Leaderboard


Popular Content

Showing content with the highest reputation on 11/24/2019 in Posts

  1. 4 points
    I fixed the animation issue. It seems that the game didn't like it when reading directly from a modified human supermodel, but when I loaded the anims onto a scaled up Jawa rig they work fine: K1_Jawa_Supermodel_v2.7z The other issue is that none of the Jawa will actually do anything because they lack any default scripts, aside from the OnDialogue one: Adding in all those results in this: I also tweaked the script a bit. It now uses an include script, so you'll need to extract those from scripts.bif and put them in the same folder as the hostile script - k_inc_generic, k_inc_gensupport, k_inc_drop, k_inc_walkways: #include "k_inc_generic" void main() { object oPC = GetFirstPC(); object oJawaA = GetObjectByTag("tat20_06jawa_01", 0); object oJawaB = GetObjectByTag("tat20_06jawa_02", 0); object oJawaC = GetObjectByTag("tat20_06jawa_02", 1); // 10 is considered "high" in vanilla shifts, so I reduced this from 15 AdjustAlignment(oPC, ALIGNMENT_DARK_SIDE, 10); ChangeToStandardFaction(oJawaA, STANDARD_FACTION_HOSTILE_1); DelayCommand(0.5, AssignCommand(oJawaA, ClearAllActions())); DelayCommand(1.0, AssignCommand(oJawaA, GN_DetermineCombatRound())); ChangeToStandardFaction(oJawaB, STANDARD_FACTION_HOSTILE_1); DelayCommand(0.5, AssignCommand(oJawaB, ClearAllActions())); DelayCommand(1.0, AssignCommand(oJawaB, GN_DetermineCombatRound())); ChangeToStandardFaction(oJawaC, STANDARD_FACTION_HOSTILE_1); DelayCommand(0.5, AssignCommand(oJawaC, ClearAllActions())); DelayCommand(1.0, AssignCommand(oJawaC, GN_DetermineCombatRound())); } And one final tweak to the UTCs is that they lack the proper Jawa soundset. Much like the missing scripts, this was due to there never being the intention for them to end up in combat. Oh, and if you want to make UTC changes, be aware that editing them and dumping them in the Override won't work for an existing save. That will require a save before entering the module or otherwise you'll need to edit the save itself, since a module's GIT is included as part of the save, which incorporates the UTC data from any (living) NPCs.
  2. 2 points
    View File Frank Lloyd Wright Glass Replacement in the Ebon Hawk ORIGINAL RELEASE: 24 NOV 2019 GAMES: Star Wars Knights of the Old Republic 1 & 2 (see notes below for which files are applicable to which game) Description: I’ve done a few small modifications for the Ebon Hawk over the years, most of which aren’t things that I’ve felt measured up to the standards of the KOTOR modding community. However, one of the small modifications that I’ve made recently showed up in a movie clip presented by Darth Varkor. It seemed to result in some nice feedback so I’ve reconsidered holding this one back. The glass in the Ebon Hawk that this mod replaces in this mod originally looked like this: (texture size increased to 512 x 512 for easier viewing) My version replaces this blue version (LEH_light04) with a Luxfer Prism designed by Frank Lloyd Wright. It also replaces the unlit version (LEH_light06). Finally, I’ve replaced LEH_light03 as it currently has the LEH_light04 texture behind a circular grate. You now have two choices - the new blue light behind the old grate or the new grate that Dark Hope created in her IGM mod. (Dark Hope's texture used with permission.) Those wanting further information on the Luxfer Prism can consult this article. Though I've placed this in the Knights of the Old Republic 2 section, this mod is compatible with both games. However, only the following textures are actually seen in KotOR1: LEH_light03 and LEH_light04. But what about LEH_light11? (texture size shown actual size for comparison to original blue texture above) Those comfortable rooting around in the KotorTool for textures may have noticed a different texture called “LEH_light11” which is a red version of the original texture. However – as confirmed by DarthParametric – it doesn’t appear in any of the MDLs so it won’t ordinarily show up in the game. That doesn’t mean someone may not implement it in a future mod for TSL. Therefore, I’ve included a red version of the Luxfer Prism as well. If you don’t wish to unnecessarily clutter your Override folder, don’t place LEH_light11.tga or LEH_light11.txi - this is an animated file - into it. The red version also has a 7-step animation, with a slight brightening to simulate a “red alert” type of situation. This is an optional file. Installation: For KotOR1, you'll be adding the following files to your Override folder: LEH_light03.tga, LEH_light04.tga, LEH_light04.txi. However, you'll have to choose which version of LEH_light03.tga you want from one of the two sub-folders. For KotOR2, you'll be adding the following files to your Override folder: LEH_light03.tga, LEH_light04.tga, LEH_light04.txi and LEH_light06.tga. However, you'll have to choose which version of LEH_light03.tga you want from one of the two sub-folders. Do not include the LEH_light11 files to your Override folder unless you have a mod that enables that texture in your game and you wish to use my version instead of the original texture. Uninstallation: Take them out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam. I may release this