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Heyorange's Sith Uniform Reformation [Revised]
Sith Holocron commented on Sith Holocron's file in Skins
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Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
Thanks for the help with the animation, I give it a shot as soon as I can. If it works I'll come back with the confirmation for future modders with the same problem. As for Holocron - adding instances in Designer, saving and editing files like .dlg, .are. ifo .utc and saving through it caused my module to eventually crash on exit, whether I load another module from a save or leave through transition. It crashes on loading new module always about 10% of the progress bar done. When I launch the game I can change modules as much as I want but visiting my cloned module just once causes the next module - no matter what it is - to crash during loading screen. If I enter my module then exit to main menu I can enter any module once again. I suspect Holocron because the problem started to occur after adding placeables, creatures and waypoints. -
For the Kotor games it is very difficult, if not impossible, to uninstall mods. You are to uninstall Kotor, reinstall Kotor, copy the swkotor folder into a folder called "Backups" on your Desktop, and reinstall the mods you wish to use without this mod. By having the swkotor folder as a separate backup on your desktop should you ruin your install again you can simply revert back to the vanilla backup and start over without having to reinstall the game again. It's annoying, it sucks, but it's what has to be done.
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Animation in a room's mdl not playing
DarthParametric replied to Stanlej95's topic in General Kotor/TSL Modding
I use KGFF for actual GIT (or other GFF) editing aside from DLGs for which I use DLGEditor (mostly), but Holocron Toolset's layout editor (if you open a module and double click on a GIT) is a very useful visualisation aid. It can be handy for quickly repositioning things and grabbing their co-ords, or editing trigger boundaries and getting the offsets, but I don't use it to actually save files because historically it had problems with adding spurious data. For cutscenes, I do framing/camera positioning and NPC/location placement in Max, and in the past I did all my GIT co-ord determination there as well, alongside a few helper scripts I have made over the years. I should probably talk to someone about adding equivalents of those to KBlender. Scripting I do in Notepad++ in conjunction with the NWScript language definitions. Vriff has created a new "Neo" line of tools though, so possibly I will work some of them into my workflow when I eventually get back into modding KOTOR. -
Echoes of the Republic - an unofficial expansion
plampa commented on vault13deathclaw's file in Mods
Yes, that one!! Exactly. Sorry, my English is terrible. If you don't mind, since you know more than me. Besides, this mod is still under development. Perhaps you'd be interested in some of these ideas (with all due respect). You could look in the dialog.tlk file; if you search, there are references to many cut missions, for example, the one about the lost holocron of the padawan on Dantooine. If I'm not mistaken, it starts from SRF:119410 to 119665, maybe more. Also, why not, since I saw that Coruscant is included? And this is an M4-78 .dlg file: "I'll talk to the chancellor about it, if I ever go to Coruscant again." Perhaps, since something similar is mentioned. And if you want more, you can tell me and we'll see. But you already have enough work to do to keep perfecting it, and that's no small feat. Thanks for that. PS: The translation is going great. I'm currently working on M478, which means half the planet is already translated, plus the previous work. Well, greetings. -
Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
And what about GIT editing, as in placing utp, utc, utw files on the map? You use KBlender for this too or just edit object instances via GFF editor and manually enter the coordinates, rotation etc.? Genuine question. I use Holocron for about a month now - as I gradually get to know the basics of Kotor modding - specifically because of this instant visual feedback while placing objects, changing them and so on. I already see it's lacking in many areas and causes crashes and I'd like to learn the proper workflow and start to root out the Holocron Completely and stop relying on it. (sorry for the offtop) -
Animation in a room's mdl not playing
DarthParametric replied to Stanlej95's topic in General Kotor/TSL Modding
No. Like I said, all keyframed objects are required to be under the A node in a room model. Never used it, and would never use it. I do any model adjustments in KMax or KBlender as appropriate. -
Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
@DarthParametric Thanks for the quick reply. I made mistake in the topic the function i used in onEnter script was PlayRoomAnimation("106per01", ANIMATION_ROOM_SCRIPTLOOP01); Does this "a" suffix is just a cosmetic, arbitrary convention thing or is it actually a flag that the game engine specifically looks for to play the animation? Do you maybe have a thought on this ohter issue of Holocron Designer displaying removed mesh of the Ebon Hawk and not displaying added models like the Harbinger and the shuttle? Is it cache related issue or does my room somehowe connects to the vanilla 106PER module and confuses the assets? -
Animation in a room's mdl not playing
DarthParametric replied to Stanlej95's topic in General Kotor/TSL Modding
Your arguments are wrong. The function is void PlayRoomAnimation(string sRoom, int nAnimation); So, for example, in my K1 Taris Upper City Cantina mod where I have monitors change their screen display based on your progression through the fight ladder, I have commands like PlayRoomAnimation("m02ae_03a", nDPAnim); Where m02ae_03a is the specific room model (the one with the Hutt) and nDPAnim is an int that is determined by GetGlobalNumber / GetGlobalBoolean lookups. The model has scriptloop01 through to 10. Additionally, all keyframed objects must be children of the "A" node. That is, the dummy with the room name with "a" appended to the end. You can see an example in your MDLEdit pic on the right: -
I modified one of the rooms in my custom module ph1 i cloned from 106per. I extracted the harbinger model from another modules room mdl grabbed it's textures and placed it outside the peragus hangar. I removed ebon hawk from the hangar patched up the walkmesh and fixed the lightmaps. Cleared the minimap of ebon hawk silhouette. I also added a shuttle from telos module and animated it in blender with kotor addon. The animation doesnt play in game but when i open the rooms mdl file in mdleditor it shows the animation. I tried variety of names for Kotor Animation input in blender: animloop01, scriptloop01, default etc. The shuttle correctly spawns on the first keyframe but it refuses to move. I also copied different shuttle with it's already existing vanilla animations and it to refused to move even though it did in original module. I tried forcing the animation with onEnter script: PlayRoomAnimation("scriptloop01", 1); and variations with animation constant SCRIPTLOOP01 (even though it's just an int that equals "1") I inserted all keyframes on the dummy node conatining shuttle meshes. The node is a child directly to a 106PER01 node (The module is cloned with Holocron so the rooms prefixes stayed vanilla instead of "ph1". The shuttle refuses to move no matter what I do. Also I don't know if this is related to this issue but Holocron Module Designer still shows the Ebon Hawk even though it is removed from the mdl completely and doesn't appear in the game.
