edit or create a dialogue file that will display it for you when you ask. There are mods that do this. There's no way to add it to the GUI, though.

 

7) You see at the workbench all the items you could craft 

8) You can access, equip&unequip all the PCs inventory in the ship

 

The game already does these.

 

9) Your inventory shows you all the items, even those equipped by members that aren't currently in your team

 

This is not possible. Items are stored in a character's inventory or the party inventory, not both.

 

10) You can go invisible during fights (with the invisibility going off when you attack) consuming items or force points

 

This is not possible. You can only use the stealth mechanic outside combat. There may be a way to fake it with a new spell, but I think it would require editing the AI to make them stop noticing you and that's a mess I try to avoid, so I can't say much more. I really doubt it would work.

 

11) You can use a FF12 gambit system (http://finalfantasy....om/wiki/Gambits)

ex: condition hp-80%: medpack / condition non droid: action stasis, / condition stunned enemy: flurry

 

This is not possible. The engine and GUI would have to be built for that sort of thing, and they're not.

 

12) You can  add different stances

 

What do you mean by stances?

 

13) You can see the dice rolls in the bottom of screen

 

This isn't possible. Again, the GUI can't be edited in that manner. If you want to see the results of die rolls you'll have to check the feedback screen.

 

14) Always meet lvl 1 new companion so that you can build them differently, and in general

modify their starting feats&skills

 

This can easily be done by editing their UTC files.

 

15) Make all the starting base armors upgradable

 

Any armor can be made upgradeable, but the systems differ slightly in each game. They both require editing of the UTI files.

 




#59037 JC's Supermodel Fix for K2

Posted by JCarter426 on 03 September 2017 - 06:34 AM

Oh, I'm not sure. The walk and run animations are completely different in K2, so it's not a minor thing that can be fixed.

 

Hmm, I took a look at them and if it's just the right arm I could probably do it. I don't really consider it a mistake that needs to be fixed, though. I'm fairly certain they changed the walk and run animations in order to accommodate the robes with capes, so it probably looks the way they intended it to look. Changing it back could possibly cause some clipping problems, but probably nothing worse than the game is guilty of already. Eh, I'll think about it.

 

Update! Well, I can't sleep, so I did that. As I suspected, it does clip a bit. I put it in a separate, optional folder, so if you don't want it you don't have to use it.




#59028 The Workshed

Posted by JCarter426 on 03 September 2017 - 03:00 AM

I think you'll have to rename VisasAssassin.ascii.mdl to VisasAssassin-ascii.mdl or such. MDLOps was hanging up on me for the same reason. It wasn't liking any other dots.




#59026 JC's Supermodel Fix for K2

Posted by JCarter426 on 03 September 2017 - 02:56 AM

Update!

 

Fixed dual blaster animations. Somehow they ended up in the wrong place in K2, so I restored them to the K1 positions. So the blasters will no longer clip through the hands or hover in the air.




#58975 How many new rows can the appearance file have?

Posted by JCarter426 on 01 September 2017 - 01:34 PM

Well, I'm just guessing. The texture variations for the UTI files are stored in 8-bit, so they only recognize that 256 numbers exist - 0 through 255. If you try to input anything higher, it just rolls over back to the beginning, so it thinks 256 is 0, and so on. appearance.2da clearly goes higher than 256, so my guess is 16-bit, which would support rows 0 through 65,535. If you go higher than that? I don't know. Perhaps it would recognize no more entries. Or maybe it would crash the game like everything else does.


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#58939 The Workshed

Posted by JCarter426 on 31 August 2017 - 10:23 AM

Oh, yeah, that's NWMax for you. That actually is ASCII, but you have to rename it to say that (for example, Model-ascii.mdl). And be careful about overwriting models by accident. when exporting because it will not warn you about that.

 

Easy way to check if it's ASCII or binary: open it in Notepad. If you can read it, it's ASCII.

 

Not sure about the runtime error, sorry.




