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Showing content with the highest reputation since 02/02/2021 in Posts

  1. 8 points
    Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  2. 7 points
    Hi All - With all the rumors of a new KoTOR coming out, Deadlystream is in great need of a new theme for Deadlystream and a new Logo/Banner. What I am looking for is someone to do what is outlined below, this would be a paid project and anyone who can show some previous work is free to apply. I am particularly hoping someone from the community would like to do this work, as I believe someone with a passion for KoTOR and Star Wars would be better suited for this. This could all be done by one person or if you would prefer to do just the theme or just the logo that works too. Theme - Build a wireframe and/or a psd of a new theme for Deadlystream Design new icons for Deadlystream forums New design for the Forum section of Deadlystream New design for a News Section of Deadlystream New design for the download section of Deadlystream New design for the Gallery Section of Deadlystream Logo and Banner - New Logo that includes Deadlystream in the name New Banner that is Star Wars / KoTOR theme'd Logo can be layered over banner, and will be used at the header of Deadlystream Please reach out to me via PM if you are interested. Thank You, Tyvokka
  3. 6 points
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23
  4. 4 points
    I have to second this. This sounds like a great mod idea, both inside and outside your project. This was something that always bothered me. Would be interesting to see how the camp reacts after losing several of its people, the recruit trainees usually perish, some of the patrolling guys do as well. You'd have to make sure dueling NPCs didn't end up dueling air, or maybe that would look fine, like shadow boxing.
  5. 4 points
    [Update: 02/18/2021/AM] Progress made with the bar/drinking lounge. I have added a signage to the counter, as well a touch of comfortness by adding a nice-gritty[?] carpet. The table trims also have been reshaped, and few other stuffs mainly to make this place more compelling, lol -- I'm looking to work on this project pixel-by-pixel on a daily basis. Trying to get my memory back with some stuffs I used to know at the very least, 'cause not modding for months makes me forgot more than what I've learned, lol. Catch you later!
  6. 3 points
    I wouldn't bother making another video of this, but here's some screenshots to give you an idea:
  7. 3 points
    Thanks! PBR is not available in 0.15, hence "feature preview" in the video title. Currently, you either want to build reone from source or wait until I release the next version (which will take some time, as I intend to make Endar Spire completable with it). Regarding launch: specifying the game path should be enough, yes. Did you install the VC redistributable, as the readme suggests? Other than that, you want logs to diagnose problems: either start reone from the command line, or add "logfile=1" to the config file and look for "reone.log". Regarding graphical capabilities, current light limit is 16 lights (easily extendable). There is also an experimental feature to convert self-illumed models to actual light sources, which does spice interiors quite a bit. Ray tracing is not entirely out of the question, but the engine would need to be rewritten to replace OpenGL with Vulkan. Definetely not something I'm interested in for the time being. Also, keep in mind that to fully utilize PBR, vanilla assets need to be augmented with additional data: metalness and roughness parameters, per each diffuse texture, which I setup by hand for the preview video.
  8. 3 points
    Hello everyone!! I would like to make a mod request, if possible. Something that always bugged me, was when you are on Dxun (Mandalorian Camp), it actually looks like a camp! There are patrols, people training around the camp, etc. But after the surprise sith attack, when we return from onderon, except for Zuka that keeps doing his thing on the terminal, almost everyone else stops doing what they were doing before and just stand there (even when they say that kelborn made them train and put the camp to 100% lol). What i would like to request is, if it's possible to make the camp be the same as before, when we return from Onderon? For the exception of Kelborn position of course. Thanks! 🙂
  9. 3 points
    I keep a tab on performance and try to use modern OpenGL functions and optimization techniques whenever it makes sense. As it stands now, reone pushes hundreds of FPS in a typical module on my machine, noticeably more than I have using the vanilla engine. And yet, there are still ample optimization opportunities I can think of. You can expect reone to outperform vanilla, if only due to advancements in OpenGL. Grass is currently not implemented at all, but I see no reason, why you wouldn't be able to increase the grass distance or crank any other graphical setting up.
