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Showing content with the highest reputation since 02/28/2020 in Posts

  1. 8 points
    Hello DeadlyStreamers! To think all it took was a pandemic and an overly long SWTOR content update to get me to announce the 2018 Mod of the Year winners. And of course, keeping in tradition with my minimum effort work ethic, here they are: Best Texture Enhancement: Best Content Restoration / Addition Most Helpful Community Member @DarthParametric and of course Mod of the Year Each winner will receive their new Mod of the Year 2018 medals. Also due to the nature of the nature of the 2018 Mod of the Year winner, I'll be awarding two versions of the medal - one black and one gold! So what's the deal with Mod of the Year 2019? I don't know yet. Due to all this COVID-19 business, sounds like I'll have more time for DeadlyStream business. I think it'd simply be a matter of choosing the categories and then starting up nominations. We'll see.
  2. 7 points
    Anticipation building for the announcement of the winners in 2021.
  3. 5 points
    I've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
  4. 5 points
    Mercy of the Sith holocrons? You don't know us very well, do you?
  5. 4 points
    So its been a few months since posted an update on this. Just letting people know I am still working on this. Back in January I started to rewrite this from scratch, currently there is still functionality missing from the older versions that need to be re-implemented. However that said, I've completed editors for all the .ut* file types, but some other things like a dialog editor still need to be made. I've also done some changes to the UI. I'm going to postpone pushing out updates until I have editors/viewers for all the file types which hopefully will be a few months tops.
  6. 4 points
    First, let me go ahead and say that not only is this possible, it's actually extremely simple. It's also extremely tedious to set up as the global default, unless you're building from the ground up anyway. Now, a little background info: When I was younger and more naive (read: four years ago), I had the idea to start working on a massively ambitious project (read: total conversion mod) all on my own just to see how far I could push the envelope when it comes to modding. I was no novice when it came to ingenuity in KotOR modding, having already cut corners to introduce the community to a mod that had been wished for many times since the release of TSL (insert shameless PartySwap plug here). It quickly hit me that there was something else about the KotOR games that bugged the crap out of me, and that was that they were fully voiced - with exception to the most important character in both games. I quickly decided that would be the next hurdle I tackle. It didn't take too long to figure it out. That's right - I've been semi-selfishly sitting on this information for four years. Why? I don't really know, maybe because I wanted to present it to the community in a large project that I was happy to be a part of and blow everyone's minds. But it has become clear to me that others have been looking for a way to make it work, and I'd be remiss to not share my experiences with this particular endeavor. With all that said, here's a bit of a disclaimer: All instructions in this tutorial are given under the assumption of modding TSL, NOT KotOR. The reason for this is simple - TSL scripting, especially when it comes to dialog, is a lot more malleable. I'm not saying this is the only way to pull it off, it's just the easiest to illustrate. The first question is "How do we enable the PC to be a valid speaker?" The answer: We don't. Simply put, any time you type 'PLAYER' into the Speaker tag line in a DLG node, the dialog will crash. This alone has turned others in the past off of pursuing this endeavor. "So, we can't use the PLAYER tag to make the PC talk, and we can't assign a new tag to the PC, so how do we make this work?" This is where one's fundamental understanding of how dialogs work comes in handy. There's always one performer in a dialog that doesn't need a stated speaker tag, and who is that? The owner. So necessary workaround #1: Make the PC the owner of the dialog. This presents a new problem, however. The game is coded to always assume whatever other valid object is in the command chain in game scripts that fire dialog is supposed to be the owner, whether it's the object starting a conversation with the PC or vice versa. You know what the solution for this is? Remove those objects from the command chain. So necessary workaround #2: Make the PC start the dialog with their self. That's right, the PC is going to be starting up conversations