
LiliArch
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Posts posted by LiliArch
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Depends on what you mean about unique lightsabers. I don't do lightsaber models.
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Yeah, I will. I'll just need to take some screenshots for it and frankly, I can't stand Harbinger anymore for now. Plus, I'd prefer someone else checking out whether it works properly or not, before I do that.
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It comes with a TSLPatcher and has options for all of the default ones (plus the bronze restored by TSLRCM).
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Janice uses alien VO as far as I recall, so from modding point of view, that shouldn't be a problem.
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Thanks for the vote of confidence. Guess I just made this for nothing, then.
kreiasaber-harbinger.7z
For the record, the only thing that could be labeled "complicated" was to figure out that since the original script refuses to be compiled properly (even without modifications) one needs to make a new script for the parts that need to be changed. Rest of it was just boring.I require better bugs.
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No, Force powers themselves can be modified and added, but you can't make new Jedi classes (although you can make non-Jedi classes just fine).
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As I said, interesting. (Not that any of those would have been that bad from Scandinavian-or-so's point of view than they appear to be when you just read what people say about them.)Okay, subtract the microtransactions and the obligatory controversial violence, sex, drugs, nudity, and language, and we're good to go.
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AND that your filename is correct.
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It would be interesting to see a SW game by Rockstar. I'm not saying it would be good, but it would be interesting nonetheless.
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Then extract the model, i_mask_011.mdl/mdx. You can look at the binary MDL in a hex editor, or the easier route is to decompile it and open the ASCII model in a text editor. You'll want to change all instances of I_Mask_011 to I_Mask_075. You'll also see that the texture is I_VerpHBnd, so change all instances of that to whatever you want to call your texture. If you are hex editing you'll want to keep the same number of characters, but if editing an ASCII you can change it. For example, I would use something like I_DPHBndA. Then save if you are hex editing, or recompile if editing an ASCII. The model's new filename would be i_mask_075.mdl/mdx.
Or just change the model and texture name with MDLEdit from binary, no need to decompile and the length doesn't need to match. It'll auto-change all instances of the name in the model.
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I tried doing what that topic said and it always ended in bug.
Now I'm curious. I'll see what I can do. May take a couple of days though.
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Maybe he's using some super secret dedicated communications channel and is calling from his ship? I can't remember if he actually shows himself or not, but if he does, it could be one of those Goto-lookalikes built specifically to be functional in said location.
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That topic provides everything that's needed for making it work, as far as I can see. No one asked anyone to do the actual scripts for them.
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Someone correct me if I'm wrong, but on top of my mind: Baseitems that are affected by lightsaber-specific actions, classes that can use Force, player's "default" combat action, number of appearance slots (you can't add a new armor model without replacing existing one), the number of party members you can have, possibly the animation list.
Edit. Oh, yeah, and the minor thing called "level cap". Silly me to forget that.
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"Pazaak is a game of three halves, my friend." - The Operative
How I ever managed to find anything from that hard drive, I have no idea of. My files are mess. You wouldn't believe how long it took to scrape together the correct combination of files for this module from my old hard drive to the new one. (I have a TSL folder of 71 GB. It has 21 different Override folders. Plus the multiple bunch of "Working" folders scattered around different folder structures.)
It's not 100% complete (furniture is only partially retextured, tech-things I haven't even touched, and the ship could use some heavy remapping) but given the fact that it's my first attempt to actually reskin a module, I'm relatively happy with it.I have scales, I have vines, I'm a beast of old,
I'm the echo of a story which the elders told.
I'm the heart of a dragon and the soul of a thief,
I'm a hunter's tale, just as strong as belief.
I'm a phantom of time, yet I cannot die,
I'm a whisper in wind, but who am I?Also, some random testing images:
This is why you don't decompile area models with MDLOps 0.6.
Of course, there's more than one way to screw it up.
I also got licked to death by a gizka. (And to be honest, got all my characters turn orange at one point. Let's go blue for a compensation.)
No kidding, HK.
These ones are not completely relevant, since they're not related to any of my projects in any way (other than my continuous on/off project to break every mod I touch), but they're pretty hilarious, so I thought I'd share them.This is the reason why you need to keep track of which mod combination you've used in which savegame; just the fact that you have same mods installed doesn't mean they would have same row numbers in 2DA. Amusement featuring M4-78 EP, Newbiemodder's Korriban Expansion, and... TSL Prequel Robes Replacement, I believe.
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Funny thing is, I'm quite sure I once managed to trigger an Unhandler Error with TSLPatcher, but for the life of me, I can't recall what I did. I'm pretty sure it was something crazy simple, and it might or might not be relevant, but alas... if my memory fails to serve me, there's not much I can do about it.
Of course there is always the chance that Win 10 screws some library. What it was written with, anyway? c++?
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I apparently got my terms screwed. I meant "info.rtf" and "changes.ini" in the "tslpatchdata" folder.
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Do you have the readme.rtf and the changes.ini present in the folders?
There are no problem until the Black Vulkar Base Sublevel (file tar_m10ab.mod) where texts are missing.
