Neville

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Posts posted by Neville


  1. I followed instructions for use of "deNCS", even finding the Java version specified, but it does not seem to work. Even the command prompt gives the message "Access is denied."

    STUNT_18 plays without the .ncs file in my "Override" folder, but I found another problem. STUNT_18 shows Sarna instead of Bastila, odd because the Template ResRef I used for Sarna is "p_sarna", and her .utc file is p_sarna.utc, but STUNT_34 plays. Sarna disappears (she is not available as a party member) after Carth lands the Ebon Hawk. It looks like TSLPatcher may have sent files to the wrong destinations when I tried to configure it for STUNT_34. Otherwise, could this have resulted from use of the command GetObjectbyTag("Bastila", 0)? If another NPC is recruited, the tag must be the same as the one replaced, so the template is different, but the tag is the same. If a new tag is used, even her original tag, "sarna021", you can get duplicates of the character. I have seen this happen.

    20210629231038_1.jpg.4b223e7f8bf3eabd7e767cf07bff3d02.jpg20210630003055_1.jpg.a8b433c42898763fe9979d52694f2d8b.jpg

    While I try to find cause, I was able to improve the GMax/NWMax helmet model, though, given its size and clipping issues, as previously mentioned, I will have to attach it directly to a modified head model. For some reason, though I now have KotORMax, I still find something seems to interfere with textures when I try to attach the helmet model pulled from the Sith Commando model (n_sithcommando) to the head model (comm_w_f). Can anyone tell me why this might be happening?

    SarnaHelm.thumb.jpg.845d31a2cb4d1cc830d78c6fa73cf040.jpg


  2.  

    2 hours ago, LoneWanderer said:

    Your "k_scene_start" script in Override folder loaded instead of "k_scene_start" from STUNT_34 module (cutscene with Carth and the player on the Ebon Hawk). This is why you have to use module injection. Did the game autosaved before this cutscene? If so, then you can exit the game and remove "k_scene_start" script from Override folder. If the scene will work after that, then the problem is simply in "k_scene_start" script overwriting scripts in other modules.

    In addition, we previously overlooked the fact that, if the torture script temporarily adds Bastila back into the party, then there is another script that removes Bastila from the party again. This script is "k_scene_start" from STUNT_34 module. Remove the line "RemoveAvailableNPC(0);" from the script, you should get this code:

    
    void main() {
    	if ((GetIsPC(GetEnteringObject()) == 1)) {
    		if ((IsAvailableCreature(2) == 0)) {
    			AddAvailableNPCByTemplate(2, "p_carth");
    		}
    		if ((IsNPCPartyMember(2) == 0)) {
    			SpawnAvailableNPC(2, GetLocation(GetObjectByTag("WP01", 0)));
    		}
    		SetPartyLeader(0xFFFFFFFF);
    		AssignCommand(GetObjectByTag("CutStart", 0), ActionStartConversation(GetFirstPC(), "m12aa_c03_carth", 0, 0, 1, "", "", "", "", "", ""));
    		AssignCommand(GetFirstPC(), ClearAllEffects());
    		AssignCommand(GetObjectByTag("Carth", 0), ClearAllEffects());
    	}
    }

    You won't be able to put 2 "k_scene_start" scripts in the Override at the same time, but you can insert them directly into their .MOD via module injection.

    I didn't research .rim files enough to answer about loading process.

     

    What is this reference number for the script (479)? Where did you find it?

    KotOR Tool shows a compiled script, "k_scene_start.ncs", the full identification being "k_scene_start.ncs (479)" in data for "STUNT_18.rim",  mentioned under "STUNT_18_s.rim". I have been attempting to configure TSLPatcher to replace this with the modified ".nss"  file (TSLPatcher only accepts new ".ncs" files if they are to be moved into the "Override" folder) by using the "Replace existing" option with the ".mod" files, which, for some reason, are in the "lips" folder. I have not yet completed configuring TSLPatcher, but I will test the new script as soon as I can. I do appreciate all the assistance I have been receiving.