with him/herself that you will need to invite all other participants into through the use of the Speaker/Listener tags - and those tag lines are going to be used a lot, unless you literally want the PC to be talking to him/herself. The way to set this up in a script is quite simple: AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(), "name of dialog")); Note: I'm including a Modders Resource (jb_func.nss) that functions as an #include script, which already has this function set up as a custom function, so all you need to type up is PCStartDialog("name of dialog"); jb_func.nss Any dialog fired by this function will have the PC speak all the entry nodes with blank speaker tag lines. Yes, you are still required to put VO on Entry nodes, not Reply nodes, which means having the PC speak a line of dialog that the player chooses from a replies list requires creating an entry after said reply with the VO information attached. Of course, this particular solution only covers game-triggered dialogs so far. What about click-started dialogs, the ones triggered by the player? This is where we get into potentially tedious territory. See, player-triggered dialogs are fired by the game gathering the name of said dialog from the objects Dialog string entry. This data call is hard-coded - we have no access to it through scripting. The obvious solution would be to set up a custom script for that object's OnDialogue event, but when one such object becomes a hundred or a thousand, that's a lot of OnDialogue scripts. This is where I came up with a different solution, which proved to be quite ingenious. Simply put, convert the player-triggered dialog to a game-triggered dialog. So necessary workaround #3: Make the dialog re-trigger itself. Note: Regarding the steps below, If you want to skip most of the work, I'm including here the script that I use to re-trigger the dialog, as well as a new dialog template to start from. Sadly, you'll have to do the globalcat.2da editing yourself. a_load_dialog.nss a_load_dialog.ncs newdialog.dlg How do we set this up? First, you need to create a global in the globalcat.2da. It can be a boolean or a number, doesn't really matter. For the sake of this tutorial, I'll be using a boolean and naming it "dialog_pc_owned". Next, create a blank entry at the very top of your DLG. Set its first conditional to "c_glob_bool_set", set the String Param to be "dialog_pc_owned", and check that "Not" box. Right now, this node does nothing but always fires. What we want to do next is make something happen. Specifically, we want to set the global, so in the first script field, insert "a_glob_bool_set", set the first parameter to 1, and the String Param to "dialog_pc_owned". This means the next time the dialog is fired, it will ignore this top node because the condition isn't being met. Obviously, there's still something missing. We need to trigger the dialog to fire again under ownership of the PC. So leave the DLG as is for a moment, and create a new script - I'm naming mine "a_load_dialog.nss". Now, in order to avoid compiling a ton of different versions of this script, we'll be making use of the String Param in the TSL dialog system. So if you're using my include file, the script would look like this: #include "jb_func" void main() { PCStartDialog(GetScriptStringParameter()); } Compile that bad boy (make sure the include script is in the override folder in your game directory), then go back to that top node in the DLG file. Insert "a_load_dialog" into the second script field, then in the String Param field, insert the name of your DLG file. So now your dialog will re-trigger itself with ownership belonging to the PC. We're done, right? WRONG! This is where I reckon I'll lose most of you, because it's a bit difficult to put into words, so please bear with me. When you trigger a dialog like this, you're setting a variable that wasn't set previously so that you can call it to re-trigger itself. The downfall is that variable will not automatically reset so that the top node triggers every time. In order for this to work, that top node needs to trigger every time, which requires resetting the global after the dialog re-triggers itself. How you set this up in the Dialog file is completely up to you, but my preferred method is to create a second blank entry underneath the first one, set the first script field to "a_glob_bool_set", first parameter to 0, and String Param to "dialog_pc_owned", then let that node be the master root for the rest of the actual dialog tree. That's all there is to it, obviously the rest is on you to write the dialog and acquire the VO in the typical way. I hope this helps, folks. Until next time... DarthTyren has spoken!
