Leaderboard


Popular Content

Showing content with the highest reputation on 08/12/2018 in Posts

  1. 3 points
    Well there weren't any in the original BIK (as far as I could see), but the wide shot of just the two of them is a bit...jarring, I'll see what I can do for the vanilla one. Speaking of the vanilla one, I now feel confident in using the Animated Camera Data Creator thanks to @bead-v, so expect to see that appearing sometime this coming week.
  2. 2 points
    I remembered I had an old save from my testing, so I recorded what my work in progress was a couple years ago: As you can see in the video, though, I never finished debugging. The script started adding duplicate items to my inventory. Actually, I remember that started happening after I fixed another bug.... Anyway, it's not in any releasable shape, but you can see proof of concept at least. It's just a ridiculous and buggy proof of concept, which is why I never finished it. An easier option, I think, would be to eliminate some of the armor models to free up the slots. Keep different models for light, medium, and heavy armors but eliminate the other half and you free up three body slots. Then you could use those for such things as Republic armor or Darth Bandon's armor or whatever you want. Somebody could do a poll to see what armor models people want kept or eliminated maybe.
  3. 2 points
    The way KOTOR works, the only way to add a new outift without replacing an entire armour class is as a disguise. Because this means it will replace the entire character, including the head, it's not overly practical to use it for anything that doesn't have a full helmet, unless you are making it for your own personal use and only care about having one head.
  4. 1 point
  5. 1 point
    They’re just a bit harder to install. Perhaps those people from other sites have had problems with not realizing that. It’s a bit different than installing on a wholly non-workshopped build, and the older installation instructions don’t take that into account (naturally, since it wasn’t an issue back when they were written).
  6. 1 point
    All a disguise does is point to a specific appearance.2da row. This completely replaces the appearance of the creature it is equipped on. This means it will use whatever appearance is dictated by that appearance row, including the head. So if the armour in question specified a Duros head, then when Carth equipped it he would have a Duros head. There's no easy way to dynamically assign a creature's normal head, outside of ridiculously impractical scripting such as JCarter outlined in the Republic armour thread. Either you have your disguise use a full helmeted head, or you create separate unique appearance rows for every single player and companion head, each of which requires its own matching UTI. You then have to have the player manually pick out the right UTI, or you use scripting to provide the correct one based on a script function to check the player's current appearance. The former is what I did for the TSL Jolee outfit, the latter for the hoodless/maskless Revan robes. Either way you are going to be making like 40 UTIs and appearance.2da rows. And that only accounts for vanilla appearances. That method has no provision for dealing with 3rd party custom heads.
  7. 1 point
    If I were you, I would replace models and textures of class clothes from the original to the republican one. Here, try this (in two versions: the first - all class armor is replaced by the republican armor, the second each class has a republican version of clothing for its class): If you want your armor (model and textures) worn by companions - replace their original clothes. For kotor TSL (if you are interested) you can replace flight armor (in the game you can find one option, but in fact there are at least three of them - they are in game files), make three variants, say republican, TSF armor and additional texture. Republic Armour by Todevuch (version 1).zip Republic Armour by Todevuch (version 2).zip
  8. 1 point
    Tython - Jedi Temple The call had been vague, but that was not surprising. Vagueness was something Janek was dealing with on almost daily basis. What was curious though, was the location: Jedi usually cleaned up their own messes, so why would the presence of a spy be needed? The thought was not only confusing, but also unsettling - the Jedi breaking out of their habits could only mean something bad, right? Deep in this line of thought, Janek entered the Temple and stopped for a moment to take in the scenery (exits: check, ambush locations: check). Tython. Why it had to be Tython of all places? To say that the sheer amount of Force-users lurking around the halls was making Janek nervous would be an understatement; for someone with a lot to hide, the fact that anyone could dig into his innermost secrets without him even realizing was a living nightmare. And on top of that, the architecture itself was making him dizzy. That was not good. Focus, Janek told himself. Putting his hands into his pockets, he half-consciously started to calculate totals to twenty, and moved forward, trying to find the meeting location. Easier said than done. He was told to get to a meeting in Jedi Council chambers... but not how to get there. Perhaps nobody realized he wasn’t familiar with the location? As this was his first time visiting the Temple, he had no idea where he should be going. After taking a wrong turn for the twentieth time, Janek finally gave up and asked for directions, which did give him some sense of where he was going, at last. Afraid of being late of the meeting, he rushed forward, almost colliding with a group of Jedi walking on opposite direction, but finally found the correct door. Hopefully.
