Transparent Environment Suit Faceplates for K1 1.3

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About This File

This mod makes the spacesuit and diving suit faceplates transparent so that you can see the head of the character wearing them, as opposed to the opaque faceplates on the vanilla suits.  There is also an option to install only the diving suits, if you prefer the spacesuits to keep their  mirrored vanilla faceplates (similar to real spacesuits).  I have also made the following edits to the suit models:
- Adjusted texture UVs to hide texture regions that appear unfinished.
- Added a bright texture to the squares on either side of the faceplate (which were apparently intended to look like lights but instead appeared reflective in the vanilla game).
- Added light beams and in-game light sources to the diving suit to simulate helmet-mounted floodlights.  (I have also included an option that does not have these lights if you prefer.)
- Added a new environment map for the spacesuit which approximates the surroundings during the spacewalk.

I have also included two optional variations:
- No Diving Suit Floodlights - Omits the diving suit's new floodlights
- Less Transparent Spacesuit Faceplates - Reduces the transparency of the spacesuit's faceplate, if you prefer a more mirrored look but would still like some transparency.  The diving suit is not affected by this option.

Please note that if you are using a non-vanilla player head, the diving suit and spacesuit will default back to the vanilla-style mirrored faceplates.  See the "Compatibility" section below for further information.

IMPORTANT:  A save from before exploring the Manaan seafloor for the first time is required.

Thank you for downloading, and I hope you enjoy this mod!

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INSTALLATION

Run INSTALL.exe and select the install directory for your game.  Select which version of the mod you would like to install from the drop-down menu at the top of the window, and click the "Install" button.  The "Full Install" options make changes to both the space suits and the diving suits, while the "Diving Suits Only" options only affect the diving suits.
IMPORTANT:
- Select one of the "K1CP 1.10+" options if you are using KOTOR 1 Community Patch (K1CP) version 1.10
  or higher.  If you are using K1CP 1.9.2 or lower, use one of the "General" options.
- Select one of the "K1R" options if you are using the KOTOR 1 Restoration (K1R) with the option "Party on
  the Sea Floor".  If you are using K1R without "Party on the Sea Floor", use one of the "General" options.

If you would like to use the "No Diving Suit Floodlights" or "Less Transparent Spacesuit Faceplates" options, select the corresponding option from the drop-down menu after the main installation is complete, and click "Install" again.

This mod includes the Windows version of HoloPatcher for installation.  If you are running on Mac or Linux, you can find the appropriate versions of HoloPatcher here, along with the latest Windows version:  https://deadlystream.com/files/file/2243-holopatcher/. This mod requires HoloPatcher version 1.5.2 or higher of HoloPatcher.

If you have other mods installed, it is normal to see warnings that some or all of the following files already exist and have been skipped:
- appearance.2da
- heads.2da
- lev40ad.mod
- manm28aa.mod
- manm28ab.mod
- manm28ac.mod
- manm28ad.mod

Selecting the "Diving Suits Only" option will still install the UV fixes and new environment map for the spacesuit.  If you do not want these changes, delete the following files from Override:
- UV Fixes: spacesuit01.mdl, spacesuit01.mdx
- Environment Map: P_WaterSuit02.txi

If you would like to edit the scripts in this mod for personal use, please note that most of the provided script source files cannot be directly compiled because they include 2DA memory tokens, placeholders which are automatically replaced by appearance.2da row numbers when compiled during installation.  Running the installer and selecting the option "MODDING TOOL: Build Script Source" will save copies of the source scripts to the subfolder "temp_nss_working_dir" within "tslpatchdata" with the necessary appearance.2da row references automatically filled in.

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COMPATIBILITY

This mod is compatible with the KOTOR 1 Community Patch (K1CP) and the KOTOR 1 Restoration (K1R).  Note that if you are using K1CP 1.10 or higher or K1R with the "Party on the Sea Floor" option, you must install the appropriate option as described in the "Installation" section above.  It is not compatible with any mods that alter the following files:
- k_plev_airouopn2.ncs
- k_pman_airlock02.ncs
- k_pman_airlock03.ncs
- k_pman_airlock11.ncs
- k_pman_starmap05.nss
- k_pman_starmap02.nss (K1CP 1.10+ installation option only.  K1CP itself is, of course, the exception that is compatible.)