  7. 3 points
  8. 3 points
    It's been quite interesting these last few weeks, eh? I hope you are all doing well. There's been progress in analyzing the NCS byte code. Graphviz has been invaluable in producing the maps necessary to visualize the program flow. At the moment, one script has been reverse engineered. By no means is a decompilier close to being ready, but it is a significant step in analyzing the program flow. At the moment, several NCS code patterns have been identified that map back to NWScript: Dead code (e.g. perfectly valid code that never gets called, and theoretically could be removed) Assignment (e.g. i = 5) Named variable declaration (e.g. int i, float f, string s, object o) initialized from constant (e.g. int i = 5, float f = 0.0, string s = "Jello, World!") initialized from engine routine (object o = GetFirstPC()) initialized from subroutine (bool b = IsItTrue()) initialized from named variable (int i = integer_i ) Selection If (GetLocalBoolean(55)) If (!GetLocalBoolean(55)) If (IsItTrue()) If (!IsItTrue() Switch (i) {case 0: break; default: break;} Attached is a control flow diagram of the script k_sup_galaxymap.ncs. Red blocks are dead code. There are three switch statements in the code. Can you find them? Expect more updates in the next few weeks!
  9. 3 points
    The custom .tga (or photo file) isn't included within the folder linked. Therefore, despite the UTC correctly linked to the correct portraits.2da row, there is no photo for the game to input, thus it resorts to the default portrait of T3-M4. Edit: nvm there is... Mmm i'm going to see what's going on here. Edit2: You need an appearancenumber. Inside portraits.2da there is a column labeled appearancenumber that needs to correspond with the appearance.2da row number of that UTC. Which should be 185. Let me test that real quick. Edit3: Now she's a white square instead of t3m4 portrait, so progress, but not quite there yet. Edit4: May be that 9 characters is too short, jolee has an additional "p" testing additional letter. Edit5: Good news, those were the 2 issues holding you back, bad news is that you need another file and the current portrait photo is too dark. Notice that in the below screenshots there is no party DS/LS appearance. Instead of re-editing that post, I'll just make another. Okay so I fixed the issue of that White Box. I'll start again from the top, because my edits are a little hard to follow. First, edit portraits.2d to include appearance number of Selven (your files have her listed as appearance.2da number 185). Second, your custom photo must have a total of 10 characters/letters. Yours only had 9, which doesn't work (idk why). Therefore, I have used po_pselven, see po_pjolee row #38 for example of proof and what lead me to try this. Third, you need to add another portrait photo, one for lightside, one for darkside. Look at photo below, see how that larger image of the character has shifted from a WHITE Blank space to the same custom photo portrait you had. Kotor 1 has it as a static image (you can change this to animated, but this is beyond my scope of modding, see realrece's tutorial). You'll have to add 2 files and label them exactly as they were but add 3 and 3e, one of them is darkside the other is lightside if i recall correctly. So I added po_pselven3.tga and po_pselven3e.tga (by copying the original file and renaming it) and got the result shown below. As a general rule of thumb try to find a mod that has installed a custom portrait and recruitable NPC then reverse engineer it, you'll want to setup a tslpatcher for this mod, which is fairly easy, otherwise having a portraits.2da can cause incompatibilities.
  10. 3 points
    From the Detailed information of 2da files thread: Everything else you wrote sounds correct to me.
  11. 3 points
    It's been a month, so here's a progress report: Completed decoding of opcodes, data types, header fields Validating basic fields and generating (helpful?) error messages Embedded NWScript engine calls into program code No need for modders to provide nwscript.nss Created call graphs of subroutines Generating graph description files for Graphviz renderer Created control-flow graphs of basic blocks Generating graph description files for Graphviz renderer Created call stack simulator Keeping track of which variables are modified To do: Identifying iteration, selection and jump statements Operator associativity and precedence Type conversions Byte code conversion to source code Source code conversion to byte code GUI Setup new dev laptop (dropped current laptop last night, awaiting delivery of new one) 😢 Probably more stuff, but I don't know what I don't know, you know?
