Popular Content

Showing content with the highest reputation since 11/08/2019 in Posts

  1. 5 points
    My standard policy is that any time someone asks when something is coming out, I delay it for another 12 months. So thanks for taking the pressure off. See you in 2020.
  2. 4 points
    Hello there, I'm kind of new here with this being my first post but I have had this account for some years now and I also did some modding to this game back in summer 2015. Now I have been messing around with the new tools and I was interested in KotorBlender to create new animations since that's the program I recently learned for modding Jedi Academy as well and I am quite comfortable with it now. So my intention was to create new facial animations but I wasn't sure of the capabilities this plugin offered. I was quite glad when I found out that it has been recently updated and it fully supports animations as well as other models properties. But when I imported a head I was quite surprised to see that the bones in this game are not really bones like Jedi Academy for example but objects that act like such. Thus, I couldn't attach them to the mesh to see how it deformed when trying to create an animation. So I tried creating a temporary bone rig in blender that you could use and attach each bone to each object so that when you move a bone the object also moves. This may seem like it's working on paper but I had so much trouble with transforms that I almost gave up. They are a real pain in the ass. First I tried animating the bones and the objects apparently move with them but in reality they are not changing their transforms. So I tried to copy and paste them from the bones and it seemed to work in the program but in game the face was a total mess. This was because the objects were taking the absolute transforms of the bones that were in a different position that the objects are. What appears to be working in the program has nothing to do with the game and viceversa. So I just parented them and even though the objects would jump to a weird location their transforms would remain untouched as you can see in a test animation I made here: So now how do I transfer the bone movements to the objects? I tried a thing in blender called Delta transforms. This are like offset transforms that only take into consideration the relative location and rotation of an object. This was very useful in a parent/child scenario like this because now I had the original objects location/rotation + the relative transforms of the bones. Unfortunately when I tried it in game it did nothing, probably because the plugin only reads the absolute transforms, the delta transforms are stored in a different field. So I couldn't use this approach. Can the KotorBlender plugin be updated to support delta transforms? It would be really useful and nobody would have to do what I'm about to say for it to work. I needed to somehow transfer those delta transforms to the absolute transforms so that the plugin could read them. There is a function in blender called "all transforms to deltas" that transfers all the absolute transforms to the delta fields and left the absolute ones to zero which is exactly the opposite of what I need. I need to transfer this absolute+relative transforms that I have in the delta fields to the absolute fields. Luckily I found a script that did exactly this but I had to this for every single keyframe which is extremely exhausting and time-consuming. If someone here knows how to code on python can you do a script that does this automatically? It wouldn't be that bad then. So after thousands headaches I finally got it to work in-game: You can also see that the model has those wrongly shaded faces around the jaw. Anybody knows how to fix that? I saw other people having the same issue but I'm not sure how to fix it. I decompiled and compiled the model with MDLOps 1.0.0 since MDLEdit was giving a lot of problems. The point of all these is that you can make a facial animation with a dummy mesh so you can see how it looks without having to load it every single time in game. But I don't know if this is a worth approach with all these problems, if you solve one of those two though then it really is at least for me. I just wanted to share this knowledge to people who may be interested in this or don't know the extension of this plugin. Now I just need to learn animated cameras for the machinima I'm trying to make, does anyone have any tips/tools/tutorials that I could use? Would be really appreciated. Sorry for the long post. And thanks for keeping this community alive!
  3. 3 points
    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
  4. 2 points
    Sorry if I wasn't clear enough. I had to set the path manually in the registry itself. Before you do that read this thread: https://deadlystream.com/topic/4568-kotor-tool-wont-work/?tab=comments#comment-47386 Setting it manually should be a last resort.
  5. 2 points
    No need to get so angry. I never asked you about it before so it was enough to just say "its done when its done" if you don't won't to answer and I wouldn't ask again. Your "policy" was not written anywhere I could see either. I'm just surprised why you wrote that its very close to release if giving time frames is something you hate. Btw, it is meant to be just a hobby and not a chore. If you feel too much pressure by doing it within a decided timeframe then nothing stops you from extending said timeframe as much as you want. You can even delay it by a decade or drop it altogether if you want. Take care.