  10. 3 points
    Hi everyone, I know it has been a long ..long time since I last posted here. I have been thinking about getting back into modding… Over the past few months I have been looking over the Revenge of Revan mod and seeing if I will return to it. Then came the new Kotor Level Editor (KLE).. which changed everything.. Also tweaked the story for the mod to help with the pacing. I decided to return to finish Revenge of Revan. The mod will be released in sections There will be no human VO till after the mod is fully complete. Using the KLE (Kotor level editor) to build the mod. Will be looking to build a team. I am looking for individuals to join the team - this would be for dialogue and quest writing. The writing team members will be using the dlgeditor. You will be adding your text in the dlg editor and once I have the file, I will add in the scripting to the dlg, for example jrl entries, LS/DS points, etc. If your interested in joining the writing team, send me a message 😃 Team members: Writer : N-DReW25 Art: Redrob41 Also included a video showing off the new kotor editor and showing how it will help in production. Logan23
  11. 3 points
    This is basically a reskin of Javyar's Cantina, where we'll find bullet marks, stain, and broken panels on wall and the floor -- as oppose to the Upper City one that looks more preserved. Though many of its geometry, lighting etc. has been changed. More details below! Much thanks! ____________________________________________ Long-story-short, Iater last year I was in a discussion with @DarthParametric on DS' Discord about creating new module -- an entertainment promenade in K1 to be exact, which players could spend their time doing mini-games, battling characters, monster hunting, enjoying cool tunes and many more [that you'll decide! Why? Will find out about it soon!]. Out of agreement [LOL] I chose Javyar's Cantina as template and go ahead on working on the basis -- some basic modeling, reskin, and to follow -- populating the area with NPCs as well their fancy things. To make it shorter -- we had agreed and envisioned this to be a modders' resource in the long run, but my plan is to lay the foundations first -- a fully functional module that later can be easily integrate with modders' customized version of it [this where you decide what you want to do!]. So the end product will be a playable module and an empty module with resources. As it stands now the area has been finished about ~80% [that I'm quite happy of]. The only room that haven't fully worked on is the bar/drinking lounge. Here's some screenshots and details of each rooms -- Entrance Pazaak Lounge Central Hub Swoop Lounge Bar/Drinking Lounge Dancer Lounge I guess that's all for now. And if anyone have questions and/or feedbacks feel free to drop one. Cheers! P.S. this one by far is the most complex mod I've ever attempted [and without DarthParametric's help it wouldn't be at this point, really], and to add to that -- I haven't mod in about 4 months or so, so -- this one might take a while, hahah. 🤪
  12. 3 points
    Heh. One of the most satisfying things I've ever seen in this game. Oooohh, that glow!
  13. 2 points
    With this mod, normal maps will be the least of your concerns, there is much more possible like AO, infinite grass distance, YES: Custom REAL Time Combat, better performance and more, as Seedhartha assured me. Also the games functionalities will be the same as before, that means mods should work as usual. To illustrate the capablities of this baby i did some comparison screenshots from the PBR HDR vid above: Before: After: Before: Here the benefits of dynamic lighting are well visible, as you see. the illuminated spots at the floor are colored differently due to its unique lightsources in realtime: Before: After: the scene isnt always that dark depending on the incoming light: Before: After: And now my favorite ones - note, how much more it feels like Star Wars with those ground reflections: Btw, these are vanilla textures, that means the look can be further improved dramatically by quality texture mods.
  14. 2 points
    Interesting idea, I will take a look next time I am on Dxun as this sounds like something that needs changing, chances are it will be a part of my main project, but I shouldn't have too much trouble releasing such a thing on it's own as well, though no guarantees on when I will get around to trying
  15. 2 points
    Since reone already uses multi-pass rendering, there's nothing stopping you from writing a post-processing shader. That's how self-illumination currently works, for example.
  16. 2 points
    So final update for today. The port to Kotor is finished including the three new saber colors from TSL. So when ever I get the permission from @Sithspecter I am ready to push boh versions out there. And something you might be interested in: Kotor features now black core sabers.
  17. 2 points
    Yeah, good point. And thanks! Also more stuff:
  18. 2 points
    Here's a new shot of the geometry, textured up. I've got the Rakatan symbol on the base. Too on the nose?
  19. 2 points
    Wow, @ebmar this looks like a very neat project! I am excited to see how it develops. My feedback is that the area in general is a bit too dark, especially in the corners and within the center circle between the tables and the outer walls.