  12. 3 points
    Lid lock her eyes a la A Clockwork Orange and make her watch this video on a month long loop. Not forever. Just one month. That would do it. But seriously, I think the point no one can specifically know what they would do or say to her and not knowing that is the scariest part. When you fill in the blanks, you'll come up with the scariest answer. Not everything should be spoon fed to the audience. It's the same with what Nihilus says any time he speaks or what the main characters in my linked video say - without subtitles, you as an audience member have to provide the context. If the rest of the material is worthy of your attention, the effort to fill in the context can be entertaining. If the rest of the material isn't - well - you're likely watching akin to the SWHS and your effort would be likely wasted. And capitalize the S in Sith, buddy! We're all strange.
  13. 3 points
    Lol, you make a very valid point..... then again, I haven't had any run-ins with any Sith Holocrons....yet.....
  14. 2 points
    New, small project I'm working on.
  15. 2 points
    Just catching up on this awesome undertaking - I love how basically you're rectifying every slightly lazy design element in the game. Obsessed. Can't wait for Belaya, Sherruk, and the others!! If you want to circumvent the helmeted VO issue with the Bendak head (which I LOVE), I'd be happy to simply redo Bendak's VO.
  16. 2 points
    I'm assuming these are all the debug functions? PrintString, AurPostString and the like? I was playing with those only yesterday and noticed that despite removing if (!ShipBuild()) checks, they still didn't appear to function. I assume they gutted them from the retail release altogether? While they are unnecessary for the code to run, I would argue they should remain in any decompiled scripts since, in the absence of commented source for the module scripts, the debug functions are the only thing remaining that can indicate developer intent. Additionally, the user can manually change them to SendMessageToPC for their own debugging purposes if needed.
  17. 2 points
    Hello everyone, I am currently working on this mod for K1 where You can recruit Selven, the bounty huntress from Taris, Lower City Appartments! She is meant to replace Juhani. I have been following this great tutorial found here: https://web.archive.org/web/20121204063203/http://www.lucasforums.com/showthread.php?t=131944 The mod is 99% done, but i have encountered a strange problem... Even though i made a custom photo and added it to the portraits.2da file, in the game T3-M4 appears instead of Selven! Can anyone tell me what i did wrong / what to do to fix this issue? I am attaching a copy of the mod along with a savegame here, for You to test it out and see where the problem is. Many thanks in advance! Recruit Selven Mod.rar Before Recruit Selven Savegame.zip
  18. 2 points
    Thanks Kexikus! I'm happy to report my testing was successful and now the scuba walk has appropriate footsteps sounds.
  19. 2 points
    There are only two races in KOTOR, Human and Droid. Wookiees and Zabrak are a Human sub-race. So the User limitation property only tells the game whether it is for Droids or Humans. In K1, Wookiees are restricted from using robes and such via baseitems.2da. I thought that the Sub-race property added in TSL could be used to do the same directly in the UTI, but it seems selecting Human as the sub-race just acts the same as the User Limitation. You can limit and item only to Bao-Dur or Wookiees, but not restrict them. That would still have to be done in baseitems.2da. @JCarter426 might have to weigh in on that. I have vague memories of discussing the denysubrace column in the past, whether or not it can be tallied to cover more than one sub-race. Armour and robes are divided into body types for different armour classes. What model is assigned for each is defined in appearance.2da. Revan's robes uses its own unique body type, body J. Hence the model name is PxBJ. You'll want to read up on how that all works before going further.
  20. 2 points
    Hey everybody, As you might already know, there are 3 different heights in KotOR 1, Soldier being the tallest (literally being able to look down upon Calo Nord) and Scoundrel being the shortest (requiring everyone in the galaxy, except Mission, to look down just to see you), while Scout is tall enough for a direct eye contact most of the time. There is a mod, "K1 Player Character Height Adjustment" (https://deadlystream.com/files/file/397-k1-player-character-height-adjustment/), that makes you as tall as Soldier regardless of the class but ONLY while wearing armors and Jedi robes. Problem is, I'd like to play through the game as a Scoundrel with the default clothing, which is a red jacket for the class, but because it doesn't qualify as armor (or a Jedi robe) like the mod requires, so you can't have a tall Scoundrel. So, I really would appreciate if a mod that makes Scoundrel as tall as Soldier could be made. Even if such a thing isn't possible, I thank and appreciate you all for at least taking your time to read this. Have a great day and a great life.
