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Showing content with the highest reputation on 11/19/2018 in all areas

  1. 6 points

    Version 1.4

    33,966 downloads

    This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO
  2. 3 points
    View File Taris Dueling Arena Adjustment This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO Submitter DarthParametric Submitted 11/18/2018 Category Mods K1R Compatible No  
  3. 2 points
    Just to leave here for future Googlers: the TSLPatcher included in the K1CP has the fix for + in filenames
  4. 2 points
    It looks like there's a facing command in the script that jumps the player to the arena. There's also a separate facing script. I'll look at inserting that (or my own script) into the dialogue once I have a fixed version to upload.
  5. 2 points
    Thanks to @UnusualCharacters for his excellent voice acting! Here's a small update of Lehon Mandalorian Expansion, this is the only Mandalorian character that is not speaking Mando'a, but due to the quality and repeated closure of services by volunteers, I've chosen to keep his voice acting in place and have ceased searching for another. The last Mandalorian character has received her lines and they have been implemented into the game, no external force is holding me back anymore! Overall, as of right now, a few spelling & grammar mishaps exist and a final test to confirm bug fixes are all that's left to do. Currently, I'm working on a gameplay trailer. I'm hoping to release LME before the end of 2018. Star Wars Knights of the Old Republic 18-11-2018 17_15.mp4
  6. 2 points
    Some more robe progress: There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all. Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.
  7. 1 point
    I'm finally announcing > Mandalorian Lehon Expansion There are three parts of this mod: plot, usable content, and characters. Plot changes to Lehon include: main quest to get inside the temple now has an additional option of entering without working with the Rakata. Three sidequests are added. Working with either Rakata tribes includes a required bonus mission. I've created a triangle to the plot, no longer is the PC trapped between helping one tribe over the other. Now you can kill both of them! (And still enter the temple) Mandalorians are added as the third faction. They will have their own base (module). Added in two optional battles if you side with the Mandalorians. Part 2: Usable content. With any decent size mod, there will be a few new items and such. > Mandalorians have 9 different additional skins. > Mandalorians have several "late game" specific blasters, allowing players to use more than the Baragwin monopolized weapons. > A few swords. > Some of the armor will be wearable by the PC > Readable datapads giving lore background Part 3: Characters. I have several unique characters, with armor sets unique to them. Several characters will be voiced in Mando'a, the Mandalorian tongue by fan speakers. Some intrigue and mystery, with fully fleshed out story to explain or imply explanation to several things. Names, personality, lore, and since they are Mandalorians they know Canderous! I've got 99% of the story fleshed out, 75% of the work completed, 95% of the dialogue by characters finished. Four issues remain before release: TSLpatcher, Voice Overs are still coming in, several bugs/beta testing, K1R compatibility has to be tested, and lastly a fifth for unforeseen issues. The overall goal is to extend Lehon and add in some Mandalorians. Any questions?
  8. 1 point
    Your plugin will make a fine addition to my collection. Jokes aside, this is great to have! I'd say a must have if you want to script with the nwscript format.
  9. 1 point
    Yeah you don't want to include the example syntax (edited my previous post to break them up). This compiles: void main() { object oCarth = GetObjectByTag("Carth"); object oCand = GetObjectByTag("Cand"); object oMission = GetObjectByTag("Mission"); object oZaalbar = GetObjectByTag("Zaalbar"); location lCandRun = Location(Vector(215.25, 333.43, 25.23), 0.0); location lMissionRun = Location(Vector(217.01, 331.91, 24.92), 0.0); location lZaalbarRun = Location(Vector(215.63, 330.38, 24.62), 0.0); location lCarthRun = Location(Vector(214.22, 332.15, 24.97), 0.0); DelayCommand(3.0, AssignCommand(oCand, ActionForceMoveToLocation(lCandRun, TRUE))); DelayCommand(3.8, AssignCommand(oZaalbar, ActionForceMoveToLocation(lZaalbarRun, TRUE))); DelayCommand(3.5, AssignCommand(oMission, ActionForceMoveToLocation(lMissionRun, TRUE))); DelayCommand(3.4, AssignCommand(oCarth, ActionForceMoveToLocation(lCarthRun, TRUE))); }
  10. 1 point
    I tried it and didn't encounter that problem, but I've had problems like that before. I noticed that fast travel changes the disguise items; there are probably different UTI files contained in each area's static RIM archive, rather than a single global diguise item. But the only oddity that caused, at least for me, was that they're sorted separately in the inventory.
  11. 1 point
    "WE'RE NOT DEAD YET!" About time I updated everyone on the condition of this mod: Still working on acquiring and keeping voice actors, it's been diffcult of late, with real life commitments causing more people than I can count to have to drop out of their VO roles. To them, I wish them nothing but the best! Yes: Work is still being done on this mod. There are still bugs I need to fix. To quickly list them here: The main quest has pesky dlg loop that can allow the PC to change an established decision, I've patched this dlg loop about 4 times and it continues to change in form. A battle scene is repeatable. Grammatical errors here and there, typos and such. Camera angle in Juhani added scene and voice over is incorrect. Finish an encounter with a Rakatan prisoner by adding VO, some scripts, and finalizing the dialogue itself. And fix other bugs that arise after further testing has been done. I'm fairly certain there are other bugs out there, I just haven't run into, and there's always feedback from testers that result in various tweaks. Update tslpatcher to accomodate new files. Overall, Lehon Mandalorian Expansion is steadily approaching release, though the time of release is still unknown. I know its been about a year since I published this WIP, with the ignorant premise that I was close to finishing, but I'm here to say that I have not given up, nor will I. My hope is that one day, LME will be available for people to experience and enjoy! Thanks for reading! -JC2
  12. 1 point
    Hi there, blinkyzero! Are there any updates on the development of your AI mod you can share?
  13. 0 points
    Unfortunately, I noticed how the repackaging of the .mod has issues. I could easily do it by comparing the number of files inside the .mod before and after. Rather than finding 3 more files (your custom scripts), the total was actually a smaller number. I used WInmerge to compare after extraction and these are the additional files found in the modified .mod: - DP_ArenaScreenA.ncs - DP_ArenaScreenH.ncs - DP_ArenaScreenJ.ncs - k_ptar_duela01.ncs - k_ptar_duela02.ncs - k_ptar_duela03.ncs - k_ptar_duela04.ncs These instead are the files that were originally there but are now missing: - k_ptar_duel01+.ncs - k_ptar_duel02+.ncs - k_ptar_duel03+.ncs - k_ptar_duel04+.ncs - k_ptar_duel05+.ncs - k_ptar_duela01+.ncs - k_ptar_duela02+.ncs - k_ptar_duela03+.ncs - k_ptar_duela04+.ncs I believe that the repackaging removed the "+" from the repackaged files so that the original k_ptar_duel0(1-5)+.ncs files will be overwriting the game's k_ptar_duel0(1-5).ncs files. Two files were replaced: - k_ptar_a02ae_en.ncs - k_ptar_duelend.ncs And three were modified: - m02ae.git - tar02_duelann022.dlg - tar02_duelorg021.dlg