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Showing content with the highest reputation on 06/13/2021 in Posts

  1. 2 points
    TpcView On windows drag and drop while pressing alt. You will get the images in .tga format which you can then modify in photoshop or gimp.
  2. 1 point
    download Same as the other mod for JK:DF2, but works for Mysteries of the Sith. Can be used with MotSE. I did some work on the MotS-specific powers, too. Chain Lightning chains through enemies the way it should, Push is stronger and has an AoE effect, and thrown lightsabers reliably return to your hand. Kinda proud of these! And having fun with them. I'm not even going to bother to try to salvage Project or Farsight, though. Readme for version 2.0:
  3. 1 point
    Thank you so much! I really appreciate your help! Please have a wonderful day! Kayleigh Trowell
  4. 1 point
    I had edited jagi001.utc rather than g_jagi.utc. The shield activation inside the cutscene works correctly now.
  5. 1 point
    In theory, this should work but in practice it doesn't. #include "k_inc_generic" void main() { ActionPauseConversation(); GN_ActivateForceField(); DelayCommand(3.0, ActionResumeConversation()); } I equipped the NPC (g_jagi001.utc) with a Mandalorian Power Shield (g_i_frarmbnds06) but it does not activate it. I tested other energy shields but still no go. Any advice?
  6. 1 point
    Hello there! Guys, I'm sorry for no updates during these 2 years. A lot of things happened but now I can say that I'm back on track) So. As ebmar suggested I made g_a_clothesXX files and added them to certain npcs I tried to change this way the outfit of the first officer on Taris (g_sithtrooper002.utc). But as I understand G in the filename means Global and this file is used both for this npc and for sith soldiers in the battle suit (at least the same npc is used on the Endar Spire, 4 sith soldiers in the last room before the escape pod with Carth ). As a result, if i change the battle suit to my g_a_clothesXX for this npc it will break the game (these 4 soldiers will change their appearance and become frozen. They can't be killed and script that let's you open the door afterwards won't fire). This was the original blocker and one of the reasons why I stopped working on this mod. The other reason was that on Manaan before the Sith base (manm26XX modules) the only npc that changed appearance was man26_sitharg.utc (sith who is arguing with republic soldier in the first hall after the docking platform where the Ebon Hawk landed) Others didn't want to change though I added g_a_clothesXX to their inventory and textures were for the same models as these npc used. For some reason it didn't work. Even for unique NPCs like Viglo, Duan and Vek. First two are drunk siths in the bar and the last one is the Twi'lek in the sith uniform. (The other thing is that I use K1RP mod. There's a little chance that maybe this is the reason but as far as I know this mod doesn't modify these npcs) But evetually I found out that in the modules where players is fighting with sith it IS WORKING. I mean, it works like a charm. So I've changed sith npx on the Taris sith base and on Manaan sith base tar09_recepti001.utc (the poor Twi'lek girl on the reception. I gave her sith battle suit whick was made by redrob41 https://deadlystream.com/files/file/726-modders-resource-specialized-combat-suits-for-kotor-and-tsl/ ) - actually i don't know if I can add this to my mod but this is a work-around because I didn't want to edit appearance.2da and I didn't want to change model for this NPC. And in the end I like the result better than the original idea (You know, she isn't a consripted soldier, she just works there) g_sithcomm003.utc (sith Captain. Though its a global file this one worked). I checked only Taris and Manaan, if this file will break something like g_sithtrooper002.utc I will sadly delete it. But for now everything works just fine. n_sithcomf002.utc (I've changed several techs to Sergeants. They looked to similar) tar09_shieldtech.utc (this tech is now female with rank of Sergeant-Major) tar09_sith092.utc (common sith trooper in the battle suit. Changed it to soldier in the Trooper rank without armor. The idea is that no one is waiting for the ambush so some soldiers are without battle suits) Ow. And one more thing. I added slightly more HP, medpacks and shields for these npcs (except Senior Technician) because without their original armor they're weaker so this way I balanced it a bit. Moreover, I left other techs in the original uniform and aside from tar09_sith092.utc there're other sith soldiers in the battle suit. So this doesn't ruining the original look of the npcs at the base. Just gives it variety.
  7. 1 point
    The conjanim column will likely be referring to the VFX hook (handconjure in this case), not the animation. If you want them to activate a shield, it's probably easier to just fire the anim (ANIMATION_FIREFORGET_ACTIVATE) and then apply the shield VFX. Edit: Ah, there's an include function for it - GN_ActivateForceField(). Organic Shields are 99 to 107 Droid shields are 110 to 115 Scans through all of the shield talents to see if the target has a shield to use. If the shield is used then the person will never use another one. Party members will never use this function.
  8. 1 point
    Thanks for your suggestion, Thor110. I will see if I can figure something out by looking at the impact script.
  9. 1 point
    scroll along spells.2da and take a look "conjanim", there is also a "castanim" as well as an impact script that comes into play. This is set to hand for the conjure animation and self for the cast animation on #104 There is also an impact script which contains the following. ( below is part of the script that references 104 ) After the if/else statements is this It could be worth taking a look at the impact script, or trying the above effect instead of the talent you are applying. I am not sure why the hand animation is used, but it could be that the above overrides it by the time it has begun playing, I am not 100% certain but thought I would have a look into it quickly for you. Thor110
  10. 1 point
    Just wanted to inform you of a bug with Dialogue_Description_VeryBig and Dialogue_Description_Big, I've tested it with both. When their is 100 or more credits in a chest or on a dead corpse and you go to loot, it will crash the game. I'm currently using VeryBig on a playthrough right now and have had a number of crashes when looting. This is on a 1024x768 resolution btw, I don't think it affects 1080p or higher which is what you were going for with this mod. I'm not sure if this is fixable with the lower resolution I'm playing at, but it seems to be the only real issue I've had.