  6. 1 point
    I found some time to look at the reported issues with mdledit. I'm sorry it has taken such a long time to arrive. This issue... ...and this one are fixed. This one I couldn't reproduce, my Handmaiden has correct smoothing in either case. Your result puzzles me, because both operations use the same routines, there should be no difference. The problem here was the WOK (it hanged while calculating Adjacent Faces, Edges and Perimeters). Why it happens: mdledit_v1.0.103b.zip
  7. 1 point
    Mod has been updated to version 3.1. So far, I've added an upscaled version of the Ebon Hawk's outer hull and I've provided a download of the textures in TPC format, which is 1/4th the size and download time.
  8. 1 point
    View File TSL HD Cockpit Skyboxes HD Cockpit Skyboxes DESCRIPTION When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, I recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. I also include a version of the Nar Shaddaa cockpit texture that utilizes the Realistic Nar Shaddaa Skybox mod by Sharen Thrawn. Additionally, I've upscaled and retouched the outer hull of the ship as seen from the cockpit. If you need downscaled versions, the Medium Resolution option provides 2048x512 resolution skyboxes while the Low Resolution option provides 1024x256 resolution skyboxes (the size from the vanilla game). I'm also offering these textures in TPC format, which tends to be 1/4th the size and download time of the uncompressed files. INSTALLATION -Drop all of the files from the main mod folder into your override folder. -If you want the cockpit texture that uses the Realistic Nar Shaddaa Skybox mod, replace the EBO_Sky01.tga file with the one from the folder labeled With Nar Shaddaa Realistic Skybox. UNINSTALLATION -Delete the aforementioned files from your override folder. THANX Thanks to Photoshop, Maya, MDLOps, Gmax, KotORmax, GIMP, Blender, KotORBlender, and ESRGAN. Special Thanks to Sharen Thrawn for making the Realistic Nar Shaddaa Skybox mod. Please don't repost this on other sites unless as part of a mod pack (with proper credit to me) Submitter tjsase Submitted 10/28/2016 Category Skins TSLRCM Compatible Yes  
  9. 1 point
    View File Fixed Hologram Models and Admiralty Redux for TSLRCM This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct. N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game. Specific Changes: Ebon Hawk: Bastila hologram (Light Side male Revan) Ebon Hawk: Bastila hologram (Dark Side male Revan) Ebon Hawk: Carth hologram (Dark Side female Revan) Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan) Ebon Hawk: Canderous hologram Ebon Hawk: Jedi Master Atris hologram Ebon Hawk: Jedi Master Kavar hologram Ebon Hawk: Jedi Master Vash hologram Ebon Hawk: Jedi Master Vrook hologram Ebon Hawk: Jedi Master Zez-Kai Ell hologram Peragus: Administration Officer hologram Peragus: Dock Officer hologram Peragus: Maintenance Officer hologram Peragus: Medical Officer hologram Peragus: Security Officer hologram Peragus: Coorta hologram Peragus: Coorta thug #1 hologram Peragus: Coorta thug #2 hologram Harbinger: Republic Captain hologram Harbinger: Republic Navigation Officer hologram Harbinger: Republic Doctor/Med Officer hologram Harbinger: Republic Soldier hologram (partial) Harbinger: Admiral Cede hologram Harbinger: Admiral Onasi hologram Telos: Admiral Cede hologram Telos: Admiral Onasi hologram Telos: Admiral Onasi physical appearance Dantooine: Jedi Master Vandar hologram Dantooine: Jedi Master Vrook hologram Dantooine: Admiral Cede hologram Dantooine: Admiral Onasi hologram Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX Korriban: Bastila hologram (Dark Side male Revan) Korriban: Jedi Master Vash hologram (M4-78) Korriban: Jedi Kaah hologram (M4-78) Malachor V: Bao-Dur hologram Known Issues: There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh. The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape. Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency. Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update. No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). Compatibility: I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards. To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod. A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu. Acknowledgements: Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical. Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod. Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2". Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for TGA2TPC Thanks to Malkior for providing the impetus for the mod via this thread. Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer". Submitter DarthParametric Submitted 01/19/2018 Category Mods TSLRCM Compatible Yes  
  10. 1 point
  11. 1 point
    You don't need to decompile most global scripts (like k_ai_master) as their official source can be found in scripts.bif (in KTool BIFs -> scripts.bif -> Script, Source).