  3. The script works to get past the cutscene, but it leads to the player being stuck in the cockpit/bridge portion of the Ebon Hawk with Bastila as the only other character. The rest of the Ebon Hawk disappears. There is an object that is identified as "cutscene start", but this cannot be accessed. I would guess this is due to the next cutscene being Carth and the player on the Ebon Hawk. I am attempting to configure TSLPatcher. This will be the first time I have had to use it for a mod of my own, and it will take time to learn. Looking at compiled script, I noticed original script has the line "JMP off_000001DD". New script has "JMP off_00000189" and is shorter. I should ask, I have noticed most module information is kept in ".rim" files, and "STUNT_18_s.rim" appears to be triggered by entry into "m44aa". This entry seems to trigger "stunt_unkhall.are", which is part of "STUNT_18.rim". How do I set TSLPatcher to replace script dependent upon and responsible for triggering so much other script? Also, what happened to the reference number for the script (479)? I will keep trying, but everything seems to be getting more confusing. TSLPatcher instructions appear focused upon ".GFF", ".2DA", and ".tlk" reference.

    20210628183018_1.jpg.67c7ffd2005619b9314bd24ac034c180.jpg20210628180945_1.jpg.7c790b602f0d1e4173b593429f2cb0e7.jpg20210628180847_1.jpg.11763621ea3d2b9e4a276d1d082f7cf1.jpg


  4. 21 hours ago, TamerBill said:

    CreateObject uses the resref, not the tag, so it would be "p_bastilla". p_bastilla001 from STUNT_18 is presumably unused, so I wouldn't trust it myself. Side note, I never noticed Bastila was misspelt in the resrefs.

    SetPartyLeader can presumably be skipped as well, since you're not messing with the party members anymore. 

     

    On 6/25/2021 at 4:53 AM, LoneWanderer said:

    It should be possible. You will need to remove Sarna from party members and add Bastila in the k_scene_start script and then attach new script (removing Bastila, adding Sarna back) to the end of the m44aa_c02.dlg dialog.

    But I think it is easier (and I would even say, correct way) to spawn Bastila as npc for the scene. Try this code for k_scene_start script (may require some adjusting)

    The only script I can find for cutscenes is in compiled format. There is compiled script, "k_scene_start.ncs", string ref 479, but would the script provided override the compiled script? If not, how do I alter source script for this scene?


  5. 20 hours ago, LoneWanderer said:

    In the 'Bastila's torture' script? Probably, tag that refers to Bastila. I don't have access to KOTOR 1 scripts, therefore I'm not sure.

     

    But now, I think, it is possible that something is messed up in Sarna UTC. You don't have any Bastila mods in your Override, right?

    Try removing Sarna UTC before the scene.

    Removing the .utc file did not work. The only Bastila mods I have are to correct the romance script, restore dialogue, and make robes appear as variants of her base clothing. I was thinking there might be a way to temporarily remove Sarna, like Zalbaar on Kashyyyk or Bastila during the Jedi trial on Dantooine, and bring her back later. It may be possible, further, to avoid adding Bastila again. Reviewing script, some characters (Kel Algwynn, Sharina Fizark, Yuthura Ban, Belaya) can go to other planets and continue dialogue, but I do not know how this is done. With these issues, I still must ask if someone could help with the helmet. I cannot seem to add a new visor.

    20210624195706_1.jpg


  6. 3 minutes ago, LoneWanderer said:

    I'm not an expert, but, supposedly, the scene breaks when the script or the dialogue refers to Bastila. Find starting script and dialogue inside module STUNT_18 (Bastila's torture, if I remember right).

    Try to change Speaker's name for first Bastila's line to Sarna in the dialogue to test dialogue. But I think, it won't help, and the problem lies in script.

    Do I need to change tag or string template resref?


  7. 2 minutes ago, Malkior said:

    Alright. Well, in any case, I don't know beyond that what is causing your issue. Deleting the offending UTCs fixed it for me, but since you're using a custom UTC for your mod to function, you can't exactly do that.

    You may need to seek out experts on your particular issue.. (That is, the blackscreen when going past the Leviathan cutscene).

    Can you direct me to any of these "experts"?

    • Dark Side Points 1

  8. 6 hours ago, Malkior said:

    I had this issue when my Bastila UTC was conflicting with another one. Try saving when you get to the black screen and then loading to see what's breaking the cutscene.

    When I save, the game will not load.


  9. This is from my attempts to create a helmet for Sarna. I tried to modify the helmet from regular Sith Armor, but the neck was too large to delete separately. This was pulled from the Sith Commando, seen in TSL. Unfortunately, removing this from the original model removed part of the geometry for the helmet. I checked the fit over the head model used for Sarna. It becomes hard to tell what vertices to move to be able to attach a new visor. Further, If I cannot eliminate clipping issues, it might be best to modify the head model and directly attach the helmet, making this part of a head model.