on NexusMods at a later date but I don't wish others to do so on my behalf. Usage in other mods must be requested AND approved by me before your use with the exception of the LEH_light04 texture. Usage of the Dark Hope version of the LEH_light04 texture in your mod requires the permission of both Dark Hope AND myself. (I must also be included in the PM that you send to Dark Hope so I can see the permission granted with my own eyes.) Credits & Special Thanks: Dark Hope: For her kind permission to alter her LEH_light04 texture and include it with this mod. DarthParametric: For discovering that LEH_light11 doesn’t appear in the MDL files of TSL. Maverick8341 (on Reddit): For their valiant attempts to find visual evidence that LEH_light11 appears in TSL. DarthVarkor: Beta Testing of this mod. Ebony Moon and DarthVarkor: Beta Testing of this mod and for the mod in-game screenshots. Mellowtron11: For permission to use his video for illustrative purposes. Submitter Sith Holocron Submitted 11/24/2019 Category Skins TSLRCM Compatible Yes  
  3. 2 points
    Thanks for reporting that, it wasn't using the .ini file. Fixed now. mdledit_v1.0.104b.zip
  4. 1 point
    View File N-DReW's Mini Mod Collection for TSL A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.5.0 Release Date: 13.06.2022 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Description: Over the years, I have released a lot of restoration and fix mods for TSL though many of my mods don't necessarily stand out as much as others mainly because the mod is so small and insignificant. This mod is designed to make your life easier, all of my small, insignificant and standalone mods are inside this mod pack so that you, the player, only need to download 1 mod and install once (Or several times depending if you want an optional mod). What's in the mod? Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Ashton Scorpius: For making his TSL Removed Mouth Cubes mod a Modder's Resource Bioware: For such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 11/24/2019 Category Mods TSLRCM Compatible Yes
  5. 1 point
    You could include the grate as an option. As a note, using this in K1, the Ebon Hawk light panels are dimmer than TSL, so the glass will be a bit dimmer and more violet. (Please note this is a test run of the original version of the textures.)
  6. 1 point
    Creating a MOD file that goes in the Modules folder. Read the PDF that comes with TSLPatcher for more info.
  7. 1 point
    Note that if you plan on releasing this, for compatibility reasons you'll want to have it use TSLPatcher and ideally set it up for module injection rather than just dump everything in the Override folder.
  8. 1 point
    Entry#11: ActionJumpToLocation >= ActionJumpToObject Today I learned that to avoid T-posing of a jumped creatures, ones should use ActionJumpToLocation rather than ActionJumpToObject. Though they have a same purpose but the end-result look to be different some other times. I was having a trial-and-error experience with the HoloRakata/unk41_holo spawned outside the Elder Settlement [Lehon - South Beach/unk_m41ab]. Originally it was spawned by unk41_holo02 using CreateObject, thus having the holo spawned with a T-pose. I recognize the taste of the fruit for sometimes so I moved the spawn part one script earlier -with custom location- to have it with unk41_holo01 and jump the holo with the latter. The waypoint/UTW for initial spawn location already present, which is spawn1 - I have to go with ActionJumpToObject for convenience's sake to avoid fiddling with location's Vector for the jump. Alas, the T-pose still there. I thought I had to add a PlayAnimation before the jumping part [to override the T animation] but it didn't worked. So I look for a location to pair it with ActionJumpToLocation, as well as using it instead, and then - yeah, the T-pose's gone. I hope this information can be helpful to you, fellow Jedi. May the Force be with you.
  9. 1 point
    It looks great with my dark sider, I like the blond guy, in black dark jedi knight robes. The silver blade is really striking with him.
  10. 1 point
    I'm with Samuel L. Jackson on this one, though I like to use 2 single blades in the KotOR games. I like the colour to be a bit more towards purple than the violet kind that the games have. I'm not too fussy about the hilt, I like the old Graflex Anakin/Luke ones, Qui-Gon's, Obi-Wan's, Vader's. Some more exotic ones from SWTOR are cool too, white with golden curls and things on it.
  11. 1 point
    Unfortunately I have not had the time to work on it, I was homeless for a little while earlier this year ( some 6 months odd, I can hardly remember ) but in the past few weeks I have been getting back to grips with the project, coming back to a whole mess of files all over the place I was a little lost at first. I am going to try building the demo I had planned some time back over the next few months, though I have a lot of other things to keep me busy at the moment, looking for work being my main focus.
  12. 1 point
    Did you hex edit the model's Aurora/Odyssey base name as well? If the game spawns in different models with the same base name, it can get confused about their properties, resulting in problems like you're describing.