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CrazyBoorad joined the community
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My main issue is that there's no way to grant powers in KOTOR 1, so there's not really a natural way to do that. I did play with a version where the force power script updates its effects depending on her level, but got annoyed writing the very long power description and didn't like that it made the mod feel less vanilla. But maybe I will release it as an optional install.
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Hey there! So this is the worst type of news to hear, and I want to see if I can fix it for you. Usually these types of crashes when you move in-game is caused by moving into range of an asset that you game is unable to process. An incorrect model, or something like that. I think the best thing I can do right now is take a look at some of the assets that module used. Can you reach out to me on Discord so we can discuss fixing this more? for now: Hold onto a save for before you enter the Aratech facility for the first time. An autosave for the facility itself will work, as long as it’s the first visit. We’ll get this worked out!
- 232 comments
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- expanded universe
- sleheyron
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PLOMEROPAEZ joined the community
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hohogamer joined the community
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"In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback" About that: I think one way to get around that concern would've been to give Bastila "normal" battle meditation at the start and then have her battle meditation automatically update to it's advanced forms, once she reaches the levels that make them available in Kotor 2.
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cHnn joined the community
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What dialogue is there about finding the holocron and giving it to Kaevee? I wasn't aware of anything beyond what was already restored.
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Souls started following K1 Effixian's Brunette PFHC01 Reskin and Minimal Headgear - K1
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- supermodel
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Heyorange's Sith Uniform Reformation [Revised]
mackmitchell94 commented on Sith Holocron's file in Skins
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- 49 comments
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Fixed Hologram Models and Admiralty Redux for TSLRCM
lorddli reviewed DarthParametric's file in Mods
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- the sith lords
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expansion Mission to Sleheyron: A New Story Expansion Mod for KOTOR
ReanGalliams commented on SAO1138's file in Mods
I'm completely stuck in the Aratech Rayshield section. Previously I have encountered the loading zone crashed but they can be dealt with by loading the autosave. However, once I have stepped into the Rayshield zone, any movement or camera movement will swiftly result in a crash, it won't crash when I am absolutely stationary. I'm using KMRP along with mod, but the game still crash when KMRP 1.5.1 patched is restored to Original. Oh wait I just saw the troubleshoot, I will try that first. Nope, didn't work.- 232 comments
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plampa started following holocron of Kaevee's master, the padawan
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Hi, I was looking at the dialog.tlk file and there are some lines about the holocron of Kaevee's master, the padawan of Dantooine. According to the dialogue, you can find the holocron, interact with it, or give it to Kaevee. Does anyone know if there's a mod for this? Thanks.
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As a KotOR modder whose majority of mods involve editing DLG files, NeoDLG is the best DLG editor to date and it is not even a contest. Firstly, NeoDLG (and Vriff's other Neo tools) support macOS and Linux, which means users of macOS or Linux (like me) are able to enjoy the software without using a compatibility layer like WINE. NeoDLG's feature of exporting TSLPatcher/HoloPatcher instructions for dynamic DLG file patching is a real game changer for modding dialogue. In the old way of using DLGEditor to edit a DLG file then using ChangeEdit to generate the TSLPatcher output, if you add new dialogue nodes to a DLG file, the indices of those new nodes are fixed. This means a different mod that also adds new modes to the same DLG file can end up sharing the same dialogue node indices, causing the two mods to conflict. On the other hand, NeoDLG's patcher instruction export feature makes use of 2DAMEMORY so the indices of new dialogue nodes are not fixed, thus TSLPatcher and HoloPatcher 2.0 (earlier versions of HoloPatcher does not support DLG dynamic patching) can patch DLG files when adding new dialogue new modes in a dynamic matter, which improves compatibility with other mods that patch the same DLG files. Not to mention, NeoDLG exports the patcher instructions faster than ChangeEdit when generating the GFF output.
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WildKarrde started following MOD:The Champ/T3 Eye Level Fix
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Hello there! Don't worry, I didn't take it that way at all. Actually, that's a pretty good idea. It's not exactly the same thing, but yesterday I created a Steam collection for all of them. And n ow that you mention it, I might do something similar here as well. I could even make a preview image showing every deck side by side to make it easier for people to pick