Kexikus

Members
  • Content Count

    1,932
  • Joined

  • Last visited

  • Days Won

    117

Everything posted by Kexikus

  1. I really like the idea! Great job. And I'd love it if someone were to actually do this (I won't at this point since I'm already busy with other mods, see below for more). Some thoughts: Why not just use the Ebon Hawk for the player? I know you wrote that it's because the EH is not allowed on Telos but I doubt anyone would care at this point and it's always nicer to use your own ship instead of a generic shuttle. I love the part where Bao-dur sacrifices himself to destroy the Ravager. That's always what I had in mind when it comes to his fate. One thing I'd add here is the option to leave the Ravager intact and falling into Citadel station as seen in a cut cutscene. That could be a dark side choice that Bao-dur supports if he himself is DS as well (no idea what to do with him in that case), or if he's not dark sided, the player could try to persuade him but he refuses to leave the Citadel station to die and so the player either has to kill Bao-dur himself or Bao-dur stays and blows up the Ravager. And maybe the gameplay could be streamlined a little bit as the endgame already consists of many random battle encounters and your idea seems to add even more. The merc camp for example is a nice idea but could maybe work as a puzzle instead to change up the gameplay some more. Also having Mandalore face Nihilus alone seems not really important, so maybe he and the Exile could regroup earlier. One possibility would be that once Mandalore gets to the locked elevator, the game cuts back to the Exiles part, which is taking place at the same time and then the Exile and Mandalore meet shortly afterwards. As I am/was part of that mod team, I'm afraid you're correct. This mod really is dead or at least very close to it. Or to be more precise, it never really lived at all. This is due to bad communication among our small group (which at least partially is also my fault) and now Cirosan seems to have left this site, Fair Strides seems to be busy with other projects / real-life as well and the same holds true for me. And to be honest: I prefer your story outline for Bao-dur's sacrifice
  2. The problem here is that k_inc_force.nss is a so called "include script" as seen from the "inc" prefix. These scripts are not actually used themselves but when other scripts are compiled they include the functions from those scripts. So in order for your changes to have any effects you need to find the actual script that is responsible for your forcepower (I think that one is mentioned somewhere in spells.2da) and either get the uncompiled (.nss) version directly from KotOR Tool or decompile it with DeNCS, then put your modified k_inc_force.nss into your Override folder and recompile the force power script. Then place that compiled script in the Override and it should be working (assuming that your change to k_inc_force was the change required for what you want to achieve, which I don't know.)
  3. Not sure if that's what you're experiencing here but if DeNCS shows only byte-code, you can right-click it and select "View Decompiled Code" to get the decompiled code.
  4. Yes, I am. It's just going slowly partially due to some missing testing reports but mostly due to the fact that bug fixing isn't really that fun so I usually prefer doing something else^^ And on top of that is that the exam phase for this summer has started and won't end until the next semester starts in October, which leaves me with less time to work on mods. The good news is that the thing I did instead of working on this mod is to work on my skybox mods which has been my primary focus for the last weeks (not that I have anything to show for it, but I did make some progress there). Anyway, the mod is still in progress and even though it's going slowly it's at least going (somewhat) steady
  5. Yeah, that's how you'd name it. Here's a tutorial on how to use lip sync this way. I didn't have anything specific in mind as that really depends on where in the dialog the line is featured. What I meant is that it shouldn't be the only line the player can choose as it's usually better to have multiple lines even if they lead to the exact same outcome.
  6. I think it'd work better as a player line with some alternate custom lines, just to get some interactivity into the scene.
  7. I always thought that NWMax needs ascii models and not binary models? If that were true, you'd also need to decompile the model before importing it to Max. But someone with more model making experience can probably answer that question better than I can.
  8. Or you could just slow down the animations. That shouldn't be that hard to do with the proper model tools.
  9. It's not K1R related at all as PartySwap is a TSL mod. I think there the error came up when going to Iziz with the Mandalorians. But the error message was the same (I think) so the cause for the bug was probably similar as well which is why I mentioned it.
  10. I agree with both comments here. I get that choosing and cutting the new credits music takes some time especially if one is busy with real life etc. But it really shouldn't take TWO MONTHS. So the only logical reason why these mods haven't been brought back is that the authors are working on a bigger update with some new fixes/content and don't want to release a minor version for the music fixes. That'd be completely understandable but from Hassat Hunter's posts it seems pretty clear that no such update is in the works. Which leaves only one implication for me: The authors are sulky that someone removed their mod and that they have to obey the rules, so they "punish" us by not bringing the mod back. I'm NOT saying that this is what's actually going on but it's the impression I get and since we aren't told what's actually going on, that's all I have. And even though I know that it's only an impression, it sadly still lessens my opinion of the mod authors :/ So I really hope that this all gets resolved soon with the mods being re-uploaded to this site and ideally a short statement on what went on during their down time.
  11. I can send you the LipSync editor, but I don't know about the CSLU toolkit. That's also why I suggested that the tutorial might be used as a starting point from which you can learn how lip sync works and then maybe you can find a way to create them without those tools. All I'm saying is that you shouldn't just give up. Lip sync is a very important step to create a high quality story mod.
  12. 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?
  13. That's a shame but I still suggest you try and get the lipsync working as that will help your mod feel like an actual part of the game instead of a semi-professional addition. The tutorial might be a starting point from where you can try and figure out how to do this
  14. Very well done If you raise the volume on those custom lines so that they match the vanilla lines and then add lipsync, it's going to be really hard to tell them from the original lines.
  15. Honestly, I didn't actually expect this to work, but I'm glad it did I guess we'll have to keep that in mind when it comes to the Aspyr patch.
  16. And here I thought I had seen it all... http://steamcommunity.com/sharedfiles/filedetails/?id=820840616&tscn=1501886221 Read the latest comment.