  9. 1 point
    Tython - Jedi Temple It was just before noon on the Jedi homeworld of Tython. The sun's rays shone brilliantly through curving polished wood walls of the Jedi Temple. An air of serenity permeated through the exterior courtyards, and the smell of midsummer was ripe to any who were outside. In other words, just another day on Tython. Two humanoids were walking through one of the hallways, one waving his arms about gregariously. "So I'm telling you man, I think I'm in love," said Kif. Clad in a worn battle jacket with an even more worn blaster on his hip, the rutian twi'lek continued. "She wanted me to propose! Oh you should have been there." The other was much more built lean, wearing red robes garnished with yellow trim, with two lightsabers hooked to his belt. "And I'm telling you you're an idiot," Varik said, shaking his head. "She's a zeltron. You do realize that they have telepathy, right?" The twi'lek spacer froze. "Wait, so you're telling me that she could read my mind?!" Varik chuckled for the rant that was about to follow. "Are you serious?! And here I was thinking that she was into me! Wow, reading minds, that's just absolutely sick. And I don't mean in the good way. I mean in the dirty, rotten way." Varik cut him off before he could get too heated. "I keep telling you and you never listen. Women are trouble." "Easy for you to say, Mr. Abstinent," retorted Kif, furrowing his brow. "You Jedi are a silly bunch. You have all the physique in the world, and you do nothing with it! You could have any woman you want, yet you just keep swinging your laser swords around and getting yourself into trouble that I have to bail you out of." A few months prior Varik went on a trip to Korriban. To say the mission was disastrous would be putting it mildly. He ended up getting captured, where he had to rely on Kif and Light Fang, an old friend, to bail him out and escape guns blazing. "That was one time," he said. "And how many times have I had to haul your sorry inebriated self out of some dive? A lot." "I have the most fun lifestyle the galaxy has ever seen. You might not agree with it, but don't question the fun results." "Kif... the results are almost always bad." "That's what makes them so fun. You never know what to expect. Remember, monotony is boring my friend!" The two continued walking until they reached a hall with a massive, ornate door at the end. "So... any idea what this meeting is about Varik?" "Nope. Not a clue. Guess we're going to find out though."
  10. 1 point
    TYTHON: JEDI TEMPLE Vesi Svari, gazing at her upturned palms, marveled at their bluish-gray tinge. She'd done it. For the first time in her twenty years, she had gained her first true glimpse of her surroundings - via the Force. Her mentor's voice reverberated through the stillness of deep meditation: "Well, apprentice? What do you see?" "My empty hands," Vesi replied, "prepared for service. Ready for the Light to fill them, as it is beginning to." "Of course." Jedi Master Canitha Vek offered a subtle smile. "Welcome to my present world, and your new one." The young Knight still couldn't believe it. "Is...is this real? Am I dreaming? How can I tell if..." She pinched herself. "Agh! No." "Look at me." When Vesi stalled, Master Vek repeated her command. When she obeyed, the girl staggered backward. "Too bright? It's a reflection of your admiration for me, bordering on awe. In time, you'll come to see me as I truly am: not so overwhelming." "You're joking, right? Not only are you Miraluka, but one of the most powerful Jedi in this temple. Don't deny it." "I do not, but neither do I exaggerate my abilities. Follow me." She stretched out a blinding cerulean hand and beckoned to Vesi. When she blinked, the panorama of the Force fell away, filling her environment with the countless details of mundane life. So much distraction in the waving blades of grass within the meditation grove, in the twittering of birds, in the burbling of a nearby stream. So much to lose oneself in or ignore, depending on your inclinations. As a Youngling, Vesi had done the former. Her instructors had often had to tell her to get her head out of the clouds and her feet back on solid ground. Now she strode after her Master with firm purpose. Once she realized where they were headed, however, Vesi again fell back a step. "This is the way to the Council Chamber." "Indeed. We have business here, for our leaders have summoned us. Don't be afraid, and don't hesitate. Now is the time for action."
