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Showing content with the highest reputation on 06/24/2019 in Posts

  1. 2 points
    You don't want to create an actual placeable model. You want a regular creature model, just full body (assuming it is a creature with a separate head). Then you just add a new row to placeables.2da and specify your creature model. Look at some of the vanilla "siiters" for examples of how to do it (rows 199-212). In order to get it to animate, you'll need to add a an ANIMLOOP animation to it. The existing supermodels only have sitting, sitting & drinking, and sitting & playing Pazaak (ANIMLOOP01 through 03, respectively). You'll need to add a copy of whatever animation you want to use onto your model and name it ANIMLOOPXX (available numbers are 04-10). You should then be able to set the animation state in the UTP and/or script it. Alternatively, you could stick with a regular creature and rely on editing the level model in order to create a suitable walkmesh to allow it to lie on a bed. The Ebon Hawk module does this, for example, in order to place the player and Visas on the med bay bed in cutscenes in TSL.
  2. 1 point
    I'll say. So many replacement body parts I could harvest. If anyone knows of a secret Island-like setup, let me know. I'll also happily take a ScarJo clone.
  3. 1 point
    The problem with it is that it only works with linear_position and linear_rotation controllers. I also enabled it for bezier_position now, which is the default kotormax uses. However, in some of my tests I experienced some unwanted side-effects (wobbly movement). I'm sending an edited script in the attachment. It supports bezier_position controllers, but the main addition is feedback messages telling the user which controllers are supported and what is going on. You put this script into your "gmax_or_3dsmax_folder/scripts/kotormax/kotormax_scripts" and overwrite the existing one. kx_masskeytweak.zip
  4. 1 point
    Hello! Has anyone found a soundset for Quarren NPCs? Cheers! EDIT: I suppose it is possible to use the Aqualish soundset from TSL? In that case, where is it to be found? EDIT2: I think I figured it out. If anyone is interested to know, since porting from the two games is now allowed, it is just a matter of creating a new .ssf file with Kotor Tool, adding an entry to the soundset.2da list, add the sounds to the .tlk file and place the relevant files in the streamsounds folder of the games. DeadMan explained it here.
  5. 1 point
    Been a hot minute, but I have been working on this. I've mostly been working on the feet, so hoping to have something soon. Here's what the base texture is looking like at least.
  6. 1 point
    Label IDs (Name)? or Row Label IDs (Number)? I did indeed replace the Label IDs that broke with "****" but I wouldn't suspect that would break the 2da so I took @JCarter426 and @LiliArch's advice and I checked out the Row Label ID numbers and sure enough I found a typo. How it's meant to be: How I did it: 605 605 606 606 607 505 608 607 I think as long as I don't make typos in the 2da file I should be good, thank you guys for your assistance. @ebmarIf you do go ahead with checking for me and it does break then we'll both know for sure that any typos in the 2da will break it.
  7. 1 point
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  9. 0 points
    It's a bit complicated, but possible. I didn't worked with them for a long time, here's what I remember (note: everything about file paths or formats will work for NON-Steam version; I don't know if it will work with Aspyr patch) 1) Prepare your sound files (IIRC, 16 bit mono uncompressed WAVE), put them to X:\your_path_to_the_game\SWKotOR2\StreamSounds. 2) Now you need to add new line for EACH new sound to dialog.tlk. In the text field you may type anything, it won't be seen in-game. In the Sound Resref field type filename of your sound without extension (so, if file called "soud1.wav" type "sound1"). Remember row numbers for your new lines. 3) Open KotOR_tool SSF editor, click File->New. You will see the list of events for which sounds should play (like "Battlecry 1" or "Pain Grunt 1"). Next to the name of event you will see an editable field with "-1" in it. Here you need to type row number of your new line from dialog.tlk. If you have done everything right, you'll see name of your sound file and whatever you typed in "text" field of dialog.tlk in next two fields. Fill everything you need (if you don't want to use some events, leave them with "-1"), and save your new *.ssf file. 4) Final step. Open soundset.2da, add new row. In the "label" field type the name of your new soundset (like "MyOwnSoundset"), in "resref" - name of you *.ssf file without extension, in "gender" filed type 0 for male soundset and 1 for female one. In "strref" and "type" fields write ****. Save your changes. 5) Congratulations! Now you should be able to set you new soundset for characters. Sorry for my English, I hope I explained everything clear.