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  1. 2 points
    If you are using appearance.2da to specify the texture name, then yes - in the 2DA it would use the base name "hermet_robe" and then would assign the appropriate texture based on the model variation (e.g. hermet_robe01). Alternatively, if the texture column is left blank, it will apply whatever texture is directly assigned to the model.
  2. 2 points
    You'll find a lot of info on that subject on Kexikus' thread here
  3. 1 point

    Version 1.0

    2,264 downloads

    Summary In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions. In the second game, however, the player is mute. This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords. The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game. Installation Run Player_Soundset_Restoration.exe. Uninstallation Remove the installed files. Compatibility This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides SSF Editor– stoffe Permissions Mod JC's Player Soundset Restoration for K2 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  4. 1 point
  5. 1 point
    For voice-overs, it's also good practice [at least for these games] to always export the files first as 32000Hz's mono-MP3 at 48kbps with max of 16 characters [it also is necessary to remove any metadata embedded with the files], and then add the WAV header as instructed here. To quote a point from the post -- Though I'll recommend to only put VOs to StreamWaves\ [K1] or StreamVoice\ [TSL] - no other than that. You're good to go then!
  6. 1 point
    The icon name has to match the one defined for the base item type. What base item are you using? A robe? Revan's robes? A disguise? Edit: I see above it's Revan's robes, so the icon name is of the format ia_revan_001.
  7. 1 point
    IIRC you're missing the "Texture variation" from your texture name. If you look at your uti file you see that the texture variation is 1 so I think the game expects the texture to be called hermet_robe01.tga. "hermet_robe" from appearance.2da and 01 as the texture variation. Or maybe I'm just dead wrong and someone else has to chime in.
  8. 1 point
    Could use the Sewers as the lower levels of Coruscant and just rename the Rakghouls Cthon https://starwars.fandom.com/wiki/Cthon/Legends
  9. 1 point
    I watched the movie, which was basically enough to cure me of further need to watch the show. I also watched the episode of Rebels where she fights Vader, since everyone raved about that, and that had helicopter lightsabers. So yeah, Dave Filoni can burn in hell frankly.
  10. 1 point
    Lip Syncing (the easy way) This tutorial will show you how to make custom Lip Synching with custom Voice Overs without the need for complicated Mod Prefixes etc. I advise you read through the installation of the CSLU Toolkit below before visiting the site. Tools you will need -Microphone / Voice Actor -Audacity - http://audacity.sourceforge.net/ -Lip Synch Editor - http://www.starwarsknights.com/tools.php#de -CSLU Toolkit - DropBox Link -DLGEditor - http://www.starwarsknights.com/tools.php#de -Notepad Installations Download the Audacity Installer and install Download the ZIP file containing the LipSynchEditor and unzip it. The CSLU Toolkit provides some extra work to install. Visit the above link and enter your email and you will be sent a download link. Download the installer and run it. Select Typical Install and accept the default options. Then go and get a cup of tea while you wait for it to download and extract. Download the ZIP file containing the DLGEditor and unzip it. Notepad comes with windows. Writing Dialogue For writing dialogue here is an excellent tutorial https://web.archive.org/web/20150925104635/http://www.lucasforums.com/showthread.php?t=180845 Although we will be focussing on two specific things which will be covered later. Make sure you have all of your dialogue written out and then take each individual line and put it in a text file. You can name it whatever you like but I normally use the NPC tag and then a 2 digit number e.g. Hello, How are you today? - commoner01.txt I'm fine thank you - commoner02.txt It just helps distinguish between files. Recording Now plug in your microphone and start up Audacity. Hold the microphone to your mouth and then press the record button and say the first line. You may find it is too quiet and that you need to use the Amplify Effect in the Effects Menu. Then use the drop down menu on the audio channel and select Mono. Then select File, Export and save it as the same name as the corresponding line in the text file for example commoner01.wav would be the sound file for Hello, How are you today? - commoner01.txt Record every line individually and put them in a folder with the .txt files. Make sure that there is no punctuation other than full stops, commas, question marks and exclamation marks as this is all it supports. Lip Synching To acheive custom lip synching you need to use the CSLU Toolkit to create a .phn file that can be read by the LipSynchEditor. To do this open Notepad and type the name of your wav file, followed by a space and the name of your text file. Continue this on the next line for each sound and text file. For example commoner01.wav commoner01.txt commoner02.wav commoner02.txt commoner03.wav commoner03.txt and this can be continued on. Save this as list.txt Next go into the LipSynchEditor folder you extracted earlier, then into Extras and then into Importing. There should be a file named makephn.tcl in there. This will need to be in the same folder as your voice overs, your text files with the words and your list file The next step is slightly different depending on your operating system. Windows XP: Click on Start -> Run and type "cmd" (minus the quotes) and hit enter. Vista/7: Click on the Windows Logo and run a search for "cmd"(minus the quotes) and click on the result that says either cmd or command. (I can't remember which it is as I have XP) You will now need to use some commands to navigate to the directory in which you saved all your files and the makephn.tcl script. The three commands are: dir - lists the contents of the current directory. cd *name of directory* - moves into the *name of directory* cd.. - Moves to the previous directory. For example I made the directory on my desktop and my default start location is C:\Documents and Settings\Tim So I would need to use the command dir cd Desktop cd Voice Overs The dir command is not necessary it just helps to find the names of some folders. You will then need to run the script makephn.tcl that you put in that folder and put list.txt after it. For example: makephn.tcl list.txt would be all you need to type. It will then think about for a bit and then if it is successful it will pop up with a little box that has nothing in. This means it is done and you can close it. If it comes up with an error double check that your sound file is MONO and that there is no excess punctuation in your text files. If you now check your folder there should be a lot of .phn files which are what we need hurrah. Now start up the Lip Synch Editor and click File, Import Phn. Hold down Control and select all of your phn files. This should come up Then click File, Save All and save your .lip files. Now open DLGEditor and click on one of your lines and find the VO_ResRef field. In here type the name of your .lip file without the .lip bit. Then tick the box that says sound exists. You will now need to put the .lip file in the .MOD for the module or in a seperate .MOD for voice overs it doesn't really matter. Then the .WAV needs to go into the StreamWaves Folder for K1 or StreamVoice for K2, NOT INSIDE ANY FOLDERS. HUZZAH you are done. It will work. Hope this works. Any questions, I will endeavour to answer them. If I missed anything or it doesn't make sense then please tell me and i will correct it. Thanks for reading. TB12