  12. 1 point
    Thank you for the heads-up! Nice and useful information to have there. I will surely take a considerate look on that, and see if I can make it works. Update: yup! Using local token #22 from stringtokens.2da proven to be working, @Salk. Therefore, I have this on the TLK string - I am no longer <him/her> now. Nice catch on that, and thanks again. It certainly does. It will prove useful in the long run [of modding journey].
  13. 1 point
    I think the custom token was not necessary. If you look at stringtokens2da there is already him/her as possible option (token 22).
  14. 1 point
    Search for CM_Baremetal.tga/.txi/.tpc in your Override folder. Delete them.
  15. 1 point
    In the same DLG. I'd run it on a prior node though so it is already set beforehand. The logical choice would be whatever the starting node is, or one directly afterwards. Although maybe the tokens are set in the save? The ones in k_con_tokens don't appear to be set every time after all.
  16. 1 point
    I successfully compiled a script last May (with KotOR Tool), but now I get "Error: Couldn't initialize the NwnStdLoader". I tried nwnnsscomp in the command line and also the "KotOR Scripting Tool" that's in the Modding Tools section. I of course googled a bit, but no solutions there. I'm using the Steam version on Win 10 64 bit (and I was last May). Does anyone have a clue what the problem might be?
  17. 1 point
    Not by default in K1 I don't believe. However, you could script it using a custom token object oPC = GetFirstPC(); int nSex = GetGender(oPC); if (nSex == GENDER_FEMALE) { SetCustomToken(666, "her"); } else { SetCustomToken(666, "him"); } Then your TLK line would be something like I am no longer <CUSTOM666> now. I'm not sure what the upper bound of custom tokens is though. You can check k_con_tokens for vanilla ones. Look like they go up to at least 45, so you'd need to be above that.
  18. 1 point
    This. We've seen what happens when a game gets rushed for a deadline. No different for mods.
  19. 1 point
    No worries, I learned my lesson. I apologize then if I sounded pushy.
  20. 1 point
    Make sure you look at other hair danglymeshes so you can add a bit of life to that topknot. I don't think her vanilla one uses it.
  21. 1 point
    But when is it comin- *dodges thrown projectiles*.
  22. 1 point
    The hobby is not the chore. You and other demanding folks are the chore.
  23. 1 point
    Good idea. I'll look into that once I'm done with the textures. Speaking of which, I finally managed to paint some textures that ressemble Kotor's art style: Once I finished painting it, a quick pixellisation filter on Photoshop should give it a nice final retro game touch. Also, I'll sprinkle it with just a bit of noise. I have been quite busy these past couple days. I started working on a new project that I had in mind for almost a year since I stumbled on this incredible piece of art by Corbin Hunter. I've contacted the author via Reddit and got his permission to bring his art to game. Here's what I've been toying with: I've finished the basic modelling. The upper torso has been ripped from Juhani's underwear model and painted over in order to remove the underwear textures (the result is very convincing). I've also started texturing the new outfit. The torso/abdomen part is quite detailed so that's gonna take a while to get to look right, but I'm optimistic. You may notice the head is quite a bit different as well: It's crazy the difference a couple eyebrows can make. And a decent haircut, because I don't know what Bioware was thinking when they made.. whatever this is. Feedback is welcome. I'm afraid she might look too angry, so I might lift her eyebrows a bit to make her look more friendlier.
  24. 1 point
    Hey dude? Stop talking. You're only digging the hole deeper.
  25. 1 point
    For some reason when I add sitting npc placeables into a module (like plc_sitrodian for example), they're t-posed in-game. I've tried messing around with the Animation State field, but nothing changes. I haven't noticed anything else on the sitting placeables in vanilla modules that could affect this. Any ideas?
  26. 1 point
    Thank you for brought the topics up! I have been fiddling with the sitting NPC placeables recently and stumbled to the exact problems as yours - I am thankful for this. Much thanks for the insight! They works for me. Anyway, about this - I've found the alternative that is as effective but with less effort as we don't have to inject or reconstruct the module's OnEnter. We can use the NPC placeables' OnHeartbeat to signal the sitting animation with something like this - //::////////////////////////////////////////////////////////////// //:: Sitting and Drinking Animation for NPC Placeables //::////////////////////////////////////////////////////////////// /* Fired by NPC placeables' *OnHeartbeat* for them to routinely does the *sitting and drinking* animation. */ //::////////////////////////////////////////////////////////////// //:: Constructed By: ebmar //:: Constructed On: November 12, 2019 //::////////////////////////////////////////////////////////////// void main() { // Play the looping *sitting and drinking* animation with the NPC placeables PlayAnimation(ANIMATION_PLACEABLE_ANIMLOOP02); } I have found no issue so far using that, as far as the sitting animation does looping forever - uninterrupted.
