Kexikus

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Everything posted by Kexikus

  1. I just hit a milestone in the development of this mod All new and edited scenes are done (and working as far as I can tell). Some of those still need to be tested to make sure they're actually doing what they're supposed to do, but having them all ingame is a great feeling. This may sound as if the mod was as good as done, but it certainly is not. I still need to rewrite the entire companion dialog and some of the other dialog I've written before simply because I either didn't really captured the way Juhani speaks or because it's lacking character development. I have some cool ideas for that, but planing and writing all of this will take time I still have 1.5 weeks until my lectures start and I want to get as much as possible done in that time, since I don't know how much I can work on the mod afterwards. We'll see what happens
  2. That's a bug that was created by Aspyrs update of the Steam version. Either revert back to the legacypc version on Steam, use a completely different version or add "Disable Vertex Buffer Objects=1" to your swkotor2.ini file.
  3. I'm the one who made the "Proper Manaan Quest Endings" mod and I want to expand this mod to include these Korriban quests and every other quest that has an issue like this. I just don't know when I'll get to it since I'm currently working on another mod and I also need to play through the game to find all quests that need proper endings. So yeah, if anyone wants to do it now, go ahead, if not, I'll do it at some point
  4. These Korriban textures look amazing If I may suggest a way to make them work even better: Change the AreaFog color so that the area model and the skybox blend better.
  5. I remade the supermodel S_Juhani01 from scratch, this time using S_Female03 as a base and not trying to replace things I already did and now it works perfectly I think I screwed up some renaming somewhere and that resulted in these weird issues. Thanks again for all your help
  6. I'm not an audio guy but it sounds amazing to me. I couldn't tell that it's not the official filter.
  7. Thanks, changing that to my new JuhaniBB model worked. And I also figured out why the animation doesn't look the way I want it to. The good animation is different for male and female characters and since I used S_Male02 as a base, I got the male animation while I originally wanted the female version. Fixing that shouldn't be too hard though Edit: It worked Not sure if I like the animation though xD Thanks for all the help! Edit 2: Well, it works... but I found a new problem. The animation won't stop, neither when another animation is supposed to play nor when the duration of the animation as specified in the script is over. I guess I screwed something up, so I'll try again later, but if anyone knows what the issue might be, please let me know. I did everything the way JC described it except for the fact that I used S_Female03 as a base instead of S_Male02, simply because I wanted the female "good" animation. And in the head model I used the new version of P_JuhaniBB as supermodel. The animation ending was working when I still had the male model as a base, so I assume something went wrong afterwards. The supermodel of my S_Juhani01 model that's based on S_Female03 is also still S_Female03 if that makes any difference.
  8. Well, it didn't work... or atleast not the way it was supposed to. Instead of standing as in the good animation, she was standing similar to the dark side animation but completely still, except for her head that would still do the dance animation... Looked hilarious xD The head is probably due to the fact that I wasn't able to find S_Female03 in her head mdl and thus not able to change the supermodel. The same goes for her underwear model P_JuhaniBA, but that one wasn't even used here. Any ideas why that's the case? But it seems like I also made some other mistake with the other models. Currently I have no idea what it could be, but I'll try and find it
  9. Sounds perfectly achievable and I'll attempt that tomorrow. Thanks for the explanation. One more question to be sure though: I'd then create a new line in appearance.2da that uses these "new" models, right? So it'd be Juh_I instead of PFBIM for example.
  10. Okay, that makes sense I think. The problem is that I really know nothing about Kotor models or 3d models in general and that probably makes things harder for me :/ Still, I'm interested in doing that, so I'll just try and see what I can learn about model basics and then with your additional details I can hopefully learn how to do this and make it work. One more thing to note is that she ideally won't be wearing a specific robe. If a new row in appearance.2da is necessary, I'd just spawn a character with that appearance and then equip whatever the original party member Juhani is wearing with a script. So I guess it would have to be the supermodel of that appearance or something that needs to be edited but as I said, I don't really know^^ Hehe, sorry for bothering you all the time...
