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Showing content with the highest reputation on 09/04/2022 in all areas
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3 pointsWe released a surprise new patch recently. If you're subscribed to the mod on Steam workshop, it should have auto-downloaded for you. Otherwise, feel free to grab either the new installer or the updated mobile version in usual places. Patch notes below. May contain spoilers if you haven't played the game yet. * New logo by @Sith Holocron * [PC Installer] The installer will now always ask you to confirm install location * [Mobile] Fixed tutorial popups using PC controls * Fixed a possible dialog break when talking to Kreia * Fade out/fade in animation instead of a sudden black screen when teaching companions force forms * Telos: Lt. Grenn turns to the player when talking to him after Batu Rem's death * Telos: No longer possible to trigger mercenaries / Lorso cutscene as B-4D4 * Telos: Removed a random black screen and immediate fade in when Atris takes out your saber * Telos: Atris no longer plays "talking" animation when standing silently * Telos: Changed a camera angle in a cutscene where Atris talks to Handmaidens to avoid an awkward jumpcut * Telos: Handmaiden no longer uses "talking" animation when thinking * Telos: Added autosave before Handmaiden fights her sisters, so you don't have to sit through four different cutscenes again if you die * Telos: Atris and Handmaiden stay with lightsabers active and in "ready" pose after their fight, until Atris lightnings Handmaiden * Telos: Rebalanced the HK Factory * Telos: Asking for a finders fee when delivering fuel no longer grants less XP than other dialog options * Nar Shaddaa: Removed animated camera from the Red Eclipse boarding cutscene * Nar Shaddaa: Fixed an issue where two music tracks sometimes played at the same time during the Red Eclipse boarding * Nar Shaddaa: Party members will no longer randomly activate their shields and/or stand up when getting knocked out by the Red Eclipse * Nar Shaddaa: Party members now play "working on computer" animation instead of just standing next to the galaxy map in the Red Eclipse cutscene * Nar Shaddaa: Added missing lip animation when Ratrin boards your ship * Nar Shaddaa: Randomized Duro VO in the cantina cutscene * Nar Shaddaa: Fixed a skipped animation when Atton warns the party * Nar Shaddaa: Removed Visquis' sound from an empty line when he releases Kath Hounds * Nar Shaddaa: Atton can no longer pick T3-M4 as a third party member if he was sold to Kodin * Nar Shaddaa: You can now try again if you didn't have enough money to bribe Kaalanah the first time * Onderon: Atton now pilots the ship in planet's intro * Onderon: Soldier in the palace no longer starts a dialog for a single line, uses a "bark" instead * Onderon: Fixed a typo in Kiph's dialog (two dots instead of three) * Korriban: Sion no longer uses "talking" animation before approaching player * Korriban: Fixed fade-out animation after escaping Sion * Ravager: Lightsabers don't turn off for a cutscene halfway through the Nihilus fight * Malachor: You can now fast forward through "precognition" cutscene of your party members in cells * Malachor: Fixed Sion & player sometimes not jumping to proper positions for post-fight dialog, therefore not being visible * Malachor: Restored a previously skipped shot of player approaching Kreia * Malachor: Some additional animations in party vs Kreia cutscene, like Visas holding her weapon ready when Handmaiden/Disciple attacks Kreia * Ebon Hawk: HK-50 torture scene now fades out at the end, instead of hitting you with a sudden black screen in the middle of HK's line * Ebon Hawk: Fixed Handmaiden's empty {frowns} line always skipping instead of playing animation before training her as a Jedi * Ebon Hawk: You return to the cargo hold instead of being moved to the cockpit after training Handmaiden as a Jedi
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3 pointsSo there's a droid type - C_ConDrdL - that I have seen mostly seen on M4-78 but may exist elsewhere in the game. Unlike HK droids, this droid doesn't have lighted eyes that flash when they speak. Is there a way to add that feature to a model? And here's the type that I'm talking about. And here's the model type: If this is something that interests you but you don't have the ability to work on, please add a like to show your support.
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3 pointsSorry for the late response : Overall it's much more noticeable, but I think the shapes should recess into the eye as opposed to extrude from.
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2 pointsWell it was just a quick and dirty addition to test the principle. The animation was the important part. It's easy enough to fancy it up later. Looks like the camera hook needs some adjustment. I guess they never intended for it to be in a conversation.
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1 pointSo I am finally making a thread to see what the people who actually use SLM or my other mods would like to see be implemented in it. I already have a long list of things I'd like to accomplish, some are harder for me to do and some are not. But again if you have a suggestion or personal preference let me know here and I will see about going forward with it. Want to do list: Removing the rancor from Khoonda plains and placing that saber somewhere else. Remaking all saber blade textures to look more like the movies and shows (Kenobi, Mandalorian) Possibly switching models for pc hilt and/or red default hilts. Doing compares for all party saber making dialogs instead of hard replaces. Remove the Acheron saber quest and all associated files (getting rid of it). Removing all .mod files from the installation that are hard replaces and putting those files in tslpatchdata to be inserted into the exisiting .mod files. Removing the zakkeg boss from Dxun pt.1 and replacing that saber since Acheron wont exist anymore. Saber blades Here is what we have... ...but this is what I want If anyone had suggestions on how to achieve this it would be most welcome. -KJ
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1 pointAnyone could adjust the camera hook with no problem, it's adequately named and there's no tricky business involved linking, relinking or properly setting anything up.