  20. 2 points
    So in case anyone was wondering, I AM working on a new SLM. SLM 2020 Been working with and learning from Crazy34 on these new blade models with ambient lighting or glow. Which means new blade cores and planes that look spectacular, that sit gloriously atop my SLM and Default Replacement hilt models. Already replaced some hilt models in SLM and would like to get GMax again to be able to model brand new hilts that don't have all those damn vertical vader grips. In fact I plan to remove a lot of those. In addition I've already expanded the workbench dialog to be able to break down or "disassemble" every single type of lightsaber in the game so you can get the crystals back out of the lightsaber and build whatever hilt you want from SLM. Oh, it'll be awhile...I only just was able to get the single saber portion of the default hilts done with the new blades.... More to come. -KJ
  21. 2 points
    Well that's entirely down to the walkmeshes. If you are trying to cobble together existing room models in a completely original manner then you are going to need custom walkmeshes. Typically, but not always, each room will have its own walkmesh. Points where you need to cross from one walkmesh to an adjoining one in the next room are defined in the walkmeshes themselves, by which edge/s link to which other rooms. If you looked at the AABB node in the ASCII model of a room, you'd see something like: roomlinks 4 186 8 255 3 298 6 301 6 Here there are three adjoining rooms, 3, 6, and 8 (determined by the LYT hierarchy). Room 6 has two edges for its link because of the nature of the room's triangulation. If your LYT points to vanilla room models then their walkmeshes will be linked corresponding to their original LYT positions. The only solution is loading up the entire LYT of your level and reassigning the room links. As far as I know, currently this can only be done in KOTORMax (so Max/GMax required). I don't believe the equivalent functionality has been implemented in KOTORBlender yet. Note that this will mean you will have to change all the model names to custom ones, if you haven't already.
  22. 2 points
    There are a lot of parts involved, but this is perfectly reasonable first as a first attempt at modding if you are prepared to learn. The basic steps are: Create the merchant NPC (UTC file) Create the store inventory (UTM file) Add the merchant and store to the the game Create a dialogue (DLG file) so you can talk to the merchant and attach this to the Conversation field on the merchant Write a script to open the store and attach this to a node in the dialogue file Here are the essential tools required for the job: KOTOR Tool to extract files K-GFF to edit the merchant's UTC file, store inventory UTM file, and UTI files for any new items you might want to create DLGEditor to edit the merchant's dialogue NWNNSSComp to compile scripts TSLPatcher and ERFEdit for compatibility if you intend to release the mod You can find a rundown of the most common modding tools here. There is also an archived tutorial from LucasForums on how to create a merchant here. A couple more notes: For my Jedi Tailor mod, I added a trigger (UTT file) to the dynamic area information (GIT file) that spawned the merchant and all other related objects. I felt that this had the smallest footprint and would therefore be best for compatibility. I also added a few invisible placeable objects to keep track of local variables relating to the tailor's dialogue. KOTOR 1 typically uses global variables for this, and I feel this should be avoided unless strictly necessary, again for compatibility. KOTOR 2 has more local variables available, so the merchant could handle them all alone.
  23. 2 points
    Just wanted to chime in here. I left Ausanan a PM letting them know it's me. In the original mod I had given Effix credit for importing the models, but neglected to do it this time. I will update the Steam description, but just letting everyone know that "Blimp Ninja" is me lol.
  24. 2 points
    I asked "Did you make sure you have freed Atton, Kreia, Bao-Dur and T3M4 before leaving the Telos academy? Did you fight the Handmaiden sisters before leaving the academy?" because you reported that your issue happened you were leaving the Telos Academy. The point of my question was to ask did you did those things in the Telos Academy when you have my mod installed. I wasn't asking if you already installed my mod when you went to the Telos Academy. The mod description and ReadMe file of my mod have already stated VERY clearly that I STRONGLY ADVISE AGAINST using the Steam Workshop version of TSLRCM if you want to use this mod. Instead, I will suggest you use the installer (.exe) version of TSLRCM. Since you linked to the Nexus Mods page of my mod, I also emphasized that I DO NOT recommend the Steam Workshop in a sticky post in the comments section. I will not be surprised if your issue was caused by you using the Steam Workshop version of TSLRCM. I put that warning against using the Steam Workshop version of TSLRCM for a reason. Maybe you should consider the possibility that your issue with a mod happened because you didn't even follow the mod author's instructions in the first place, and you should try fixing your issue by actually following the author's instructions in Read Me files and mod descriptions. I suggest you read this on why Steam Workshop is NOT recommended for modding KotOR 2, which I also linked in a sticky post of the comments section of my mod page on Nexus Mods: I suggest you get rid of the Steam Workshop version of TSLRCM entirely - not just unsubscribe, but also delete TSLRCM's Steam Workshop folder in your computer. Download TSLRCM from Deadly Stream and install this version instead: And then try installing my mod and/or PartySwap instead of trying to use KSE to get Handmaiden as a female Exile. PLEASE read the mod author's instructions in Read Me files and mod descriptions before installing and using a mod.
