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Showing content with the highest reputation on 02/22/2020 in all areas
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4 pointsGreetings, mod's author - congrats with the release! I hope you don't mind me giving you a feedback or two. So, in the installation setup you were using -- [appearance.2da] ChangeRow0=modtyp [modtyp] RowLabel=40 modeltype=F That's OK, but the mod will only worked with Alien_Selkath_01 which is in RowLabel=40 while there are three variants [four, w/ Lite_Selkath_01 for whom using K1CP I'd gather] overall. Therefore, you may want to replace those with -- [appearance.2da] ChangeRow0=appearance_mod_alien_selkath_01_0 ChangeRow1=appearance_mod_alien_selkath_02_0 ChangeRow2=appearance_mod_alien_selkath_03_0 [appearance_mod_alien_selkath_01_0] RowIndex=40 modeltype=F [appearance_mod_alien_selkath_02_0] RowIndex=259 modeltype=F [appearance_mod_alien_selkath_03_0] RowIndex=260 modeltype=F To have that result you may want to use ChangeEdit's Compare feature which button looking like -- Also, you may want to take account of K1CP's user with your setup [and for those who don't it'll do no harm - benefits, even] by adding this following the above -- [appearance.2da] ChangeRow3=appearance_mod_lite_selkath_01_0 [appearance_mod_lite_selkath_01_0] RowIndex=323 race=N_Selkath walkdist=1.7 rundist=5.4 driveanimwalk=1.7 driveanimrun=5.4 racetex=**** modeltype=F Then, you will have your INI setup pretty much like -- And there you can update the INI of this awesome mod to be -humbly speaking- working optimally. I hope I did everything right there, as I wrote this after staying up all night, lol! Much thanks for considering, and may the Force serve you well!
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3 pointsView File Custom Selkath Animation Custom Selkath Animation By Alvar007 This is my first mod release, so I hope I'm doing everything all right. ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new entirely custom animation made by me to the TALK_FORCEFUL unused slot of the Selkath model. This will allow the Selkath to play an "angry talk" animation whenever it's called in their dialogues which is a bunch of times. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn't alter the Selkath model and/or appearance in any way. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND 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 Alvar007 Submitted 02/21/2020 Category Mods K1R Compatible No
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2 pointsThe Selkath mod and Darth Malak fix have been uploaded. I will only do the items for the other two for now, since I can't figure out how to fix those problems. I have sent a message to @Ӄhrizby asking for permission to use his Darth Nihilus Animation Fix that I want to include with my port, but he hasn't connected for a year so I don't know if I can upload it if he doesn't reply. Also, I wanted to create a custom icon for the Darth Malak item (you can check it out in the Malak fix) but it appears so big that it fills the whole UI space in game instead of having that blue frame around it like the rest of the icons. Anyone knows how can I achieve that?
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1 pointCongrats to your awesome work Alvar007! Hope there are much more to come yet😀 those custom animations greatly enhance the immersion factor so badly needed when comparing to todays standards.
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1 pointAlvar007 i congratulate you on the mod premiere, thank you for your fantastic work and thank you for the fact that thanks to you K1 is getting better and more interesting!
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1 pointThanks for reporting this! This is a situation the code doesn't consider, so it crashes (unfortunately). I can reproduce the problem, but I'll have to hunt down to place where it happens when I have more time. In the mean time just make sure your animations have nodes in them if your experience another crash (or alternatively delete the animations). Sorry for the inconvenience!
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1 pointCongratulations, Alvar007! I will be soon installing and testing thoroughly this after making the necessary amendments to the installation setup. Thanks for this and for the drinking animation too! Cheers!
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1 pointThe problem with the animations in the attached ASCII is that the tracks are empty. MDLEdit is a primadonna. It throws a tantrum if everything isn't just right.
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1 pointI have an issue where MDLedit chokes on a very simple skybox model. I tried both 1.0.3 and 1.0.104b and in both cases MDLedit just crashes when loading the model. MDLops 1.0.0 on the other hand can handle the model just fine. However, the ceiling of the skybox in the compiled model is rotated compared to my 3dsMax scene. That's probably a different issue but I thought I'd mention it just in case it turns out to be important. Any help here would be very much appreciated. I attached both the ASCII exported from 3dsMax and the compiled model from MDLops. 402dxnz.zip Edit: Turns out that it was an issue with the animation in the model. I exported it without animations and now everything is working fine and there were no animations in use anyway. Not sure what the issue was before so maybe it's still helpful for you to improve MDLedit.