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1 pointNot very. It's just a dummy object. I just need to compare it to other models . That can be left up to people that want to edit the texture/s. I don't want to actually use a coloured self-illum.
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1 pointI would suggest not relying on Holocron Toolset to do everything for you, could be something is missing or an issue exists in the program somewhere, it's still relatively new as amazing as it is. Perhaps compare the git/are/ifo files to that of the original to see if something is missing, perhaps it didn't populate the room list. There are lots of tutorials available that are worth checking out, pretty much everything is covered in-depth if you dig deep enough. What I did when I started around here was grabbed every tool available and then got started learning my way around the game. Thor110
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1 pointHere you go, got the right one this time: Edit: Removed No idea. Haven't played TSL for a few years.
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1 pointThe real answer is that you don't, at least for a given definition of "controlled". Basically scripted fights are essentially just setting two (or more) NPCs to opposing factions and telling them to attack each other. You can script certain specific attacks and powers (you get a lot more fine control in TSL than K1 due to it allowing all animations to be scripted), but if you want true full control then really stunt animations are the only solution. But given the level of effort and skill required for that, scripting is really the only practical approach for most people. I would suggest that your starting point, as in most things, is to look at the vanilla scenes in whichever game you are targeting and see how Bioware/Obsidian handled it.
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1 pointAbove is DarthParametric's Edit. Below is how it looked originally ( no edits ) so it seems they already had flickering eyes, though it's not very prominent. ( update : no it's just my eyes playing tricks on me I believe, the reflection as the head moves made me think there already was a slight flicker )
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1 pointSomething I just mentioned to another user, I have created a set of testing rooms that contain every NPC in the game. Quick and easy access to seeing them all in action without having to load any saves : I also created a set of rooms for Placeables and Doors, I find them very helpful for testing and quickly picking an appearance for an NPC to place in a module. This is the result of the files provided by DP And this is the result of the files uploaded by Malkior Though I don't have a .dlg file attached to test actual dialog / flickering, I can easily attach one, or they might exist already in the testing rooms I was starting to setup for every type of dialog / alien language, but I don't think I got too far in setting that room up. Thor110
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0 points
Version 3.1.0
1,667 downloads
This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run. Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game. Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft. Toolset source File parsing source -
0 pointsHrm, hard to even see anything, but it looked in one shot like it was actually working. The low values just need to be reduced even further so there's enough contrast. Try this version: Edit: Removed.
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0 pointsThe correct approach is to apply self-illum to the eye meshes. The level of self-illum is then animated by the talk anim (which requires the LIP files to work). The appropriate keys could be copied from HK's talk anim. Using an envmap texture-based approach won't work, as there's no way to animate that from the model. Edit: As I recall, the model lacks separate eye meshes (they are just painted onto the head). I believe I gave them some years ago, probably back in the LF days. Also possibly did the same trick as with that recent TSL HK issue, added keys for the self-illum to be off during the disabled anim so the eyes only light up when the droid activates, specifically for that scene on Dxun. Edit 2: Oh, it was from your original thread. The model was supplied by ndix UR, since ye olde MDLOps couldn't handle droids properly back then. Not sure that the animation was actually done or not though. Guess age old is playing tricks on me. Edit 3: OK, try this. I didn't look at ndix UR's previous one, since there was talk of retextures with normal maps in that thread, so I just made my own. Added new self-illum eyes, added a talk anim, edited the disabled anim to turn the self-illum off. I haven't tested it at all, but it will need LIP files to work correctly. You can probably just steal some from T3 and rename them. Edit 4: Removed.
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0 pointsWell, it certainly has been a long time since I made one of these. Read through my last one, and things were certainly dire back then. Fortunately, that car accident had no lasting damage besides some scarring and the ability to pop my sternum. Obviously, I haven't modded in a while, or at least haven't released anything. I've been busy: college that took way longer than it should have (got my Associates in 2020 after 4 years), some programming here and there (nothing paid), general living, and of course a lot of D&D / Pathfinder throughout that time. But I'm glad to say that I have an Associate of Science - Oregon Transfer degree and I'm enrolled for the Bachelor's in the fall. COVID really delayed things, but I was fortunate to keep working as a janitor all throughout. However, these weren't the only reasons I was kept away from the community I know and love. By the way, I'm glad to see things didn't slow down while I was gone! Another big reason I've been away was fear. It's scary when you discover something about yourself, but you don't know how the rest of the world will react. It doesn't help when you yourself are so ignorant about it that you didn't think it was a real thing until the repressed thoughts and emotions pop up. If anyone's read the "About Me" section on my profile recently, you probably already know. In 2019, I realized I was transgender. It wasn't just one thing, thought, or experience that showed me; instead, it was a culmination of things from my childhood and throughout my life up till then. But like I said, that's scary. It takes a lot of time to adjust your thinking, to research and evaluate yourself. To test the waters, so-to-speak, and see what things are like in your new reality. And that was the case for most of 2019 and all of 2020. I spent my time hidden away, trying to fly under the radar and not draw attention to myself. My friends from college and my roommates knew, of course. But the outside world? No, no, no. Much too risky, of course. In 2021, I decided to get the ball rolling on the rest of my life. I'd spent a couple of years finding my new sense of self, recentering, and getting a new sense of style. For the most part, things have been pretty quiet. But recently, I've had some pretty good experiences re-connecting with a few of you people, and it's been wonderfully refreshing to be "back". So, I'm ready to come out of the shadows and say "Hi! I'm Tristan. For those of you that used to guess I was a woman... well, looks like you were right. "