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Showing content with the highest reputation on 01/12/2019 in Posts
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4 pointsPlanning to put in "iced" textures to the Telos academy - and, yes, they are reflecting when moving ingame: some experiment for different panels style: before: after- Onderon style:
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2 pointsYes! Finally, with the help of this amazing tutorial by @DarthParametric I can pull of the Pazaak Deck at the exact spot where I want it to be! Was so glad to figure out later that placeables is implemented in a similar fashion to creatures in-game; which without a second thought directing me to the said tutorial by DP. Perhaps the most difficult part is to guess/arrange the levitation of the object; as even using a Z template from the same PLC which spawned at different location but is at the top of the same object; still, some tinkering needs to be done to have it appropriately placed. Credits also to Fred Tetra for "KotOR Tool", TK102 for "K-GFF" and Stoffe/Fair Strides for "ERFEdit" which without them this attempt would not be possible.
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1 pointSo, I imagine this is something that's never come up before because, one, you'd have to be bored enough to try this out, and two, it requires going out of your way to play the game in an unusual manner You begin the HK factory quest by mentioning the sonic imprint sensor you found on Peragus to HK, after which you must encounter three HK-50 squads to get its location. In universe, it's important to note that the sonic imprint sensor is made of HK parts and is what allows HK-50 squads to track you Thing is, there is no check to see if the player actually has the sonic imprint sensor. HK-50 squads will find you regardless, and you can still talk to HK-47 about it as if you have it. How do I know this? In one of my recent playthroughs, I deliberately made sure not to pick the item up on Peragus just to see what would happen How many players are going to encounter this issue without actively seeking it as I did? Probably none would even notice. But regardless, I would request a mod that adds a check to see if the player actually has the necessary item. This would mean if they do not, it disables the HK-50 encounters (thus making it more difficult to rebuild 47) and therefore the HK factory, therefore ensuring Malachor remains intact. A harsh punishment for the player's more than likely deliberate negligence Alternatively, a script could be added to the scene of the player meeting the first HK-50 that makes it so one automatically acquires the sonic imprint sensor. That might be less work
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1 pointOverview DDS is a file format which contains a texture already in a format that a graphics card can accept (typically compressed and containing prerendered mipmaps). Many but not all games use these files as they effectively reduce both loading (as the files are smaller) and processing (as the files are already in a format acceptable to the graphics card) times. KOTOR2 is one of these games. Unfortunately it's dds support is non-standard, and not complete. Non-pot (power-of-two) texture dimensions are not possible like they are for modern dds files, and the format which obsidian uses for it's dds files is non-standard. Therefore you may only use the bioware dds convertor and not more modern, better alternatives, and also NO dds file viewer will be able to view the files generated by this convertor. With that out of the way... why bother? Motivation I did the Quake Epsilon Build many moons ago, and knew from that that converting textures to dds sped up loading times by 400%. While I enjoyed the newer, better texture packs the community had brought to KOTOR2, I got fed up with the loading times and set about finding out which textures could be converted and which couldn't - starting with all of them, and whittling the number down from there. The resultant conversion made the game loading times acceptable. I've now played through the whole game and corrected all DDS files which would not work as DDS and had to be TGA. What texture packs did I test/convert? To save time I haven't put the full names of each of these packages, but anyone familiar with them will know what they are: As a general rule, what kinds of textures will convert? Almost anything, except for: * Textures which are used as animations * Some textures which contain transparency (some work, some don't) * Some textures which are texture atlases, like the ebon hawk texture atlases (some others, like the swoop bikes, are converted fine) * Some textures which are stretched in-game (some grass/rock textures) don't work properly when converted All character models can be DDS. Overall it's hit-and-miss. I had to go by trial-and-error to find out which worked and which didn't, and the above rules don't always work. One mandalorian blaster texture wouldn't work, for no apparent reason, when all others did! And while I've taken my time, I haven't stopped to inspect every single blaster in the inventory, so there is a small possibility I may've missed one or two. What is needed to convert textures? Firstly all textures must have width and height which are powers-of-two eg 512, 1024 etc. I don't think anything in-game should be 4096, that's killing it, asides from some skyboxes, but up to 2048 is fine. Mostly I rounded up to the nearest power of two when the texture wasn't a power of two, resized then used photoshop's 'sharpen edges' filter to remove the resultant edge-blur. This worked very well. Total image sharpening is not recommended. However if you have a resizer that does Lanczos filter resizing, any additional sharpening should not be necessary. Only for images where the original size was very much closer to a lower power of two (eg. 560, would resize down to 512), did I resize down - and then, no sharpening is needed. Then simply convert the files using Bioware's dds convertor. Finally, move the specific TGA files out of your override folder, and put the replacement DDS files in there, instead. How would I know if a given file doesn't work as DDS? Either it will be invisible, look like rainbow-coloured static, or be completely white or completely black, in-game. I had to play through the entire game to correct all of these - as some dantoine textures, for example, are used in telos's citadel, and will work as dds on dantoine, but not in the way they're used on the citadel!!! Okay, so which files can be converted? The following textures (in tga format) can