  27. 1 point
    Sorry for the late reply and thanks for the comment. I can see your point but I actually think that Thrawn's skybox is just way too bright. The buildings in my skybox have pretty much the exact same color as the module buildings themselves. Making them any brighter would just create unnatural lighting. But I'll let the skybox rest for a while and look at it again later. That should give me a new perspective and might convince me to make some changes.
  28. 1 point
    You'd have to add a CD version registry entry pointing to the GOG install: https://deadlystream.com/topic/4568-kotor-tool-wont-work/?tab=comments#comment-47386
  29. 1 point
    I recently did manage to compile with KotOR Tool. I'm not sure what changed, maybe a different version of Microsoft Visual C++ Redistributable, since I tried different programs at the time and different programs may potentially use that.
  30. 1 point
    New preview! The Old Republic (KOTOR's main theme)!
  31. 1 point
    Presumably you were right on the cusp of folder depth with the first one, and the extra length of M4-78 put it over the edge. Google "Windows MAX_PATH" if you want to know more.
  32. 1 point
    You'll typically also want to set a boolean on the trigger, or destroy it after it has triggered, assuming it is intended to be a one-and-done event. Alternative options include checking the creature or object that is assigned the conversation for a boolean, or checking a global boolean/number, as appropriate. Here's one example: #include "k_inc_utility" int HasNeverTriggered() { int bReturn; if (UT_GetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01) == FALSE) { bReturn = TRUE; UT_SetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01, TRUE); } return bReturn; } void Main() { object oDLGOwner = GetObjectByTag("DLGOwner"); object oEntering = GetEnteringObject(); if (GetIsPC(oEntering) && HasNeverTriggered()) { AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } } You can also cut out the middle-man and just do it like this: void Main() { object oDLGOwner = GetObjectByTag("DLGOwner"); object oEntering = GetEnteringObject(); int SW_PLOT_BOOLEAN_01 = 0; if (GetIsPC(oEntering) && !GetLocalBoolean(OBJECT_SELF, SW_PLOT_BOOLEAN_01)) { SetLocalBoolean(oTarget, OBJECT_SELF, SW_PLOT_BOOLEAN_01); AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } }
  33. 1 point
    The On Enter script of a trigger is working just as it should. It triggers every time some creature enters the trigger area which may result in something that seems like random behaviour but isn't. So if you want a trigger that only works with the PC, then you need the additional check you mentioned but that is the intended behaviour.
  34. 1 point
    View File Edit KotOR 1 Remastered (AI Upscaled) Cutscenes The cutscenes were upscaled using Topaz Gigapixel AI, and interpolated to 60fps using SVP Pro 4. Black bars are used to maintain the aspect ratio of the content while bringing the videos to 16:9 overall. TO INSTALL: Make a backup of your "Movies" folder, in your main game directory. Download the pack that matches the resolution you play at. (Available: 720p, 768p, 1080p, 1440p, 2160p) Extract/unzip the pack you downloaded. Replace everything in your Movies folder with the extracted files. Do not place them in your Override folder. Using a HEX editor, change the a set of numbers in your game's executable. See below. If you're using the Steam version, you may need to get a replacement executable (which I can't provide here) to be able to open it with the HEX editor. Other online guides may have a link to a suitable file. To edit your executable, follow one of these two guides (skipping the parts about upscaling the cutscenes): https://www.youtube.com/watch?v=bA5l6HVs4Y4&feature=youtu.be&t=548 https://deadlystream.com/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/ You will need to change the first and last two values in this set in your exe: 80 02 00 00 75 15 81 3D D8 D1 78 00 E0 01 The new values you should use, per resolution, are: 720p: 00 05 00 00 75 15 81 3D D8 D1 78 00 D0 02 768p: 56 05 00 00 75 15 81 3D D8 D1 78 00 00 03 1080p: 80 07 00 00 75 15 81 3D D8 D1 78 00 38 04 1440p: 00 0A 00 00 75 15 81 3D D8 D1 78 00 A0 05 2160p: 00 0F 00 00 75 15 81 3D D8 D1 78 00 70 08 Submitter Naelavok Submitted 11/06/2019 Category Mods K1R Compatible Yes  
  35. 1 point