  11. 0 points
    It doesn't matter. The game won't read it because it won't know what it does. I've tried it before, though I don't remember if it crashes or just doesn't read the new information. If you want try it, go ahead.
  12. 0 points
    It's not a row, it's a column. It's not possible to add new columns to KOTOR 2DA files and have the game recognize them. I understand that it is possible for NWN, and that makes me sad.
  13. 0 points
    If you want to learn to swim, you have to jump in the water.
  14. 0 points
    As the Dark Lord says, for K1 we're limited to the 9 body types in the game, all of which are already used for the player character. To be specific: A - Underwear B - Clothing C - Light Armor (Class 4) D - Light Armor (Class 5) E - Medium Armor (Class 6) F - Medium Armor (Class 7) G - Heavy Armor (Class 😎 H - Heavy Armor (Class 9) I - Jedi Robe J - Revan Armor Additionally, K2 has: J unused (there's no Revan armor item in the game) K unused L - Dancer Outfit (unused for male characters) M - Zeison Sha N - Jedi Master Robe You can change what models those slots use, and you can change which items use which slots, and you can create new item types and configure them to use whichever slot (including underwear) but you're locked with using one of the existing slots and any changes will affect all models in that slot. In K2, you can use the J and K slots for whatever you want, and in fact I released a mod that uses them for Republic armor and uniforms a long time ago. In K1, you're not so lucky. You could replace one of the models with the Republic soldier armor if you did new textures for every other item that uses the same model, or configure them to use a different model. I thought about doing that once, and I think I even made textures, though it was so long ago that I assume they were awful. There is a method of circumventing this, for either game. A really convoluted method that requires editing some core files that would be a nightmare for mod compatibility. But it would work. I wrote and tested some code for it a couple years ago and got a proof of concept going, but ultimately decided it was too convoluted to be worth doing. It would work something like this: You equip a dummy item. This doesn't have the appearance you actually want, just whatever placeholder you choose (perhaps clothing or underwear). It will only be visible for a few seconds. The player and party heartbeat script (k_hen_heartbt01) constantly checks what item the character is wearing. When it detects that the character is wearing the dummy item, it fires some new code that will ultimately give us the look we want. First, the script removes the dummy item from the character's inventory. Second, the script spawns a clone of the character elsewhere in the game. The main problem here is that due to the way the script functions work, the character must be spawned in the game world, even though we don't want to see this character. To get around this, one option would be to spawn them in an unseen utility room... but you would have to add such a utility room to every area in the game. Or maybe you could live with fading to black for a few seconds. Third, the script detects the character's size and gender in order to equip them with an item that matches their body type. The new item will be a disguise item, pointing to a new line in appearance.2da. Each body type would require a different line and item pointing to that line. This appearance is a placeholder - it won't have the correct head. Fourth, the script copies the head from the clone NPC to the player, thus restoring the player's original head. Finally, the script destroys the clone NPC. The heartbeat script also checks if the player has unequipped the disguise item in order to destroy it and replace it with the original dummy item. I've tested most of this - I had scripts to swap out the items working in K1, though it was a bit of a buggy experience. For example, part of the GUI would have to be disabled in game options or else you'd get a feedback note every time the item was changed. I only tested changing the gender in K1 and not the body size or head. I had it replace the Sith trooper disguise with a female version for female PCs. I did test the head thing in K2, and I believe I wrote code for the body size that could be enabled if needed. But I gave up working on it because it's just too ridiculous. I could be convinced to reconsider if there was enough of a demand for it, and maybe we could work out a compatibility solution for the heartbeat script, but at the time the stuff I specifically wanted to do with it - female versions of the Sith trooper, Sand Person, and Mandalorian disguises - was so minor compared to the amount of effort required to make it function, and it would never function perfectly, so I gave up. I think you'd be better off porting all of K1 to K2. That way you get the extra K, L, M, and N body slots and you can do whatever you want with them. Or just replace one of the nine in K1. I'd rather have different outfits like the Republic armor, Sith armor, dancer outfit, and so on rather than several slightly different looking armors that I'm only putting on for the stats, anyway.