This mod's edits to m28ad_01a.wok are sufficiently minor that overwriting this mod's version with one from another mod will not cause any significant issues.

For best results, install this mod after K1CP, K1R, or any other mods that make significant edits to:
- The walk speed of the space/diving suits
- The module with the Leviathan spacewalk
- The Manaan seafloor or undersea base modules

This mod is compatible with reskins and texture mods that affect vanilla heads.  It will not conflict with mods that edit the MDL/MDX files of vanilla heads, but the changes to the head model will not carry over to the head seen inside the spacesuit.  Similarly, due to the nature of a work-around used by this mod, any mods that edit the Star Map MDL/MDX will not affect the Manaan Star Map.  Mods that reskin the Star Map are compatible.

Due to the way this mod is implemented, the environment suit faceplates will still be opaque if you use a non-vanilla player head.  If you would like to see a non-vanilla head in the spacesuit, I have included instructions for making the new head compatible with this mod.  For further information, please see "Instructions to Add New Heads.pdf".
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LIMITATIONS AND KNOWN BUGS

The new lights on the diving suit do not equally affect all objects, likely due to game engine limitations.

If you are using the compatibility patch for the K1R "Party on the Sea Floor" option, your weapons will not be reequipped automatically when you reenter the underwater base.  This is a work-around for a bug where party members were somehow still able to use blasters underwater to shoot the Firaxan sharks.  Apologies for the inconvenience.

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CREDITS

KotorBlender by seedhartha
tpcview and tga2tpc by ndix UR
NWNSSCOMP by Torlack and tk102
DeNCS by JdNoa and Dashus
K-GFF by tk102
HoloPatcher by Cortisol and th3w1zard1
ERFEdit by stoffe and Fair Strides
Kotor Tool by Fred Tetra

Thanks to Nehua for suggesting an option to keep the mirrored faceplates on the spacesuits.  Thanks also to Salk for suggesting an option with intermediate transparency.

A big thank you to th3w1zard1 and Cortisol for their time and effort spent upgrading HoloPatcher to be able to compile all of the scripts in this mod.

Vanilla scripts are based on the K1CP team's repository of unaltered, decompiled vanilla scripts (found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source). This mod makes use of the script function CP_RemoveForceSpeed developed by the K1CP team.

The K1R-compatible version of k_pman_airlock11.ncs/nss includes edits originally developed by the K1R team.  Similarly, the K1CP-compatible version of k_pman_starmap02.nss includes edits developed by the K1CP team.

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VERSION HISTORY

1.0 - Initial Release
1.1 - Added option to install only the diving suits (suggested by Nehua).
1.2 - Added option to reduce the spacesuit faceplate's transparency (suggested by Salk).
    - Applied spacesuit environment map with a TXI file instead of a full TPC to improve compatibility
      with mods that reskin or upscale the original texture (also suggested by Salk).
1.3 - Added work-around for the Star Map to render properly when seen through the diving suit faceplate
    - Revised suit bubbles to more closely match vanilla behavior
    - Revised inner suit geometry around neck
    - Adjusted head motion during walking and running animations
    - Added code to Manaan airlock scripts to clear Force Speed before going out to the seafloor
      (vanilla issue originally documented by the K1CP team)
    - Streamlined the K1R installation process
    - Switched installer to HoloPatcher to improve cross-platform installability.  Special thanks to th3w1zard1
      and Cortisol for their substantial efforts to improve HoloPatcher's script compiling ability.

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DISCLAIMER AND PERMISSIONS

This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.

This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Assets from this mod shall not be redistributed in other modifications without the author's permission.


What's New in Version 1.3   See changelog

Released

Added work-around for the Star Map to render properly when seen through the diving suit faceplate
Revised suit bubbles to more closely match vanilla behavior
Revised inner suit geometry around neck
Adjusted head motion during walking and running animations
Added code to Manaan airlock scripts to clear Force Speed before going out to the seafloor (vanilla issue originally documented by the K1CP team)
Switched installer to HoloPatcher to improve cross-platform installability.  Special thanks to th3w1zard1 and Cortisol for their substantial efforts to improve HoloPatcher's script compiling ability.