  21. 2 points
    There's your next project: Hanharr Romance Mod
  22. 2 points
    Normally you play movies outside a conversation. You could try adding a delay, like so: void main() { ActionPauseConversation(); PlayMovie("MiraRomance", FALSE); ActionResumeConversation(); } You could also try setting a specific amount of pause, either in the script or in the DLG itself. If that doesn't work you'll probably have to break out of the convo, play the movie, then re-initiate the convo, which would require new dialogue nodes, new scripts, and possibly an invisible helper placeable.
  23. 2 points
    You're not using the latest MDLOps by the looks. That's a non-compliant ASCII. If you had to decompile the binary this is not your original model presumably. Decompile it with MDLEdit. Grab the latest beta version from this post.
  24. 2 points
    One of your blade planes likely has its scale value set to 1.0 instead of 0.0. Open the ASCII in a text editor and correct it, then recompile.
  25. 2 points
    Wonder if the writers of the Geneva Convention went back and made an addendum that forced repeated viewings of the Star Wars Holiday Special and Batman and Robin would be classified as torture.
  26. 2 points
    Yes. Lid locking in itself for a solid month would be torture. The clip in addition to that is a crime against civility, nature, and the Geneva Convention.
  27. 2 points
    Beware of strange Sith Holocrons....
  28. 2 points
    Hello! I'd not have any problems testing a modified script but I checked the Selkath and it has RACIAL_TYPE_HUMAN and SUBRACE_NONE and that's why it won't be caught in the second condition check of yours. I suppose I could just tweak this line: } else if (GetRacialType(oTarget) == RACIAL_TYPE_HUMAN && GetSubRace(oTarget) != SUBRACE_NONE) { to: } else if ((GetRacialType(oTarget) == RACIAL_TYPE_HUMAN && GetSubRace(oTarget) != SUBRACE_NONE) || (GetTag(oTarget) == "man28_inssel")) { This wouldn't break anything. I'll test it and then let you know. Cheers!
  29. 2 points
    bead-v, thanks for the suggestion but I took another route. I used SetPlayerRestrictMode() which suits me even better in this particular case. DP, I followed your advice and now there is a choke effect for every HP loss. Of course if the player enter the conversation already with very low HPs there won't be additional damage thus no extra chocking animation other than the initial and final ones.
  30. 2 points
    Ah, of course. In that case then you could always do the initial hit to take them to the point required for the wounded anim (below 50%?), then divvy up the remainder equally per tick.
  31. 2 points
    The main limitation is that the engine will crash when attempting to cast shadows from a high poly mesh. This isn't a huge problem, since typically for characters the bones are the shadowcasters, not the body mesh itself. A dress may require some tweaking of the bone trimeshes to get the right shape, or you can always make some decimated skinned meshes that have the render flag disabled as shadowcasters. From memory the upper limit for a shadowcaster mesh is around 2,500 tris.
