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Showing content with the highest reputation on 01/29/2020 in all areas
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1 point
Version 1.1.0
7,803 downloads
This mod modifies the scene on the Harbinger where Kreia leaves the party to face Darth Sion. There are two versions of the mod. In the Lightsaber option, Kreia will pull out a lightsaber instead of a vibroblade (a green single-bladed lightsaber by default) and will face Sion with that. After he cuts her hand off, the lightsaber is not seen again. If you want her to use a different lightsaber, copy the .uti file of the lightsaber you want, name it lsbkresion.uti and replace the one in the override folder. In the Long sword option, there will be a Republic Officer corpse near Kreia. Kreia will now pick up a Long sword from the corpse and use it to fight Sion. It could also have been a vibroblade, but I liked the Long sword better. (In this case it is not possible to change the sword, because it is baked in the corpse placeable model. I tried to do it using a character model and an equipped item, but it is impossible to control the creature's death animation if they are dead and it is impossible to make a creature non-selectable when they're not dead and are just using a death animation.) In addition, both versions of the mod give all of Kreia's weapons to the player as she leaves the party. The cameras have not been adjusted in any way. I tried to refrain from editing .dlg and .git files to keep this mod compatible with other mods editing this scene. I may address such issues in a future mod. Installation: Run TSLPatcher.exe. Uninstallation: (1) Use the 153har.mod file in the backup folder to replace the existing one in the Modules folder inside the game folder. (2) Delete lsbkresion.uti from the override folder (Lightsaber version only). If you installed mods after this one that affected the 153har.mod, this will undo their changes. To prevent this, you may use ERFedit to manually edit the existing 153har.mod instead of replacing it. Extract the following files from the backup 153har.mod, then add them to the 153har.mod in use: 153har.are (Long Sword version only) a_sioncut.ncs a_sioncut2.ncs Additionally delete the following files (Long Sword version only): k_153har_enter.ncs plc_rsldcrps.mdl plc_rsldcrps.mdx plc_rsldcrps.pwk plc_rsldcrpssw.utp This will remove this mod while preserving changes to any other files in 153har.mod from any other mods. Thanks: Fred Tetra: Kotor Tool tk102: DLGEditor, K-GFF GFF Editor JdNoa & Dashus: DeNCS @Sam Fisher: bringing the mod request to my attention. Permissions: You may do whatever you want with this mod, however if you redistribute it, please mention the original author somewhere. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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 THESE FILES. -
1 pointJust tried the mod, its great to be able to visit the planets from kotor 1 in kotor 2, this mods adds a sandbox possibilities for these games.
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1 pointOne thing to keep in mind is that doing any sort of significant character movement while using dynamic cameras is generally not advisable. It often leads to unpleasant bobbing and jerky camera motion (most pronounced if the character is running). Ideally you'd use a static camera or animated camera for such shots.
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1 pointI've copied and pasted your script, compiled and attached to "I'm Carth, soldier on the Endar Spire" and nothing happening. Then, I've tested your script on PC response with "I had a strange dream". Nothing again... [EDIT] : The compiled file was not in Override folder ! I've changed that. Only Carth walk to the window with your script. [EDIT 2] : IT'S WORKING ! I've attached your script Bead-v to "I had a strange dream" (PC response) and to "I'm not surprised" (Carth response).
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1 pointThis worked for me: void main() { object oPC = GetFirstPC(); object oCarth = GetObjectByTag("carth"); AssignCommand(oPC, ClearAllActions()); location lPC = Location(Vector(86.3,147.0,0.0), 0.0); location lCarth = Location(Vector(85.9,145.6,0.0), 0.0); AssignCommand(oCarth, ActionForceMoveToLocation(lCarth, FALSE)); DelayCommand(1.0, AssignCommand(oPC, ActionForceMoveToLocation(lPC, FALSE))); }
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1 pointEasy - I didn't do it. Those are the original TOR weights, just mapped to the KOTOR rig, merged from multiple source bones as required. Yes, you can adjust the hooks if needed. As I said above, skinned meshes can just be parented directly to the OdysseyBase. Most of the vanilla KOTOR head models that have separate hair meshes use danglymeshes (i.e. static meshes that use vertex buffer animation), so those are parented to the head bone.
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1 pointIt bitches if there are more than 18 (though the error message still says 16, fixed now for next release). Since there is space in the mdl it can be safely compiled and decompiled with 18 bones, but tests have shown that 17 is the effective maximum. IIRC, the issue JC had with Handmaiden's shoulder (right handed vs left handed UVs) still persists, but I think it should work in most more general cases.