    1. N-DReW25

      N-DReW25

      What did you expect from a Steamie in his Natural habitat?

    2. L0ki194

      L0ki194

      At this point, I'm not even surprised by what some Steam users say. I think the worst I've seen was this thread on the RE4 page. Made me want to smash my head into my keyboard. http://steamcommunity.com/app/254700/discussions/0/2592234299578921834/

  17. Maybe it's the Aspyr patch. Try right-clicking the game in your Steam library, go to Properties and in the betas tab select legacypc. This will revert the game to the original CD/DVD version and might fix it since K1 is working fine for you. You will lose widescreen and some other things though.
  18. You don't need a semi-transparent image, but an alpha channel. That's somehow the same thing but it's saved differently. When saving your half-transparent image as .tga, it'll loose this transparency as .tga doesn't support transparency (I think). Instead it'll either look like it did before you made it half-transparent or it'll have washed out colors if transparency is replaced with grey colour. Either way, it's not what you want. Instead you need an alpha channel. I don't know how GIMP handles these, but there should be tutorials for it. You need to add an alpha channel with "50% opacity". This information will then be stored in the .tga and can be read by the game. There it can be used for transparency, but also for other effects like cubemaps. In your case it should be read as transparency of course.
  19. From what I can tell, this is simply done with a half-transparent texture for both the head and the body. The holograms seen in K1 are also unique appearances that most likely use a transparent texture (unlike in TSL, where the hologram is an overlay). So yeah, you'll need a unique appearance.2da (and heads.2da if necessary) row to assign him a unique texture and then give that texture an alpha channel of something like 50%.
  20. I don't know. From looking at my shaders, it seems like I did add it there and I haven't noticed any issues with it. But I haven't played much of the game since I wrote this, so it's very possible that I simply missed the issue. It's up to you I guess, but from the original instructions it's stated that it has to be added only for files that contain "MOV result.color, r0" so leaving it unedited is probably the right call.
  21. Or it could just be included in the reupload with the new credits music...
  22. The problem is that this field is not always doing what it should. Which is why you usually shouldn't use KotOR Tool for .utcs and especially not for inventories.