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1 point
Version 1.0.0
1,343 downloads
This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting. -
1 pointGive it a spin and see how you get on! Off the top of my head, the only ones I can think of for sure are the animation for when Force Crush is used on him (which in all fairness you aren't likely to ever need to see since you don't fight him) and he has a new 'disabled' animation. Pretty sure there are a few more, but those are the ones that immediately come to mind. Not that it matters now if the OP has it working in the game, but the reason for the error messages in MDLEdit appears on closer inspection to be due to multiple objects in the model file with duplicated names which seemed to be causing confusion on the animations side of things. I seem to have avoided this with my own version as I re-exported the new model from Max as Geom only with the HK Supermodel already referenced, so it didn't affect me. More to make doubly sure there wouldn't be any confusion/conflicts animation-wise due to my own paranoia than anything, but it appears to have been something of a necessary step. I also used MDLOps rather than MDLEdit. I didn't realise that it would upset MDLEdit though, so my bad there.
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1 pointThe Disabled one is the main one that you'll notice missing. It's what is used when he is standing still in the closet before you get all his parts and activate him. To fix it, download and extract the attached, putting it in the same location as the ASCII. Open the ASCII in a text editor (Notepad++, etc.) and find the line near the top that says setsupermodel P_HK47 NULL and change that to setsupermodel P_HK47 S_HK47 Save it and recompile the model. Put all four MDL/MDX files in your Override. TSL_HK_Supermodel.7z
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1 pointThis. For a straight port of Selkath’s model without the extra TSL animations in my version (which honestly aren’t a huge deal) just do what DP said. Then change to KotOR 2 mode and do the reverse. Go to batch > convert to binary and select the ascii file you generated in step 1.
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1 pointYou aren't using the right version. Use the one I linked to, it's the most recent. And you don't need to load the model in MDLEdit. Just choose File -> Batch -> Convert to ASCII.
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1 pointIf you run through the steps you’re following, I’ll see if I can troubleshoot your process for you. It’d be much more beneficial for you if could produce your own port, as it’ll teach you how to do the same in future if another model comes along that you want to use.
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1 pointAs @DarthParametric just pointed out, sharing another authors work without their permission isn’t acceptable. Since it’s Selkath’s model, I won’t be circulating an edited version without his blessing or consent. It’s honestly a really straightforward process, keep trying and you’ll get it. If you’re not having any joy with MDLEdit, give the latest MDLOps a try. That’s what I used and it worked perfectly.
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1 pointYou're using an outdated version (presumably 0.5/0.7). Use v1.0+ or MDLEdit and it will work fine. https://github.com/ndixUR/mdlops/releases/tag/v1.0.2 https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/page/10/?tab=comments#comment-73932
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1 pointFirst off this is marvelous. I wanted this since first meeting Mandalore the Preserver in Kotor 2. I am really struggling, whether Canderous would paint the Mask or not. It was worn by Mandalore the First -> Mandalore the Indomitable -> Mandalore the Ultimate -> and finally Canderous Ordo, Mandalore the Preserver, after which it was not passed on. (Presumably the dark saber would soon replace the role of the mask.) (There is an obscure peace of information, that the Ultimate was not a true Mandalore, but was aided by the Sith and basically replaced an unidentified Mandalore. After the death of the Ultimate and after Revan had told Canderous the location of the Mask, Canderous met the unidentified Mandalore, who was dying and told Canderous to take his armour and gave Canderous his blessing to become the Preserver, who would now be the rightful next Mandalore.) Under those circumstances, would Canderous paint the Mask? Reasons for painting the mask a different colour People in-game don't seem to notice Mandalore himself walking past them. Canderous wants to change tradition for now. He is rebuilding the Clans. Only the next Generation will return to the way of the warriors. The Mask would be a target pinned to his face. It would be a symbol for the old ways of war. (The Mask seems to lose relevance in its' history at this point. Perhaps painting it is one of the causes? Grand Admiral Thrawn ends up having the Mask of Grievous, the Mask of a Jedi Temple Guard, the Helmet of Clone Commander Gree (who tried to kill Yoda), but even Thrawn does not end up getting the Mask of Mandalore; He only has holo-images of ancient paintings.) Reasons against painting the mask a different colour Mandalorians have a proud tradition, from which they do not seem to deviate, even if it would wipe them out. The Mask would be the icon and evidence of his rightful rule as the new Mandalore. He went through so much effort to find the mask. Would he now hide its' golden colour? Regardless of whether he paints it, the galaxy at large would not be pleased to learn about the Mandalorians trying to rebuild. Canderous would have many enemies either way and it was unlikely any of the would return to Dxun, where the Mandalorian Wars began.
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0 pointsBack in the neighborhood, but lost everything so starting from scratch.
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0 pointsJust to add another point onto the topic, there are animations present on the TSL HK model which the K1 model lacks. You'll need to edit the converted model to reference the default TSL model as a supermodel if you want the 'new' animations to work. Not sure what the issue is you’re having with the tools, as I did what I just mentioned above and converted the model and changed it to use the original as a supermodel a few minutes ago and it works perfectly.