  25. 2 points
    The Phantom Bug Attack of the Cases Revenge of the Switch
  26. 1 point
    So here I have one more update for you. The kitbash crossguard saber from @Kaidon Jorn is now ported to Kotor. Black core crossguard looks pretty good in my opinion. What do you think? Stay healthy!
  27. 1 point
    Opacity is the other side of transparent (100% opaque = 0% transparent and 100% transparent = 0% opaque) so yeah, that's the same thing. This may have been renamed in some version of GIMP. Not sure what you want to do, if you want to retexture an NPC then you don't need to mess with .uti and .2da files, you simply overwrite the existing texture the game uses. Let's say you want to give an NPC another 3D model, then you do need to change its .2da row. You can make a backup of the appearance.2da that you currently have and then just experiment.
  28. 1 point
    @Kaidon Jorn I can wait for you to share with the others what you have been working on. I think this is in terms of lightsabers a new revolution for TSL and later also for KOTOR. I hope I can soon get the permission from @Sithspecter to release my mod as well.
  29. 1 point
    TSL Restored Content Mod 1.8.6 Ultimate High Resolution Peragus and Harbinger- TGA Version Ultimate Korriban High Resolution - TPC Version Ultimate Dantooine High Resolution - TPC Version Ultimate Dxun High Resolution - TPC Version Ultimate Nar Shaddaa High Resolution - TPC Version Ultimate Onderon High Resolution - TPC Version Ultimate Malachor V High Resolution - TPC Version Extended Carth Meeting 1.2 Extended Enclave (TSLRCM add-on) 2.3 Extended Ending 1.01 Extended Korriban Arrival 1.2 GenoHaradan Legacy 1.0.2 Complete Character Overhaul -REDUX- ( TGA Version ) Fixed Hologram Models and Admiralty Redux for TSLRCM TOR Ports KOTOR Comic Republic Uniforms Admiralty Patch 1.0.1 SWTOR Series Saber Mod v.2 TOR HK Skin Pack 1.0 TSL Full Masks Reskinned Mira Romance Mod 2.0 Content Pack Feats and Powers (TSL ver) 1.4 HD G0-T0 Upscale High Poly Grenades K2 HD Mandalore Upscale TPC JC's Darksaber for K2 1.2 High Quality Blasters KOTOR 2 Upscaled maps Improved Widescreen Experience 1.0.0 Kyle Katarn's JK2 Lightsaber for TSL Enhanced Merchants for TSL Full Force Mod High Level Force Powers V2 High Level Force Powers V2u1 Lost Force Powers Pack Force Exhaustion Force Annihilation HD Cockpit Skyboxes 2.0 Effixian's Alternative Female Twi'lek Dancer Outfits 1.0.0 Darth Sapiens Presents HD Darth Nihilus 1.00 Darth Sapien's Presents T3M4 HD 2k 1.00 Darth Darkus' Armored Robes 1.3.1 Mira Revision (1.1) Mira Unpoofed 1.0 Movement Animation Fix for KOTOR & TSL (1.3) Mono's K1 Gun Models Movie-style Jedi Master robes 1.5 Mandalorian Battle Blades 2.0 NihilusVisas scene VO tweak Visas Unmasked! TSL Main Menu Model Fix for Widescreen 1.1 TSL Backdrop Improvements 1.3 TSL Warp & Cheat Band (1.2) TSL Jedi Malak Mouth Fix 1.1.0 Benok's Alternate Lines Restoration B1 Battle Droid Blaster Rifle Atris to Jocasta Nu Effixian's Bao-Dur Reskins Ebon Hawk 4K Thinner HUD Elements Three New Force Crushes (Fixed) The Recruitment Of Jedi Master Atris (3.5) Trandoshans Rescaled for TSL Serocco Guard VO Fix New Force Power Retribution
  30. 1 point
    Hi! IMO the best version for modding is the one from GOG. https://www.gog.com/game/star_wars_knights_of_the_old_republic_ii_the_sith_lords
  31. 1 point
    [Update: 02/21/2021/AM] Bits of progress with the bar/drinking lounge -- As suggested by DP I have changed the mark out walkways' colour, and can't be agree more with him -- I do like the new one! As an addition to that I have also changed its pattern, as well readjusting the curves/corners/angled sections. I did pleased with the result, and looking to move to another part which is... hmm, not sure, I can pretty much populating the area now but -- oh! Reshaping all the table trims to match with the bar ones. Anything I'd do in the near future would still cleaning up the place aesthetically anyway. That's all for this update -- catch you later, and may the Force be with you!