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Any portion of the Manaan star map viewed through the helmet will not be visible.  I believe this is due to how the game engine handles rendering order.

You can likely remedy this by breaking the glass mesh out to its own unique texture and adding a blending additive semantic to the TXI data (keeping the mesh alpha). I recall having some similar issues with the wounded soldiers in the kolto tanks on Taris.

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Two questions about the Scuba Merc NPC!

1) What happens if I chose that player head? Will it swap to another player head or will we have clones? Is it possible for players/modders to swap out that head for a generic commoner head or would that require some extra backbone to implement (From the perspective of someone who doesn't do custom model mods)?

157927166_Screenshot04.png.4737abcfa9f57

 

And 2) What happens when the Scubba Merc NPC gets eaten by the Firaxa? Is there a sort of panicked reaction or is there just a blank reaction as the camera zooms in on his face like this:

patrick-bateman-stare-into-your-soul.gif

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This is such a neat idea. Thanks for doing this.

Any chance for an installation option for scuba suits only? To me, space suit visors still make sense to me to be kept as reflective in order to protect from dangerous space rays. Whereas for scuba suits I imagine you'd want to maximize how much light can go in or out due to the limited light conditions so transparent would be the way to go.

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15 hours ago, DarthParametric said:

You can likely remedy this by breaking the glass mesh out to its own unique texture and adding a blending additive semantic to the TXI data (keeping the mesh alpha). I recall having some similar issues with the wounded soldiers in the kolto tanks on Taris.

Thanks for the tip.  Unfortunately, that reverses the problem and makes it so that the glass isn't drawn over the Star Map.

With "blending additive":

Spoiler

205881539_DivingSuitScreenshot1.png.53cc79460263b18cfe6fed4ae9a0641e.png

Without "blending additive" (published version):

Spoiler

1464042463_DivingSuitScreenshot2.png.62a6f00d73a0f0c00860462445094ef4.png

I also tried changing the alpha blending in the TPC, with no success.  In my opinion, the disappearing Star Map is less obvious than the disappearing glass, so I'll keep it as-is for now.  Interestingly, the Star Map is the only placeable on the sea floor that this happens to, and I think it's also the only one that uses mesh alpha.  My guess is that the game always renders a character model with mesh alpha before a placeable with mesh alpha.

8 hours ago, N-DReW25 said:

1) What happens if I chose that player head? Will it swap to another player head or will we have clones? Is it possible for players/modders to swap out that head for a generic commoner head or would that require some extra backbone to implement (From the perspective of someone who doesn't do custom model mods)?

If you're using that player head, the merc will instead have the "mullet man" head.  I didn't convert any of the commoner heads to work with the suit, so to use one of them, you would need to process it with the included instructions for adding heads.  Changing to a different player head would be much easier, since you would only need to change the normalhead/backuphead entries for "WK_WaterSuit_NPC_M" in appearance.2da.

8 hours ago, N-DReW25 said:

And 2) What happens when the Scubba Merc NPC gets eaten by the Firaxa? Is there a sort of panicked reaction or is there just a blank reaction as the camera zooms in on his face like this:

I didn't add anything special for his facial expression, but (a) the zoom-in is pretty fast and (b) the bottom of the helmet covers up his mouth, so his lack of reaction isn't very noticeable in-game.

3 hours ago, Nehua said:

Any chance for an installation option for scuba suits only? To me, space suit visors still make sense to me to be kept as reflective in order to protect from dangerous space rays. Whereas for scuba suits I imagine you'd want to maximize how much light can go in or out due to the limited light conditions so transparent would be the way to go.

Sure, that logic makes sense to me.  I have updated the mod with an installation option for just the diving suits.

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10 hours ago, WildKarrde said:

Sure, that logic makes sense to me.  I have updated the mod with an installation option for just the diving suits.

Thanks!

10 hours ago, WildKarrde said:

I didn't add anything special for his facial expression, but (a) the zoom-in is pretty fast and (b) the bottom of the helmet covers up his mouth, so his lack of reaction isn't very noticeable in-game.

 Can confirm, just played through this section and it looked pretty good to me. Don't know if it is the body language selling it or the way the shadows fell on the dude's face or what, but dude looked surprisingly scared to me. Not that there was that much to see in the split second it took for the scene to happen.

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