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1 pointOnly mesh alpha, not texture alpha. So mostly just for holograms. No, do not adjust the bone positions. You should look at the vanilla models for hierarchy clues. But the basic gist is skinned meshes are always direct children of the base. Only trimeshes (i.e. static meshes) need to be children of bones if they need to inherit movement. So hair meshes (typically) will be children of the head bone, lower teeth are children of the jaw bone, etc. Note that because Odyssey uses meshes as bones, a given mesh can be both a bone and a rendered object in the game. The eyeball and eyelid meshes are the most obvious head model examples of this (other examples are droids, which are mostly all rendered bones). Although you can create your own custom skinned eyeball/eyelash meshes, or assign weights to those sections of a face mesh. Just be aware that Odyssey has a maximum bone count of 17 bones per mesh (MDLEdit will probably bitch at you that the max is 16, unless @bead-v has fixed it in the most recent version). That means that a typical head mesh - assuming you split out the tongue, eyes, and teeth to separate meshes - will have one bone too many if you try skin the eyelashes (18 bones total). Since only the very bottom ring of verts on the neck typically need to be weighted to necklwr_g, splitting off the bottom ring of polys to a separate mesh before export might be one option, since smoothing across meshes should be fixed in MDLEdit.
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1 pointI do not know exactly, but somehow you're supposed to mark edges as sharp/hard (ie. there will be no smoothing across these). Kotorblender should then translate this to smoothing groups on export. The _g meshes are the bones yes. I don't think you need to move them, but then I've never done something like this. I'd say don't moved them if possible. In most cases the animations are on the supermodels (s_male01, s_male02, s_female01, s_female02, s_female03), the bones are matched based both on their hierarchy and their names, so do not change that. The hierarchy matters for some things like alpha transparency (DarthParametric could tell you more about that), but I don't see any problem with having the hair as the child of the head. Although as far as I know, vanilla models are not structured this way, so maybe just stick to the usual design unless you actually need to change it. I do not have an answer to this one, sorry!
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1 pointYou did everything right, except that Carth's tag is not "p_carth", it's "carth". You can check a creature's tag by opening their .utc with either kotor tool or a GFF editor. Also, it is useful for debugging to check whether your script is running, you can do this by writing: SendMessageToPC(GetFirstPC(), "Script is running!"); You should get the message to your Feedback window. If you do, it means the problem is not with running the script, so something must be wrong with the script if you are not seeing the result you want. Bonne chance
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1 point
3,049 downloads
Uploaded by permission of the author. Original KotORFiles review: "Mandalorians were an interesting type of people. They liked to wear full body armor and live for battle to gain honor in the eyes of their fellow brethren. What's interesting is if you're a female player character and some Mandalorian tells you that you would have been a good one too. What's funny is that you never saw female Mandalorians in Knights of the Old Republic. Enter Inyri Forge! stick out tongue Inyri is back to give us what the first Knights of the Old Republic (and the second, but this isn't for that game) lacked and that is female Mandalorians. Hey, even the males need some loving; plus they need sons and daughters to carry out Mandalorian traditions. Inyri took the male model and made some changes to it to give you the female version. The most noticeable feature right away is the breasts. I'm betting that is what most everybody will notice first when seeing the screenshots whether or not they choose to admit it. stick out tongue There are some other details you can notice is the more slender body and some female shaping traits that you really have to look to notice. Some masculine traits have been left behind, but as the author has stated herself that she did that on purpose because if a female had to wear that armor all the time, they're going to be very strong and have some good sized muscles. The only place where you will see some female Mandalorians in the game from what I can see is Dantooine if you look at the names of the UTC files the author has edited. The author even customized a sound set for them so they will sound female when attacking you. The TSL Patcher is used to install this mod to make some very necessary compatibility changes for your game. You will need a saved game before going out on the Dantooine plains for these changes to take effect. Make sure you read the instructions in the readme file. Enjoy the mod! big grin Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -Shem" Introduction: Mandalorians -- or neo-crusaders as they're popularly known as in this particular game -- are one of the staples of Star Wars lore. Whenever you want to find a 'cool' villain, it's always a Mandalorian... unless it's a dark Jedi, but that's another story. It's rarely pointed out that most of the non-human enemies/NPCs in the game -- Mandalorians, Bith, Ithorians, Rodians -- are all male! Only a few lucky groups get females, the Tusken Raiders and Wookiees first coming to mind. But of course we all know that if Mandalorians want their legacy to go on there must be women somewhere! So someone said "hey, how about a female Mandalorian?" So I did it. Description: This mod, to be very straightforward, adds female Mandalorians to the game. This is an edit of the original Mandalorian model using Taina's Replacer, so I did my best to feminize the model. It still has a few masculine traits which I did not 'soften up' purposely (even female warriors would be tough as nails... plus Mandalorian gear is heavy armor!). On the whole the model is slimmer and less masculine, although obviously still fit and ready for a fight. It also uses a customized sound set (a mix of default soundsets with a filter over the audio to make it sound like the male Mandalorian). For kicks I also changed a few of the UTCs on Dantooine to now display the female Mandalorian instead of the male, in case you wanted to see it without using the savegame editor. I'm hoping beyond hope that none of the ones I change ever have anything to say... In any case I've also included an unused UTC (n_mandalorianf.utc) kind of as a modder's resource in case someone wants to put these in a custom are for whatever reason. Installation: This mod uses the TSLPatcher for easy installation. Simply extract the contents of the compressed archive to anywhere on your hard drive, then double click "TSLPatcher.exe" to run the installation. Do not try to install by hand -- it won't work. -
0 pointsi think there is still some work left to do like put the head on a skeleton from the game
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