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1 pointThanks for your input ebmar. I am not familiar at all with K1CP but I guess I can release an update with those changes you are saying.
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1 pointCongratulations on the mod release! Those selkath look quite funny in that animation, but I had never thought of the Selkath as lacking the "Angry talk" animation, good catch.
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1 pointThank you for the in-depth review of sorts it's really appreciated, these are definitely some things I will need to look into. Leaving the characters in place was just so that I had sets of co-ordinates to work with when placing new NPC's and so that it was not just a bunch of empty levels, though this is much easier now using the Kotor Toolset, but it is still good to have the Z Axis values as reference especially for placeables. One thing to note is that I don't remember modifying the main menu and wonder which files you are referring to? The only alteration to menus I believe was the TSLRCM / M478EP Animated Logo that I obtained permission to include. Making it so that dialog can all be skipped is definitely something I will change in future versions, I only tested the borders of Tatooine once and didn't think to make them skippable, though the same can be said for the rest of the dialog I have added into the game. As for the swoop tracks, the current versions are based off of the Telos Swoop Track but modified to have the relevant rooms, swoop bike and camera models from the first game, I really need to spend a bit of time diagnosing the problem properly ( such as the exit transition script / going through it step by step ), I also need to make sure it loads two different versions of each track for the upgradeable swoop bike mod by bead-v that I have permission to include. The Swoop Tracks are definitely an integral part of the mod that I need to get working, I haven't spent as much time on this project recently as I would have liked to but intend to sit down and work on it again properly for a few days sometime soon. Though I have the story ideas laid out now, I also have sets of test rooms to view all the placeables, characters and alien dialog to help me choose what I will want where. Using just alien dialog might be a bit of a setback in terms of quality it is the best option for the moment. I spent quite a while making changes to M478 because I felt the jumping transitions were really off-putting / disorientating, I have also played the game through a few times looking for odds and ends to fix ( distracting myself from the main part of the project ) I have since played M478 through quite a few times and found everything to work correctly, though I haven't been able to find two items to finish a quest there neither in the vanilla nor in my modified version, but this might just be that I have overlooked a container / placeable somewhere. ( Quest is Archon Communication - I obtained the schematics from one droid and didn''t find the other two items ) But eventually I do intend this project to come bundled with various fixes, the extra areas and as many Quality of Life improvements as I can make, I am also looking for suggestions on anything that might need changing, fixing or editing in the main game, I have a large folder of screenshots that I need to go through pin-pointing things I have already located to modify, move, remove or fix. Again thank you for your kind words and notes on any issues, also apologies for my long-winded response.
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1 pointThank You, I am still working on this regularly but slowly. I have had trouble getting the swoop tracks working but I am still trying and I will be adding Pazaak players to each planet at some point, trying to focus on laying out a decent storyline for each area that fits with the game and trying to make links between both games. Also pin-pointing things that need fixing throughout the main game. Currently the mod only has three HK-50 encounters and the mystery box ( which doesn't have a journal entry and no way to end the quest yet ) but this allows players to get HK-47 restored before visiting their first planet, it always annoyed me that players had to miss out on at least one planets worth of dialog for HK before they could restore them. Being that it is just me working on this it is likely going to take quite some time ( possibly years ) before I finish everything, but I am still holding out hope that others will begin to contribute, offering their expertise or fixes for the game to be bundled as one in the future, I have already reached out to some mod authors and been given permission to include some fixes / mods. I am trying to stay true to the original game and only include fixes / mods that feel like they should be in the game.
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1 pointBoth Sith Lords selectable in both games would be awesome. Would love to see the Malak one. Thank you for your work.
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1 pointMuch more settled on a direction for the project now, latest story descriptions can be found in my latest post on page 4 of my WIP topic, much more realistic than some of the outlandish ideas I had to begin with.
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