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Showing content with the highest reputation on 11/12/2019 in Posts

  1. 4 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. 1 point
    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.
  3. 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?
  4. 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.
  5. 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
  6. 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.
  7. 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.