#58937 The Workshed

Posted by JCarter426 on 31 August 2017 - 10:16 AM

It probably isn't reading the "original" binary model. Since our collective knowledge of the model format is incomplete, MDLOps directly copies data from binary models during compiling to compensate. In other words, there are parts that it's unable to translate from ASCII to binary, so it just copies that data from an existing binary model.

 

Therefore, whenever you use MDLOps to compile something with animations (either on the model, or via a supermodel) you need to have an "original" binary model in the same folder. I'm using quotes all sarcastically because it does not have to be the actual original model. In this case you're making a new model, but it has to load a binary model from the game that it calls the "original" model. You can get different results by using different models, but generally you want the model that is most similar to yours, which is almost always whatever your supermodel is, though it's more of dark art than a science.

 

So in this case, extract P_VisasBB.mdl and P_VisasBB.mdx and rename them to match your model, YourModel.mdl and YourModel.mdx or whatever it's actually called.




#58932 How many new rows can the appearance file have?

Posted by JCarter426 on 31 August 2017 - 08:46 AM

Oh, right. Bah. Meant in 16-bit. :blush:




#58926 The Workshed

Posted by JCarter426 on 31 August 2017 - 07:37 AM

I've only ever manually weighted because I have a slow 3ds learning curve as well, and I agree with that assessment - not as bad as it seems... but still not fun.

 

I've never done a character UVW map from scratch so I don't know how much I have to add, but I can say that any of those modifiers definitely have to be below the skin and probably should be below Aurora/Odyssey Trimesh if you're using that. Oh, and Flex too. Basically, below everything. It's also a good idea to convert to editable mesh before mapping, but if you've done the skin already then you've probably done that.




#58923 How many new rows can the appearance file have?

Posted by JCarter426 on 31 August 2017 - 03:03 AM

Interesting question. My appearance.2da file is currently at 862 lines, so my estimate is greater than or equal to 862.

 

That puts us over 16-bit, so assuming it's 32-bit or greater (and not something weird) then we're dealing with more than 65,000.




#58915 Remove the K1 training montage

Posted by JCarter426 on 30 August 2017 - 08:30 PM

No, cutscene animations ignore the walkmesh so every animation would have to be fixed in that instance as well. It's all doable, but it's annoying because there are six player models.

 

As for skipping the scene, if there are no important scripts run through that dialogue then it would be a matter of deleting all the nodes so nothing fires and it continues to the next scene.




#58834 JC's Supermodel Fix for K2

Posted by JCarter426 on 26 August 2017 - 06:51 PM

Posted Image

 

File Name: JC's Supermodel Fix for K2

File Submitter: JCarter426

File Submitted: 26 Aug 2017

File Category: Mods

TSLRCM Compatible: Yes

 

This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game.

 

First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that.

 

Also, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1.

 

I have also changed the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix.

 

Click here to download this file




#58827 Cinematic KOTOR

Posted by JCarter426 on 26 August 2017 - 02:32 PM

If you're talking about the taunt animation in the opening, I believe that was Jenks. I doubt it would be viable, though. Malak has no facial animations due to having no face, and he's a lot taller than the other characters, so that usually causes problems... problems that possibly can be fixed, but it's not fun.

 

The alien heads have already been released for K2. I'm in the process of updating it and doing a K1 version. I guess they aren't on Deadly Stream because I meant to update them, but you can find them here.




#58793 Cinematic KOTOR

Posted by JCarter426 on 25 August 2017 - 02:07 PM

I don't use AniCam anymore, so it's not hard. But the cameras won't all be animated. I'll still make use of static ones, most likely, but my aim is to reduce the reuse of the same static angles, the default three angles that have a tendency to screw up, crossing the line issues, and in general frame them better and get rid of some awkward timing. I'll explain how it works a bit more as I do the scenes. I'm thinking of doing the HK & T3 scene first, as that has examples of everything I just mentioned.