  32. 1 point
    I'd suggest a different colour than the hot pink, since you appear to be using that elsewhere for barriers. Maybe just a slightly yellowish white rather than a super saturated neon. It also looks like you'll need some custom textures to handle curves/corners/angled sections. The bits where it "steps" look a bit iffy.
  33. 1 point
    So it's a K1 version of the Scrapyard Games concept?
  34. 1 point
    Could we see some screenshots? There are a few mods like this and it's difficult to compare without proper references
  35. 1 point
    Don't say I never did anything for you: DP_Bao-Dur_Armour_and_Robes.7z I haven't even looked at it for about 3 1/2 years though, so you're on your own as far as doing anything with it. The adjusted head to match was already released as a modder's resource.
  36. 1 point
    I am actually switching Bao-Dur’s ElectroMesh Armor to be a reskin of Jamoah Hogras armor which will just be Bao-Dur’s Liberator/Oppressors armor...i lost the template for the electromesh armor reskin from back then. Haven’t gotten to it yet but it’d match (well, lightside anyway) his SLM Liberator lightsaber 😜 Dont know how any of that will fit in with your idea but just to let you know😉 SLM is going to take up all my time for a bit
  37. 1 point
    You can just stack multiple CreateObject lines like that, it will work. The more 'correct' way would be to have a loop like this int nCount = 3; for (nCount; nCount != 0; nCount--) { CreateObject(OBJECT_TYPE_CREATURE, "trig_test", lLoc); } This would loop through the CreateObject line 3 times, creating 3 of your test guys.
  38. 1 point
    That script is global, so you'll find it in scripts.bif (original source included). It has nothing to do with transitions though: #include "k_inc_end" void main() { SetTraskState(TRASK_NOTHING_02); } It just sets a global number: void SetTraskState(int nValue) { // AurPostString("New State" + IntToString(nValue),5,7,2.0); SetGlobalNumber("END_TRASK_DLG",nValue); // AurPostString("Set: " + IntToString(nValue),5,10,3.0); } There are a few modules that utilise global scripts for things that really should be module-specific. Manaan is notorious for doing this. I'd suggest permanently extracting scripts.bif somewhere so you don't need to use KTool. I'd also highly recommend installing Notepad++ along with JC's NWScript language definitions if you haven't already. It makes working with scripts much easier. With the global scripts extracted, you can try doing a Search in Files for examples of a particular function:
  39. 1 point
    KAurora can also edit the room links, although I would really recommend acquiring Gmax and KOTORMax for the convenience, since you can get Gmax for free.
  40. 1 point
    Thanks I'm relatively new here nice to see people respond so quickly!
  41. 1 point
    No I didn't mention them to anyone, I just figured that everybody probably already knew about them. I literally just went poking around Bao-Dur's GBL folder and started listening to every single sound clip. I came across those and realized they weren't used and started coming up with how I was going to use them.
  42. 1 point
    Just tried it out and it worked! Thanks for the help and for the tip on the Force-using custom classes.