  32. 2 points
    Here you go. Effixians_Mira_as_Bastila_K1.zip
  33. 2 points
    Send me the files. I can look at fixing them after I get home from work. A 7z or RAR file will do nicely. PM them to so folks in the future won't grab the wrong package. Luckily I had time to do this before jumping in the shower. Move or delete files in the folder from the file path: \SWKotOR2\StreamVoice\802\blackmark. If you renamed if as Obi Wan Pere suggest, return the folder to the original name. Add the WAV files attached to this post to the aforementioned folder. Report back with your findings, please - and tag me when doing so and that you are telling me about this specific character. Black Market Replacement Files - Test 1.7z
  34. 2 points
    Sorry it took so long but as I said before, I have very little time with my main computer now. Here are some screenshots of some hilts that I have but I dont see around in mod sites. REMEMBER: those are not mine and I am uploading just screenshots, remember this if you see an image and find out that the mod is yours. The hilts are: -The two of Ahsoka from clone wars -Darth Bane's(the fan made using the novels as basis, not the official that ignores the novel description) -Ben Solo from episode 8(the only good thing of that movie if you ask me) -A generic curved hilt -A double bladed curved similar to Asajj Ventress -A generic double -Exar Kun double bladed (but being held as if it is a single hilt) -Kanan's from rebels -Rahm Kota's from the force unleashed game -Malak's official hilt -Darth Malgus's from swtor -Maul's from rebels (it even has a cane version, that I give to Kreia at the begining of the game) -A generic lightsaber pike -A variation of Revan's from swtor -Satele double bladed from the swtor cinematics -Savafe Opres's from clone wars -The spinning lightsaber of the inquisitor from rebels -And the temple guard double bladed
  35. 1 point
    View File [K1] Yavin IV Planet Mod Name: [K1] Yavin IV Planet Mod Author: MotOR Squad + Master Zionosis Translator: ÐeceptiKain Date: 05/03/08 E-Mail: masterzionosis@hotmail.co.uk Contents: 1 Description 2 Installation 3 Uninstallation 4 Future Releases 5 Bugs 6 Adknowledgements 7 Permissions 8 Website 9 Spoilers -------------------------------------------------------------------------------- 1 Description --------------- This mod will add an entire new planet to KotOR I, Yavin IV. They're are 10 new modules in total and a great new storyline. 2 Installation ----------------- Place all the files in the Modules folder into the Modules folder in your KotOR directory, and then place all the files in the Override folder into the Override folder in your KotOR directory. If you also want the MotOR Yavin launcher copy the Launcher folder to your KotOR directory. 3 Uninstallation ----------------- Just remove all these files from the relevent folder in your K1 directory. 4 Future Releases -------------------- -Voice Overs for non alien species Of course if there is any bugs or errors these will be assessed as well. 5 Bugs ------ None that i know of, if you find any PM me at Holowan Labs please. 6 Adknowledgements ------------------ A massive thanks to the original creators of the Yavin mod (MotOR) and allowing me to translate the mod. A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. Also thank you ÐeceptiKain for your excellent work on the translations, without you this wouldn't have happened. And a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. 7 Permissions ------------------- This mod may only be used/modified with my consent. 8 Website ------------------- Visit my website to see what other mods I have created and what I will be doing in the future. http://masterzionosiskotorsite.com 9 Spoilers ------------------- There are quite a few puzzles, riddles and secrets in the mod, many that made me even think that the mod was 'broken', well I have play tested the entire mod and after going through the messy process of decompiling certain scripts I found out that the mod does work properly. To complete certain things you will have to concentrate considerably on what you have recently done or aquired. If you do get completely stuck consult this table below -The door that does not open in Exar Kun's Tomb in the Chamber Of Spirits is actually a mirage, you can walk through it after you have aquired the crystal of darkness. -The most tricky part of the mod is the door puzzle, it is completeable but quite tricky to get your head round, it took me about 30 mins to figure it out, so if you figure it out straight away then maybe I'm just stupid. But here is the combination if you get stuck: Open door 5, then open door 3, kill the spirits, then go back and open door 4, then door 1 will be open. These are the only tricky parts I can remember, if you find any more don't hesitate to ask in the project thread at Lucasforums. Submitter MotOR Squad Submitted 02/26/2020 Category Mods K1R Compatible Yes  
  36. 1 point
    Can you elaborate a bit more? They do not appear initially, disappear after selecting, disappear after upgrading "assemblying" or ? Which Sith saber? Which lightside revan crystals?
  37. 1 point
    Well done, looks very true to the fan concept art & still looks very much like Juhani!