  11. Well, this is for Juhani but it would be no problem to use a unique Juhani utc for this scene instead of the party member herself. So I could give her another appearance/model, but I have no idea how I would change the animation for that model. If you happen to know that and it's not too much work, could you tell me? If it's a complicated process or very difficult for some other reason, don't bother, the animation isn't that important^^
  12. I looked through some more lucasforums threads and all I could find was one post that suggested not using the duration of -1.0 for non-nwnscript animations, but changing that didn't work either. I'm beginning to think that the number 100[xx] for animations from animations.2da is something that's only possible in TSL and there is no way to use them in K1...
  13. Links for those mods would be great or we won't be able to check them All I know for now is that Sunry Murder Recording is already included in K1R so that's probably why there is an error. For the others, it depends on the error. Could be no issue or could break your game. And even mods that installed without error might have overwritten other mods, but that's really hard to tell without knowing them all by heart.
  14. My guess is that the Extended Enclave mod is not properly installed. When you install this mod, there are two options, one for TSLRCM and one compability patch for M4-78 EP. You need to install both of those, first the TSLRCM one, then start the installer again and also install the M4-78 EP one. Installing only the latter as many people accidently do will cause issues in that scene and might be the issue for your problems too.
  15. That's only true for textures that haven't been in the Override when starting the game. You can swap a texture inside your Override folder and the changes will show without restarting the game.
  16. That's a great idea. I'd love to see a mod like this implemented
  17. I had a similar issue where the game would always crash in certain scenes (possibly related to the death of specific creatures) and I was able to fix it by simply adding the line Disable Vertex Buffer Objects=1 to the [Graphics Options] section in swkotor.ini.
  18. I'm currently trying to have a character do a looping animation with a script in K1 (the LS character screen animation, i.e. row 59 from animations.2da, to be more specific). I tried both AssignCommand(GetObjectByTag("Juhani"), ActionPlayAnimation(59, 1.0, -1.0f)); AssignCommand(GetObjectByTag("Juhani"), PlayAnimation(59, 1.0, -1.0f)); but neither of these did anything. So then I tried one of the animation constants ANIMATION_LOOP_DANCE and it's integer value 16 and both of these did work, so I figure it's only the animation constant that's wrong. I also tried both 53 and 54 for the row indices/indexes? of the two dance animations but they didn't work either. While looking around for a solution I found this thread: http://deadlystream.com/forum/topic/3569-making-ingame-cutscenes/ and HHs last post where he claims that the number should be 100[XX] for stuff that's not in nwnscript.nss. That made sense to me, since the bow animation in a dialog has the value 10035 for example. So I tried 10059, but that also did nothing. I went ahead and tried 10035 for the bow animation and once again nothing happened (though this might also be because it's no looping animation maybe?). I then checked both animations.2da and nwnscript.nss for the bow animation and it turns out that its idea is not 35, but something else in both of them. So now, I know neither whether the 100[something] works at all, nor how to get that number for a specific animation... Any help on how to get this animation to work would be great
  19. Glad to hear this worked. And if you want to, go ahead and upload it as a mod. Considering how nauseating these effects are, I'm sure more people would like to see them removed
  20. One way to do this would be to replace fx_Fury01.tga, fx_Fury02.tga and fx_Fury03.tga with fully transparent textures.
  21. Malak uses it a few times but from what I read, that's his special TAUNT animation and not what I'm looking for. The player character uses it in the scene after leaving the Unknown World in the DS ending where Bastila talks to Admiral Dodonna and master Vandar and I think it's also used for the player in the DS ending cutscene. Looking at the corresponding .dlg files (they're in the modules STUNT44 and STUNT55a), I thought it's number 1200, but I can't get that to work. So either it's not 1200 or I'm too stupid to play an animation with a script...
  22. As the title states, I'm looking for the cross arms animation in K1. If anyone knows it's number / how to use it, please let me know
  23. That would be great I'll send You a PM when I'm back at home
  24. I don't know. IIRC the only difference in the globals between LS and DS choice on the temple is in the G_FinalChoice global that's set to either 1 or 2. I'll check that out. Also, about the party members on the Ebon Hawk in general: They don't have unique .utcs just for the Ebon Hawk, right? They're the exact same as they are when they are in the active party? Edit: Having G_FinalChoice set to 2 (LS) made no difference. Edit 2: It's probably not her faction either since that is 0 both after the DS and the LS ending. (Unless it's changes somewhere else again before going to the Ebon Hawk, but as I said in my first post, changing it makes no difference, so I doubt it's the cause of this problem.)