    Sure. I just wanted to give you an idea of the work that would be involved. Thank you, I can hardly take any credit for the original model and texture, which were made by DT85 and Toshi over at JKHub. The female model is the result of some heavy editing on my part though. Now that the cloaked version has been released, here's a sneak peek at what I'm working on next: This is a brand new model that I've created from scratch by using the female underwear model as a reference for the shape and proportions. The basic design is heavily inspired by this artwork by Jan-Wah Li. The idea I had for this mod was to create a set of simple robes that the Jedi Exile would wear once his/her training with Kreia begins and that would evolve with the player just like the way the Exile's Crystal works: the higher the light side (or dark side) stat of the player, the better the buffs. The outfit will also get a new color scheme as the player evolves: as the player tends to the dark side, the robes will get closer to black. Inversely, for light side players the robe will get a more colorful texture. I'm not decided on the colors yet but I might include a few versions as an option to chose from during installation (I'm open to suggestions). All of that will of course involve a bunch of scripting which is really not my thing, but that's a problem for later.
  36. 1 point
    Nar Shaddaa is getting close to the finish line. I fixed the skybox in all modules and added the foreground buildings. On top of that I followed a suggestion by Jorak Uln to add some color variation to the windows of all buildings. The effect is intentionally pretty subtle but visible in this screenshot: Now I just need to get rid of the bright outline around the foreground buildings and maybe tweak the distribution of the background buildings some more to get more variety in the buildings closest to the player.
  37. 1 point
    Hello, My name is Austin Taylor. I'v been contracted to write a feature on the KOTOR 2 mod community (and the people who're still making mods for this game 15 years later) for Ars Technica. If you're reading this and would like to talk to me about your experience making mods for KOTOR 2, please feel free to send me a message and I'll send you my contact info so we can schedule a time to conduct an interview. As this forum itself is public, I encourage anyone who would like to leave a comment about how using mods has enriched your play experience to do so. Thank you.
  38. 1 point
    "You Jedi act all prim and proper, but inside you must feel the same way I do about the lesser, non-human species. The Sith at least let their feelings show on the outside." Doesn't make sense that a non-human would be calling himself a lesser species.
  39. 1 point
  40. 1 point
    OK, I think this is done, at least as far as K1CP changes go. I changed the Dodonna backwards walk back to the vanilla version. I'm not keen on it, but it's less egregious than the hacked moonwalking version to get her in the proper position.
  41. 1 point
    If anyone wants to use them for that you're very welcome.
  42. 1 point
    i saw this amazing hood mod on a thread from 2016 was wondering if anyone can release it or is working on it?
  43. 1 point
    You'll probably need to add to the module's on-enter script. Something like this: sub3(OBJECT_SELF); oAreaObject = GetFirstObjectInArea(OBJECT_INVALID, 64); while (GetIsObjectValid(oAreaObject)) { if ((GetTag(oAreaObject) == "ptar_pazplayer")) { AssignCommand(oAreaObject, ActionPlayAnimation(206, 1.0, 0.0)); } if ((GetTag(oAreaObject) == "ptar_sitter")) { AssignCommand(oAreaObject, ActionPlayAnimation(204, 1.0, 0.0)); } if ((GetTag(oAreaObject) == "ptar_drinker")) { AssignCommand(oAreaObject, ActionPlayAnimation(205, 1.0, 0.0)); } oAreaObject = GetNextObjectInArea(OBJECT_INVALID, 64); } Check the on-enter scripts of other modules with sitting placeables to see what they do. Edit: The 64 in the oAreaObject statement equates to OBJECT_TYPE_PLACEABLE. The 204/205/206 in the ActionPlayAnimation statements equate to ANIMATION_PLACEABLE_ANIMLOOP01/02/03, respectively. You'll want to check the model to see what animations it has to determine which you want to play. Edit 2: Ah, that's right, the placeable sitters are actually just standard character models. The animations are on the S_Male02 supermodel. Looking at it in Max, ANIMLOOP01 is a static sitting pose, ANIMLOOP02 is sitting and drinking, ANIMLOOP03 is sitting playing pazaak.
