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Showing content with the highest reputation on 01/19/2022 in Posts

  1. 1 point
    No problem, thank you for looking into it. Big shout out and thank you to @ebmar for looking over the project and helping me clean up the change.ini file after using KotorTool and DLGedit. In terms of updates, I was almost finished when I realized that T3-M4 was too much of an omission from this project. The concept I am currently testing: As a general callout, while I have included HK-47, T3-M4, Jolee, and Juhani over my original plans, I do not intend to make a sidequest reward for Bastila. She is the only character whose storyline is fully immersed into the overall gameplay and player choices, so in my opinion she doesn't need alteration. Edit: Successfully implemented my idea for T3-M4. Just need to package everything up.
  2. 1 point
    The first modder answered: He is not experienced with Kotor or scripting, sadly
  3. 1 point
    So after more than one year here I am posting again. I'm still working on my machinima but I wanted to show and release something for this new 2022. @Liserg asked me once again to port Darth Sion to K1 so I did and I plan to release him just like I did with the other Sith Lords in the past. He even has his own unique walking animation! I also recreated his iconic rage healing Force Power with a custom effect: As for the Vorn issue I mentioned in the posts above, I managed to fix it. It seems I was looking into the wrong dialogue. Apparently tat18_vorn.dlg is the own conversation for that NPC but it's not the one it plays in the cutscene when you have to face him. tat18_vorndroid2.dlg is the one that plays instead. And if you notice there is a TALK_FORCEFUL animation set for Vorn in that one. So that explains why he wasn't playing the nomal talking one when I changed the modeltype but the thugs were (as they don't have anything specified). Apparently the engine sets the TALK_NORMAL animation by default when the S modeltype is set. But if you change it to F and specify another dialogue animation then it defaults to the PAUSE1 animation. So I thought I would create one TALK_FORCEFUL animation for the piggies (I don't know if this is worth it, dunno if there are any other moments where they use it but whatever) and this is what I got: If you think this is decent I can release a pack for the Gamorreans animations in the downloads section. Hope you all have a fantastic New Year!
  4. 1 point
    Could anyone please put this in a foot locker. I'm using Android and though I've gotten a few mods to work, without tsl patcher and no way to use .exe, the foot locker/plasteel containers idea would be so helpful. I really want to make my own "Arcann" style character.
  5. 1 point
    @Alvar007 I really like the new improvement. Great work. On the force storm. Well I guess it can be done, even if I don't know exactly how. On this site is a mod called force zeal. Its a great forcepower on its own, maybe a little op. But the lightning coming from above is the best part in my view. Their is an uncompiled nss shipping with the files but I don't understand the scripting language. So maybe and expert like you can see how the lightning is done. Just to clarify I am not asking for you to do this, just want to know what someone with the expertise thinks if its possible. By the way force zeal is feature in this video at around 6:10 Thank you and stay safe!
  6. 1 point
    I've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
  7. 0 points
    If you only weight it to the head (as you would have to in a separate head model) then they will be completely rigid and clip through the body with even the slightest head movement. Danglymeshes will also clip. I figured there wasn't much likelihood of a sim being practical, so that's fine. Thanks for giving it a shot though.