  43. 1 point
    Going to Nar Shadaa and having this exact same issue. I don't know if anyone will see this but the DVBO thing doesn't work for me. At most, I kinda figured that disabling Vsync and/or(?) Frame Buffer Effects at least let's me see Goto and company for 3 seconds before it crashes. And it's not even consistent. I don't think it's Goto, because he loads just fine (also, no .txi file of him), but I guess the moment the camera is supposed to change towards something else (I haven't played in years, so I can't remember what happened there) I'm going crazy trying to fix this... it's so annoying. Please, if anyone can help i'd really appreciate it EDIT: Ok, in a bout of desperation, i just went and renamed the Override folder to see if it was something to do with mods. And it worked. Then I went checking each mod's page to see which could it be messing with that scene AND FOUND IT Ultimate Nar Shaddaa High Resolution - HD Upscale has a file named NAR_D_flr01.tpc that specifically messes with the yacht area. It's being actively being looked at, so hopefully it will be fixed soon. For now, deleting that files fixes the problem (Though it seems like you still have to do the DVBO thing)
  44. 1 point
    Ive taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
  45. 1 point
    What about mobile version? @JediArchivist
  46. 1 point
    Hello! I'm trying to figure out how the game deals with those values and I'm not sure I understand how it is supposed to work. While I understand the necessity of four fields (CurrentHP, MaxHP, CurrentFP, MaxFP), it doesn't seem the game file follows this rather logical approach and provides 5 fields instead. One may think that setting the same value for CurrentHitPoints and MaxHitPoints would result in the character having that very number in a full bar and same thing for Force Points. But no... That would have been too easy. I'm busy editing the .utc files for the various Evil Bastila files found in unk_m44ac and I was trying to make sure the level matches with the HP and FP. Since they don't (I have tried levelling up Bastila to that very same level by giving her enough XP and the HP and FP are not the same), I wanted to edit them properly. So, as an example, Bastila at Lvl 18 should have 180 HPs and 198 FP. I insert 180 using the K-GFF editor in CurrentHitPoints, MaxHitPoints and HitPoints and 198 in CurrentForce and ForcePoints. The result is that Bastila has full bars with 216 HP and 288 FP. Then I tried doing something different. I used 10 for CurrentHitPoints and HitPoints and 180 for MaxHitPoints. And 10 for CurrentForce and 198 for ForcePoints. The result was that Bastila now had a HP full bar of 46/46 and a partial bar of Force Points (100 / 288, if I recall the first value well enough). Does anyone here know how those values really are calculated and which ones should be edited leaving the rest alone? Thanks! UPDATE: I think I can answer my own question here and perhaps I should just open a new topic to explain things for others that may have been wondering the same. Apparently the values to insert in the file should be minus the bonus coming from Attributes and Feats because those ones are added by the engine to the total. I just need to figure out why the HP has three and not two fields.
  47. 1 point
    I wound up trying out for Hijata. This is really more of a test of my recording space as I'm getting over a cold but why not share the results? But if Salk wants the files, I sent them to him to do what he wishes. The outtake line at the end has an uninvited guest.
  48. 1 point
    I kept the collar itself, I just repositioned the verts a bit, mating them to the torso hole and making the top curve a bit more consistent. It was the neck plug that I replaced, which was a separate piece in your original. I just added in some new geometry to bridge the inner walls of the collar itself and snapped the inner ring to the neck of an imported head. As to changing the texture assignment, like I said above that doesn't really matter, since the entire model gets forcibly assigned a texture via the 2DA anyway. The more concerning elements are how you managed to change the scale, and how you managed to change the hierarchy (including adding an emitter). Exporting with animations wouldn't do that. It doesn't do anything unless the base has animations on it. Since the model has no inherent anims, it functions exactly the same as exporting geo only. If you were saving it as a GMax file, maybe there was some unit conversion screwiness going on there that would explain the scale problem. Maybe there was also some problem with it incorrectly storing object types. A question for @bead-v no doubt. Edit: Haven't tried the TSL version, but here it is in K1: Here are the files. Adjust to taste. ASCII_Models.7z K1_Binary_Models.7z TSL_Binary_Model.7z
  49. 1 point
    The numbers I mentioned before are for before the final romance conversation. So if they're set to that in your save, they're wrong. I don't have any recent Bastila romance saves to check, but I believe K_SWG_BASTILA should be at 12 at that point in the romance.
  50. 1 point
    It's possible, with a lot of slicing, dicing, vert tweaking, and UV finagling to combine two separate textures (heads require a single texture if you want DS transitions): However, the danglymeshes for the ponytail, bangs, etc. no longer work. MDLOps doesn't compile these properly, so these bits are rigid. Someone would need to do a better texture for the hair. I just did a half-assed overlay in PS to get it white-ish looking.