  44. 1 point
    A simple UTI edit (or series of edits) would sort that out.
  45. 1 point
    Mods that require attention to get working with TSLRCM Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!! Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene so have to do some hard battles with just Bao-Dur and Atton). Enhanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that! Floating Lightsabers by Darth333 (The mod itself needs a small fix to work as intended though. First of all, install the mod as usual. Then open Spells.2da from your Override folder and find the lines FORCE_POWER_D3_SABER_1 to _3. Remember their line numbers or simply keep the 2da file open. Next, go to the d3_saber_source folder found in the mod file and copy the d3_saber_force.nss somewhere else to edit. (You can also edit the one in the source folder, but I prefer keeping the mod files intact.) Open it using Kotor Tool's text editor or any other editor of your choice and replace 997 with the row number of FORCE_POWER_D3_SABER_1, the two instances of 998 with the row number of FORCE_POWER_D3_SABER_2 and the two instances of 999 with the row number of FORCE_POWER_D3_SABER_3. Once that's done, compile the script and place it in your Override, replacing the script already there.) Mods requiring compatibility patches Handmaiden Choice for Females by Stoffe (AKA RevanAnt) - Completely replaced by another installation: Handmaiden4Females,Disciple4Males for TSLRCM 1.8.3 Admiralty Mod by Jinger (AKA Kreia) - Use this compatibility mod: TSLRCM Compatibility Patch for jinger's Admiralty Mod Slender Body for Females by Taina - Use this compatibility mod: Slenderbodied Females Comp. Patch Mods that are definitely incompatible with TSLRCM Ultimate Saber Mod - No longer supported. Skip Peragus (by SuperSquall) - New material added to TSLRCM now makes this incompatible. Skip Telos (by obiwan3001) - New material added to TSLRCM now makes this incompatible. TSL Un-Restored Content (TSL:URC) - Final Version - This mod is basically what the TSLRCM evolved from. All the bells and whistles you see in this mod are already in the TSLRCM. Ravager Rewrite 2.0 - There are changes to numerous files modified by TSLRCM as well. Peragus-Harbringer-Prologue Correction Mod by Ulic - This mod will not work with TSLRCM 1.7 onwards, due to our own fixes to Peragus. Battle of Telos mod by Jinger - It has already been included in TSLRCM 1.7 onwards. Mira/Hanharr choice by Tupac Amaru - Too many of the same files are modified. VP's module tweak pack - There is reported incompatibility with our Peragus changes. Trayus Academy Clothing Fix by SithRevan - Incompatible with TSLRCM's Malachor modules. Dark Apprentice Holowan Consortium - Developed by The Source (AKA MacLeodCorp), Jae Onasi, Darth InSidious, T7nowhere, Commas, Darth Moeller, & the LucasForums Community - There are too many conflicting files. Lonna Vash Mod by Sikon - It is incompatible due to TSLRCM 1.8's changes in the Korriban modules. Force Fashion II by jonathan7, Marius Fett and Ender Wiggin - There are conflicting dialog files. Nar Shaddaa Hidden Complex by FrantFire - There are changes to numerous files modified by TSLRCM as well. Get your Lightsaber Back from Atris by Lit Ridl - Atris' dialog modified in TSLRCM as well. Darth Sion vs Master Vash by zbyl2 - Won't work due to changes in 701KOR. Khoonda Lost rooms by Darth_Tartarus - Won't work with our changes to Dantooine. 90SK's SUPER Content Mod - Too many files are modified by this mod that are already modified by TSLRCM. Sion's Arrival to Peragus Fix 2.0 by Zbyl2 - Already included in TSLRCM 1.8 (and all later versions as well) Goto's Window Fix by Darth Insidious - Already included in TSLRCM 1.8 (and all later versions as well) Lightsaber Parts Icon Fix by DrGhent - Already included in TSLRCM 1.8 (and all later versions as well) Weapon Finesse Icon Fix by Mrmarb - Already included in TSLRCM 1.8 (and all later versions as well) Bao-Dur Shader Fix by darth_shan - Already included in TSLRCM 1.8 (and all later versions as well) Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric - Would conflict with the in-game crash-cutscenes in between added in TSLRCM 1.8 Telos Polar Sidequest by FrantFire - Modifies too many files that we also modify. HOTOR 1.6 by Qui Don Jorn - From the modder himself "You are overwriting the new stuff that RCM 1.8 restored when you put HotOR 1.6 on top of it? HotOR hasnt been made compatible yet." GenoHaradan 0.9 beta by Exile007 - According to Exile007: "Do not use with TSLCRM, it's not compatible. Frankly, I wouldn't chance it with many content mods" Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex - As TJM 2.0 is a total conversion mod for TSL, it is completely incompatible with TSLRCM. Andrei's Dynamic Jedi Classes (ADJEC) - There are changes to numerous files modified by TSLRCM as well. Cyan Lightsaber Fix by Marius Fett[/url] - Already fixed in TSLRCM 1.8.3. (and all later versions as well) Kreia's Assorted Robe Collection - Not compatible. Trailer Force Crush Sound by Don Kain - Included in TSLRCM 1.8.3 (and all later versions as well) Kolto Tank on Ebon Hawk by Lit Ridl - Puts a very commonly named trigger used in many modules in override, breaking pretty much all of them. Incompatible with TSL itself thus, not merely TSLRCM. Alternate Revan Romances by felixfelicitas - According to Bookman230, this mod has a conflict with a 904Kriea.dlg file.
  46. 1 point
    If a mod is added to this list, it MUST have a link to the place where it can be currently downloaded. If a mod is no longer able to be downloaded, it will not be on this list. In addition, the mods listed below individually work with TSLRCM but may not work with each other. Deadly Stream holds no responsibility for mod's interaction with each other. Keep in mind that some mods in the Compatibility List have extra requirements which are indicated next to the title. For mods hosted on Deadly Stream itself, check the YES/NO to TSRLCM compatibility, listed on each page. They will not appear on this list. Mods confirmed to work with the TSLRCM Movie-Style Retextures for Kotor and TSL by DarthJacen Ultimate Sound Mod by Shem (will give a blank force power with HK description though, bug with the mod itself!) Realistic Nar Shaddaa Skybox by Sharen Thrawn Coruscant Hiqh Resolution Textures by Exile007 Handmaiden Style Underwear for Female Exile by Shem Movie Style Jedi Master Robes by Darth_DeadMan Fixed Mandalorian Banners by J7 Coruscant Jedi Temple by DeathDisco (However, this mod is NOT compatible with M4-78 EP unless you also use the compatibility patch too.) Better Male Bodies by Trex Imperial Officers by Prime Full Force Mod by Team Hssiss Fixed Kreia's Fall Movie by Jinger Movement Animation Fix for KOTOR & TSL by ZimmMaster Darth Nihilus Animation Fix 2.0 by Khrizby Any Spell Mod by iLike_Speed Droid Enhancement by ElecManEXE Expanded Workbench Revised Revision 2.02 by Vanaheim (AKA Vanir) Realistic Visual Effects (for TSL) by Shem Remote Tells Influence by tk102 Insane Dustil by Princess Artemis TSL Visual Enhancement 2011 by Xarwarz High Level Force Powers by Stoffe (AKA RevanAnt) Bao-Dur's Charged Armor by ChAiNz 2da Peragus - the Republic Mining Station by Jamesolbyo52 Movie Mandalorians (4.2) by Darth_Deadman T.W.O - Heavy Repeater Pack by BryanWee20 Blaster Rifle Pack by BryanWee20 Heavy Blaster Pack by BryanWee20 Sith Assassins - with Lightsabers by Shem Invisible Headgear for TSL by Shem Invisible Reticles for K1 and K2 by Darth Enervus Skip Peragus Turret Game by Goldberry2000 Bao-Dur Wears Jedi Robes by Shem PFHA03 Red-head reskin by Fair Strides Mira Reskin by Fair Strides Dance Armband by Fair Strides Global Boolean Tracker by Fair Strides Warper Armband by Fair Strides Visas' Dancer Outfit and Dance by Fair Strides Onderon Museum Upgrade by Mono_Giganto The mods below this list will either not work with TSLRCM or require special attention to enable it to work with TSLRCM.
  47. 0 points
    He's never going to finish it with that sort of attitude. Clearly he needs to be chained to his computer and beaten every time he stops working on it.