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Showing content with the highest reputation on 09/03/2020 in Posts
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1 pointView File JC's Fashion Line I: Cloaked Hybrid Robes for K1 Summary This mod adds cloaks to the Jedi robes worn by the player and many NPCs, combining the body of the KOTOR 1 robes with the cloaks of the KOTOR 2 robes in a hybrid model. There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red-Blue Alternative uses the K1 color scheme, but gives the red and blue robes dark grey cloaks. All styles come with or without gloves for your player character and some non-player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone. Installation Automatic Installation (Recommended) Extract files from the downloaded archive. Run Fashion_I_Cloaked_Hybrid_Robes_K1.exe. Select one of the six install options: a) 100% Brown b) 100% Brown (No Gloves) c) Brown-Red-Blue d) Brown-Red-Blue (No Gloves) e) Brown-Red-Blue Alternative f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Select one of the three folders in tslpatchdata: h_bbb – 100% Brown h_brb – Brown-Red-Blue h_brb-a – Brown-Red-Blue Alternative Copy all files from the selected folder to your override folder except appearance.2da and the .ini and .rtf files. The gloveless options require patching appearance.2da and are not supported by the manual installation. Uninstallation Remove the installed files or replace from backups if necessary. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod is not compatible with my Cloaked Jedi Robes mod; you have to pick one or the other. This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod. This mod is likely not compatible with other mods that alter the Jedi robes. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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. Submitter JCarter426 Submitted 09/03/2020 Category Mods K1R Compatible Yes
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1 pointHi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.
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1 pointI've seen the issue in KOTOR 2 but I don't think ever in the first game. Wonder if it could be something Aspyr did or I'm just completely stupid.
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1 pointHi all, if anyone has downloaded this mod already, I recommend replacing it with v1.2. The update has improved dialogue choices, and fixes a bug that prevents you from killing Mission.
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1 pointIt seems my issue is quite different from yours, @AmanoJyaku. It is not the other party members but the controlled party member that runs on the spot in my case.
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1 pointOff the top of my head, end_m01aa, end_m01ab, danm14aa, and tat_m17ab are the odd ones out that I remember. And possibly 151HAR and 605DAN in KOTOR 2 since they were based on KOTOR 1 oddities. But I haven't investigated this weirdness much because it was easier to get in the habit of checking where north is. Edit: DarthParametric investigated it and apparently the direction of north is entirely based on the rotation system and not dependent on the area. The Endar Spire has some weirdness with the minimap, and maybe other areas do too, but that's all it is. I think I over the years got confused by the mismatch between the different rotation systems and chalked it up to the area on account of the weirdness with the Endar Spire.
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1 pointIt should be clarified that cameras actually use two values. A quat for the Z rotation (i.e. orientation) and degrees for "pitch", the X rotation (because in 3DS Max, cameras start off pointed straight down at the ground. As far as origin goes, values in GITs should always be derived from North as 0, whereas values in scripts take East as 0. Although from memory there are a couple of modules that don't use East as the origin, which can screw things up.
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1 pointDoors and placeables in GIT files use the Bearing field, which is in radians except written as decimal. So the valid values are from 0 to 3.14159 or 0 to -3.14159. 0 is either north or east, depending on the module. Placeables spawned through scripts use rotation in degrees, with values from 0 to 180 or 0 to -180. Creatures in GIT files use the XOrientation and YOrientation fields, which are quaternions. Converting from radians or degrees is pretty straightforward and here's a random online calculator that can do it. Creatures spawned through scripts use rotation in degrees. Same as the above for placeables. Static cameras use the Orientation field, which is also a quaternion. I don't remember how these work because there are a lot of advantages to using animated camera models, one of which being that you don't have to mess around with quaternions.
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1 pointNo. You are confounding 1 and 2. Both are quats, just stored differently. The game uses degrees, radians, and quats, depending on what specifically you are talking about. Broadly speaking, "facing", as used in scripting, is a cardinal (i.e. compass) direction and is specified in degrees. "Bearing", as used for placeables in the GIT, is specified in radians. "Orientation", as used for a number of things like cameras and creatures in the GIT, is expressed as two components of a quaternion.
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1 point@StellarExile It was me vs. four rakghouls. My companions ran in place and watched while I died. After that, I made sure to check that my party was with me before I jumped into battle. If you're far enough away they usually respawn behind you. If not, I quick-save then quick-reload. That usually fixed it, but if they got stuck again I just quit the game and started up again. It didn't happen on every world, so I never took notes. Not going to try to reproduce it now since I'm trying to finish a mod tool.
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1 point
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1 pointThanks guys. Some very early tests on Bastila and trying to wrestle against the often unflattering eyelid animations, vanilla hair for a placeholder. edit: 2nd pass on her head model, adjusted a lot of things and corrected eyelids.
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0 pointsUnless someone wants to do something unethical and rip the model from his ArtStation turnaround