  38. 1 point
    I'm just a bit unclear when you say "texture" if you're referring you the right thing. Are you referring to the droid's textured skin mesh? Because following my original method, not the shortcuts I mentioned in my last post, you would be painting the envelopes on that. You shouldn't have to edit, move, or paint the actual texture at all. You aren't moving the droid texture to the commoner bones, you're editing the envelopes so the droid mesh follows the commoner bone animations. I can't really help with the exporting issues, I'm way out of date there. If the game is showing the droid in the un-animated pose, then yes it might be a linking issue, make sure all the bones are linked properly and to the correct (commoner) aurorabase, and that the droid mesh envelopes are weighted to the commoner bones. You should be able to test the animations in NWMax and it will indicate where your linking is broken.
  39. 1 point
    You might as well do it manually, if you're not sure if that mod is ok. Plus it's a good modding excercise. The first male player character row is 136, check the modelj and texj columns (values PMBJM, PMBJ), copy those to the same columns in Atton's row (452).
  40. 1 point
    One more: (2x) reprecussions -> repercussions
  41. 1 point
    The name of the script file is what goes into Script #1. This file would be: Written in NWScript Saved as filename.nss (just a plain text file like *.txt) Compiled into filename.ncs Placed into a game directory (probably the Override directory?) Entered into the Script #1 field as "filename" without the .ncs extention The contents of filename.nss would be something like: void main() { if (SexyTime) { PlayMovie("MakeOutWithExtraTongue", 0); } The movie file would be MakeOutWithExtraTongue.bik. I opened TSLRCM credits video in VLC, and the resolution is 1920x1080. And, yes.
  42. 1 point
    I don't think these models exist ingame. They were just used by Bioware to render the textures used in the final game, so that's all that's available to us.
  43. 1 point
    The bastila romance mod doesn't touch the Carth dialogue file, meaning it does not affect what Carth says or does within that file. That mod simply allows you to romance Bastila as well. So unless you did not unzip/copy & paste into the override (installing it correctly) then you should have nothing to worry about. However, I would check BOS:SR for the following file "k_hbas_dialog.dlg" since romancing bastila mod requires that file to its modified version of that file. Just to clarify that's Bastila's party member dialogue file, which holds most of your conversations that are only between you and Bastila. If BOS:SR has that file, then these mods are conflicting and you cannot have both. Also, if you have any other "companion mods" that affect Bastila you should check for that file within them too, reskins won't have them, but if you have something else that modifies Bastila double check that.
  44. 1 point
    There's no ideal way to do it while still allowing active player control. The hacky approach would be to set them to min 1HP, set their HP to 1 (or progress it down like you are doing, but perhaps more aggressively), then either restore them when they turn off the forcefield or kill them within some time limit.
  45. 1 point
    @Effix Sorry for asking, but could You also port Mira's head to KOTOR 1 and make it replace Bastila's default head? I intend to use this to record the male PC and Bastila kissing animation (added by the Bastila Romance Enhancement mod) and have it play as a movie for my KOTOR II Mira Romance mod! Many thanks in advance!
  46. 1 point
    Low res textures on a standard definition TV. It all kind of blurred together into mush. But yes, by modern standards you'd throw everything Bioware did in the trash and start from scratch, given infinite resources.
  47. 1 point
    Hello! I resurrect my own old thread to report some news. First of all, I am now able to choose new record times to beat for the three tiers in Tatooine and Manaan. Said that, there is still something that I can't figure out. Namely how the original times are calculated by the game. Using Manaan as example we have the following record times: Queedle: 0:23:82 Casandra: 0:23:25 Hukta: 0:22:50 Queedle as Sector Champion: 0:22:48 But the formula we find in the include script shows this: int QUEEDLE_TIME = 3012; int CASSANDRA_TIME = 2702; int JAX_TIME = 2548; int CHAMP_TIME = 2348; void SetTokenRaceTime(int nToken, int nRacerTime) { // calculate the time components int nMinutes = nRacerTime/6000; int nSeconds = (nRacerTime - (nMinutes * 6000)) / 100; int nFractions = nRacerTime - ((nMinutes * 6000) + (nSeconds * 100)); //building the time string string sTime = IntToString(nMinutes) + ":"; if (nSeconds < 10) { sTime = sTime + "0"; } sTime = sTime + IntToString(nSeconds) + ":"; if(nFractions < 10) { sTime = sTime + "0"; } sTime = sTime + IntToString(nFractions); SetCustomToken(nToken,sTime); } And according to this, the times should be: Queedle: 0:30:12 Casandra: 0:27:02 Hukta: 0:25:48 Queedle as Sector Champion: 0:23:48 which would be just what I wished it was from the very beginning. Records that would show a real gap between one Tier and the next one rather than a series of almost identical results. Somehow the game changes those times somewhere although I wouldn't know how and when exactly. Still, in my own SW: KotOR Upgrade, the times indicated above will be restored thus making the Swoop Racing a much more sensible kind of challenge. Cheers!