be converted to dds without issue - for some you may have to resize them to power-of-two dimensions: Please note, load_101PER (from Peragus Large Monitor Adjustment) must be resized down to 1024x1024 (like the other loading screens) in order to work as a dds file in-game. And which files cannot be converted to DDS (must stay as TGA)? Can I make DDS packs of the above textures and supply them, save you some time? No, that'd be up to the authors. If they give their permission, I can, otherwise, I can't really. I'd actually quite like to compile an all-in-one KOTOR2 HD texture pack, for beginners, but I doubt so many authors would give their permission. Anything else you should know? KOTOR2 will read files in both override and any of override's subfolders - so you can create a subfolder called DDS with all your .dds files if you like. Just don't include both TGA and .dds version of the same file - KOTOR2 will load them both (and your loading times will stink). Otherwise this should at least halve your loading times. Also, although the telos signs in the overhaul pack cannot be converted (since they're animations) I found that resizing some of them to lower powers-of-two resulted in them a. loading faster, b. playing faster/more fluidly as well as c. being displayed in a slightly jumpy way, like signs that are slightly crappy/glitchy - it looks better - try it. Of course, you can also alter the speed of animation in the .lxi file - but this is more fun! Closing arguments It was the first time I'd played through with the TSLCRM, and I'm glad I did - the game felt way more complete than it did the first time, ten years ago- but the ending still sucks. Oh well. Thanks to the whole community for coming up with all the great mods, textures and the sound packs. Great, well-rounded game. Now.
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1 pointinstalled it, it's definitely an improvement, but this is still early in development so there's still do iron out like what i found: some of ambience sounds are placed in the wrong modules and/or missing some of the level transitions are still don't work i tried going to the upper city cantine using tar_m02ae and it takes me to the lower city cantina instead, i think the lower city cantina was cuplicated but again, these issues will be corrected, obviously
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1 pointPrevious message about fixing the environmental sounds, music, updates and community input.
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1 pointFrom what I've examined the modules are well ported, (accept dantooine's enclave exterior which the ruins is missing the proper door), the only things that are not working properly are level transitions, enviromental sounds and music I look forward to see what you have in mind for these modules for this mod
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1 pointGreetings, fellow Jedi! Have a nice weekend y'all. I am here to request for a mod that spawn a Pazaak Deck particularly the plc_pazaak2 placeables, specifically at this marked location: The relevant module is Javyar's Cantina [tar_m03ae] and as listed above, the particular Pazaak Deck variant/model is plc_pazaak2. I have tried myself with trying to spawn the PLC either with using the script [via its on-enter which I assume is k_ptar_a03ae_en? Which is doomed to failed by my own attempt...] or attaching the PLC model to the room model but is having KOTORmax failing to load the placeables' ASCII. The background of this request is because I can't stand to watch Uriah [the NPC] fiddle around with exactly nothing... I hope the information provided above is enough for an attempt, and many thanks for considering this request. Edit: An additional information: The co-ordinates of the PC is:
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1 pointNice small detail added there! It would be a welcome addition for many players, myself included. Good job you all!
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1 point
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1 pointThis seems like it wouldn't be too difficult, I might do this as it would add to the overall feel of the game and not alter the Vanilla experience I will note it down and give it a go when I get a chance. Thor110
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1 point
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1 pointUsing Dark Katarn, huh? Nice. I look forward to seeing what you'll be doing with the Iziz Cantina lights (especially outside).
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1 pointHonestly amazing, clones were well done. The Force seemed well portrayed, and even Darth Sidious came across authentic, instead of a cheap knock off. Can't wait to see more!
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1 pointIt's Azgath N'Dul's Tomb. You'll want the patch for it as well. And the INI file changes too.
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1 pointTry the Tomb of Az'gath Indel for TSL (I think it's called that) by DarthInsidious.
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0 points
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0 pointsThe game only loads data from the module files the first time you visit the module. It stores a copy of each module visited in the .sav file and subsequently loads from this. That's how it knows what containers you've looted, what NPCs have been killed or otherwise left the area, etc. So typically, if you make any change to a module, you have to load from before you've ever visited it. If you need to spawn creatures after you've visited the area, you would have to do it with a script.
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0 pointsWhen you go to test it, are you loading a save from before you ever visited that module?
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0 pointsIf I were you I would just repackage the module file from scratch using the same files you have edited and kotor tool, this is what I do every time I edit a level, I don't use the ERF Editor, I just build each module through kotor tool every time I want to update it, trying to make as many changes as possible before re-building.
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0 pointsI don't use them myself, as a general rule, but I believe this should be what you need for K1 - https://www.nexusmods.com/kotor/mods/1076
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0 pointsAs detailed above: There will only be an existing MOD file if you have one from another mod. That's why they are used, so as not to overwrite the vanilla game files.