The DLGEditor shows the texts perfectly; nevertheless they are not displayed in the game. DLG Converter doesn't help.
Even I tried to extract files from the mod file with ERF Editor, to convert them with DLG Converter, to reimport them with ERF Editor overwriting. It doesn't work.Does this happen in every conversation on that level, or only some of them? I remember having these ones, the cause was junk data in the dlg file that overrode the correct data in game, but not in DLG Editor (since they apparently use different settings).
IIRC a similar bug (same error message) had been present in Darth Tyren's PartySwap for TSL. I think the cause of the bug back then were non-english game versions that didn't work with the mod, but I'm not sure. I also think he fixed the bug, so maybe he can help?
I believe it is caused by an error in the dlg structure, where game doesn't know which branch of the coversation it should follow. (It has a "(continue)" and "[End dialogue]" nodes, from which it should choose from, but it can't, because no condition isn't guarding them, or something like that.) I may be wrong, though.
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Dear sirs, you are awesome.
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Whether that works or not, depends on the mod itself and the other mods you have installed, but if you didn't need to overwrite anything, you probably are good to go.
When you choose the install directory, it should always be the one with the game executable. That usually does read in the mod's readme (at least in the mods I've used), but not always. It's good to remember, nonetheless.
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Absolutely NO WARRANTY against damage caused by bad puns.
So, I recently managed to find my modding project files and tools (they were kind of lost when I moved to a new computer a couple of years ago) and decided to get back to it, since thanks to these new exciting tools, it seems more likely than before that what I have in mind could actually be done.
Anyway...
I have this story project that started as a thought about bringing a character in KotOR who would not be dependant on PC to solve their problems. It has evolved since the first formation of an idea, and the story continues in TSL. Or, at least that is the plan. And now it occurs to me that I probably should have thought a bit more what I'm going to write before starting to write a post, so I guess I just need to rely in people asking what they actually want to hear.
I am currently working on some new NPC models to bring into the game, but in the meantime, here's some storyboard-stage screenshots. Some of them are quite hilarious.
Thanks to Fair Strides for ripping the hat as a separate item, but it appears that I either need to relocate all GoggleHooks or make two separate models if I want to take that approach.I was going to use that as my primary NPC for the KotOR part of the story, but I've since started creating completely new models (need to iron out some issues, but nonetheless).This is actually why my project was brought to halt before I switched computers. The head model I was going to use for one of the main NPCs for the TSL part of the story simply didn't take kindly to remapping. Sadly, I don't have those screenshots anymore. I experienced all kinds of things, from head rolling on the floor to it exploding, so to speak.And no, I'm not going to replace appearances of the default party members. This was simply the most efficient way to test whether the apparance works or not.Studying the texture structure of Peragus, a strong candidate for a recycled area for TSL.Sometimes you just want to see the structure behind it all. I haven't tested on my newer computer, but on my old one, removing the texture simply coloured the model white.When models go horribly awry. It is still animated, believe it or not. Moves a bit like spider. Sadly, I have no video of it.-
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I can confirm Intel graphics can indeed cause some very confusing issues. Or at least they used to, I haven't tested latest hardware.
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Sounds like fun to isolate, indeed.
The recompile operation actually works fine if you have a valid weights list (it just reorders the names list to match node order in the compiled output model).
So it's in decompiling, then. Thanks for clarifying that. I was unable to verify which one it was - granted, I didn't run my full scale of tests either, the results of those tests when I run them last time (with mdlops 0.6 I guess?) were so horrifying that I almost started to believe the whole model was haunted.
Anyway, a minor documentation issue if I may, now that I remember. The "Head Link" button could use some explanation in "Help" section. It isn't exactly self-explanatory.
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I was running some tests, and it appears that there is still ("still", since it's been haunting me in MDLOps as well) this bizarre issue regarding certain head models (at least in TSL, haven't tested in KotOR - call me lazy if you will) that I wish someone would be able to fix. Now I don't claim to understand what is happening under the hood, but the way the symptoms appear to me is that in certain cases, something in bonemapping goes horribly wrong when decompiling and/or recompiling (can't tell which one, since I still don't understand weighting in 3D programs, ahem) - based on my tests, that happens if the "head" node (I assume it's the same for "tongue" as well, but it's hard to see the tongue when head goes haywire) is not a direct child of the root node (the [modelname]). Take n_dockof (the Peragus dock officer) for example: decompiling and recompiling the head model makes him move his eyebrows instead of lips while speaking, in addition to other weird ticks in facial animations.
I can keep experimenting on this if you wish. If you're not interested in the issue the slightest, please let me know, so that I won't bother you with it.
As a related note, I was attempting to modify "qbones" values of the recompiled model's "head" node via the "Edit values" feature to see whether that has any effect in the issue or not; trying to save the modified values gave me Visual C++ Runtime Library error "This application has requested the Runtime to terminate it in an unusual way", leading to MDLEdit crashing. Attached in the file, the compiled model and screenshots for what I did and the error message itself.
I hope my text makes any sense. It's been a while since I've written on any forum.
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Editing Kaevee?
in Mod Requests
Posted
You should probably be looking around 610DAN.mod, not .rim.