  48. 1 point
    I agree with everything you said as well. About RedLetterMedia. People online use to tell me to watch their reviews. I did not find them funny. Even though I defended the prequels. If someone did not like them I didn't bash them. If you don't like them that's okay. Everyone has their own tastes in movies. But RLM I found to be very immature. People would say "oh that's because you don't like dark humor." I would then say I do like dark humor. But RLM's humor I did not like and have not seen any of their videos since episode III. The part I mentioned about fanatical SW fans running up on Hayden and yelling at him. I heard that from some youtube videos a little bit before RotS came out in theaters. Another person I cannot stand is the actor/comedian Simon Pegg who for a decade bashed the prequels and anyone who liked them. I mean what a dick. About the access media today. Yeah these so called journalists and Disney shills still have the nerve to blame old time fans for TRoS failure with critics. Their especially mad because JJ put a lot of fan service in the movie, and the access media hates the fans. That's why they keep calling us trolls and incels. I can't wait for the day these hacks are exposed and they are ridiculed out of the business. Like you said they still keep saying that the fans drove off Kelly Marie Tran and Daisy Ridley off of social media which is a lie. Nowadays I get my news from Tim Pool, and the Quartering on Youtube. Anyway I need to go take my meds. I'm beginning to foam at the mouth. Yes! How can I forget the "People vs George Lucas" video. That is why I don't blame Lucas for selling the rights. Just wish Disney would have respected the source material. But like I said it's too late now. With Carrie Fisher gone we will never get the original three onscreen together, and that's what longtime fans wanted with TFA.
  49. 1 point
    Alright, I see. I was thinking about using that supermodel for the skirt anyway so that method is welcome. I've played a bit more with the robe and found something I like better: I think the short sleeves work better with the Jedi warrior concept. The idea is that the "naked" appearance will be default. So both as companion and when she's at the Grove. I'll add the cloaked version as an alternative redeemed appearance.
  50. 1 point
    Looking closely at his question, I understood that he was more asking for a roadmap (knowing more or less where we're at, and where we're going - aka what's the scope of the release and the remaining tickets that needs to be done) than asking (or even "demanding" - come on guys!) for an actual "deadline" to be met by developers (and certainly not asking to "rush" for the release to happen...). Maybe at the most, he asked for a rough time estimate (for which a sentence like "one to three month" would have probably been more than enough for his curiosity, even if it's not accurate in the end). Having worked for a decade as a software developer and team lead, I find roadmaps to be really valuable tools both to communicate with your customers (or here, fellow community members) and to help with motivation for the developers on their journey through a release (looking back at what has been done already can alleviate frustration, for example - the same when looking at the backlog of tickets shrinking when you get things done). If you only have an infinite backlog and no scope for a release, it can get difficult for everyone to ever "see the end of it". So if the questions "what's the progress?" (scope) or "when will it be done?" (time estimate) comes too often and irritate developers, maybe a roadmap (using GitHub's "Milestones" or "Project board" for example?) is a way to answer that... It's about finding ways to achieve clear, transparent communication and expectations. Not about lowering the quality of the releases nor rushing out the developers. #foodforthoughts #loveyouguys #keeprocking