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Showing content with the highest reputation on 12/16/2019 in Posts

  1. 1 point
    Nah it's absolutely whining about TLJ. Most people here live in some kind of dream world where TLJ was a financial and critical disaster and forever besmirched the reputation of Rian Johnson and Kathleen Kennedy. Remember all those videos predicting KK getting fired a year ago? I don't think those critical of the new trilogy have their finger anywhere close to the cultural pulse of our society.
  2. 1 point
    And I think it important that the world knows... that pesky problem that plagued the Disciple-Carth/Cede scene at endgame - which broke the game for many players - can finally... REST... IN... PEACE! Many thanks to @Snigaroo for testing PartySwap in preparation for the next iteration of the Community Mod Build. There are a few other issues that I'd like to check out at some point, even if only to learn that PS isn't the problem, but none of them are game breaking. I also have something else to restore in the mod, so expect a new release sometime this week. DarthTyren has spoken!
  3. 1 point
    Ok so I took your advice guys and I tried making the animation following the TALK_FORCEFUL animation from S_Male02, which is kind of the angry talk animation. But before I did anything I wanted to test out if I could a new slot for the model so I called it tlkforce which is what the game uses to match the TALK_FORCEFUL animation. But for some reason the game doesn't recognize it, whenever I try playing it the model just uses the default talking animation. If I try to do the same with an existing animation (I remove it first and try to play it) the game tries for a second but switches to the idle animation (notice I say idle but before it was the default talking one, not the same). This tells me that the game knows there is this animation but it can't find it. Whereas the previous case the game just doesn't even search for it. It's like it's not hardcoded into the game to look for the INT_TALK_FORCEFUL constant in the selkath model. So there is no choice but to replace an existing one. After looking at all of them the least used one is the usecomp animation (I think it's only used when you are sentenced to death in the trial and the guy in the computer turns the ray cell on. But let's be honest, you have to be really bad or do it on purpose to get that ending so it's not a big deal). The problem is that it's a fireforget animation, not a looping one. Meaning that when it's done the model will return to the idle animation. The looping version of the animation it's not on the model unfortunately and I can't use it. Anyway, here's the animation: And here's how it looks in Blender: For some reason I can't get the mouth movements in my test, but I tried it with vanilla NPCs and it works perfectly. The only downside to this is that all entries in the .dlg files you posted would have to be updated with USE_COMPUTER_NOLOOP instead of TALK_FORCEFUL in the animation field, in case you are still interested. What do you think?
  4. 1 point
    Perhaps this will do: If not then I (or someone else here) can explain how to do it with KotOR Tool.
  5. 1 point
    If you get this, right click on the binary code and select View decompiled code in DeNCS. Now you can save the script. Good luck!
  6. 1 point
    All this would require is dialog editing. Since you seem to have a pretty clear idea about what you want, why not edit the dialog yourself? You do need to know where to find the right dialog, which can sometimes be a little tricky for a beginner, but then you can ask here (the above part is in k_hbas_dialog.dlg). Once you have the file, editing it is simple. Then just drop the file into your override folder.
  7. 1 point
    This is a repost of an old tutorial I did on LucasForums. Original posts can be found HERE. The combat animations are in fact in the regular old animations.2da; combatanimations.2da is more like a seating arrangement. It lists all the attacks and then states which animation goes with it - hit, parry, dodge, and so on. It's entirely numbers so it can be a mess. animations.2da gives you more of a clue, but the naming scheme can seem a bit weird at first glance. The animation name is an alphanumeric code with four parts, alternating letters and numbers. The first part corresponds to the attack type - a generic attack, a feat, or a monster attack. There also seems to be some attempt to divide it into ranged and melee, but I can't discern it entirely. b - ranged c- melee f - feat g - generic m - monsterNext, it's divided into weapon type as well as whether the character wielding one or two. These are given abbreviations for K2 only. 0 - N/A - droid 1 - SB - stun baton 2 - SS - single saber 3 - 2HS - two-handed saber (double-bladed) 4 - DS - dual sabers 5 - SB - single blaster 6 - DB - dual blasters 7 - RF - rifle 8 - NT - natural attack (unarmed, I believe) 9 - HC - heavy carbine 10 - UC - unarmed, complex (K2 only) 11 - N/A - wrist launcher (K2 only)Next, what the character is doing. a - attack d - damage f - appears unused g - dodge n - deflection p - parry r - ready w - wieldAnd finally, another number. In most cases this is simply a variation number; some in K2 have an additional letter, for even more variation. So, for example, if you want a character wielding a blaster rifle to dodge, the animation would be g7g1. g: generic 7: rifle g: dodge 1: variation (in this case there's only one) In the original thread, Fallen Guardian asked about power blast. This is where it gets complicated. Some of these variables are limited by other variables. Parry, for instance, is only a melee occurrence. I believe this is the reason for the distinction between ranged and melee that I mentioned above. Let's look at the first part again. 1:b - ranged 1:c - melee, complex 1:f - melee, feats 1:m - melee, monster 1:g - both, genericAnd now let's look at the third part. 3:a - both, attack 3:d - both, damage 3:g - ranged, dodge 3:n - melee, deflection 3:p - melee, parry(Putting this in code because of the emoticon.) 1:b is used for [i]all[/i] blaster attack animations. 1:c covers complex melee animations such as parries and clashes. 1:f is reserved for melee feats - critical strike, flurry, and power attack, as well as Force Jump. 1:m is for engaging a monster in melee. 1:g is anything else. 3:a is used for any attack. 3:d is used for any damage. 3:g is used for dodging ranged attacks. 3:n is used for deflecting ranged attacks with a lightsaber. 3:p is used for parrying melee attacks.Because of these specifications, certain ones do not belong with certain other ones. If that's not confusing enough, the final number is not always a simple variation; what it is depends on both of the above letter slots. I'll go over the feats for you. MELEE (f***) 1 - critical strike 2 - flurry 3 - power 4 - jump RANGED (b***) 1 - attack 2 - attack 2 3 - sniper shot 4 - power blast So, finally, a power blast animation is b*a4. The asterisk is either 5, 6, 7, or 9, depending on whether you are dealing with a single blaster, dual blasters, a rifle, or a heavy carbine. To make things even more confusing, there are a couple other animations that use the same scheme, in a way. The knocked down animations, for instance, are g1x1, g1y1, and g1z1. And in K2, there are multiple ready animations for lightsabers, the final number corresponding to the saber form, but I don't know if they ever finished the animations for them. If you're still confused, the 2DA for K2 has a description column that might help. The format is virtually the same as K1's, but of course K2 has more animations so you shouldn't go by it entirely.