    475594839_RAHelmet.thumb.jpg.c7bab912b6659b4323b58e7931f88c3d.jpg


  10. I had to change tags, modify script, and remove some script to test Sarna. I found another problem. I am attempting to fix other problems, but the cutscene of Bastila being tortured by Darth Malak played when you set the Ebon Hawk to go to the Star Forge will not play. I get a black screen with a cursor, and nothing responds. I think this could be due to my intent of having Sarna as a soldier to help after Bastila is captured aboard the Leviathan. Is there a way to fix this?


  11. On 6/20/2021 at 3:41 AM, Malkior said:

    That's a tall order. Why not start with what tool you're using to import and why it's failing. There is a usable fork for KotorBlender which now works with the newest version of Blender https://deadlystream.com/files/file/1853-kotorblender-for-blender-28/ have you tried that?

     

    I have MDLOPS 0.6, GMax 1.2, and NWMax 0.7. I was trying to modify the Sith Commando helmet. I managed to import it, pull it from the full-body armor, apply a Republic texture, and I have been trying to remove the full-face visor. I hoped to remove more of the front and integrate a retextured version of the Verpine Headband.  I planned to attach the model to the head model of a character, but whenever I try to export textured models with GMax, I get an error message about "Skin Detected". NWMax states "Unable to execute mass export", and changing name of the Aurora Base causes problems. What I was asking for was a model of the War Droid. I thought I might be able to modify the head to create a helmet, but I got an error message "unable to convert: undefined to type: float". I have used Blender 2.65, but I have never applied textures to a model in Blender. SithSpecter told me Blender would not support game models.


  12. Can someone help create the helmet? I cannot import the War Droid model, and I am having difficulty modifying the Sith Commando helmet. Also, I really hoped someone would be able to retexture the Sith uniform.

    • Dark Side Points 2

  13. RAHelmet.thumb.jpg.f405d48cff4d5f96e136a144532bf1f1.jpg

    On 6/17/2021 at 2:02 PM, Effix said:

    I guess you didn't understand what I wrote above.
    This is the texture that you largely had in mind, that I edited, applied to the female Sith model.
    It's fine if you want to keep looking for something else, take it or leave it.

    I see. Again, thank you for your retexture of the Republic Officer uniform. For now, the texture you created is the closest I have seen to the armor I was looking for, though I still hope someone can place Republic textures on the Sith uniform texture. I am making some progress on a matching helmet. I applied textures from a Republic Uniform to a helmet from the Sith Commando model from TSL, though I am having trouble with my tools. They would not load the War Droid model, which I thought could be modified. Working with SithSpecter, I found the TSF helmet simply had to be pulled from the head. I believe I need help with the new helmet, especially raising the front above eye level and adding an orange visor. I had hoped I would be able to create the visor with new textures applied to the Verpine Headband model, this merged with the rest of the helmet.


  14. 9 hours ago, Effix said:

    You can't really benefit much from the existing Republic textures when trying to transform the Sith uniform, the texture layouts are completely different. You can transform/rotate parts but that destroys the quality. You'd probably be better off just creating something from scratch and using those textured models as inspiration. But for me that's too much work and it's not something either of us want to do.
    So, how about this?

    qIqBLT3.png

     

    P_SarnaB01.tga 1 MB · 0 downloads

    I was aware that Republic textures would have to be heavily modified for the Sith Uniform, but I could not even locate the boots on the Sith Soldier Armor texture. I have only merged TSF textures and Republic textures, which use the same body. I tried to  merge models. I recognized the gloves and gauntlets of the Sith Uniform were part of the texture, similar to Republic Soldier Armor and Commoner Female Clothing, though the gauntlets/gloves on these are smaller than those on the Republic Officer Uniform. It looks like you altered the textures for the Republic Officer Uniform. While I dislike the fact that the coat of the Republic Officer Uniform makes the wearer appear somewhat fat, and the boots lack knee flaps, it appears to have similarities to what I had hoped for, and I thank you for your work. This is how Sarna's base armor appears with your texture.

    20210616175029_1.jpg.958fd2258028122b4c43179f6baa1d02.jpg

    I do not mean to sound ungrateful, but can you show me what the textures I specified would look like on the Sith Uniform model? Even Admiral Dodonna's texture looks different. With this texture, though, I am still attempting to create a helmet, correct script, and find someone who can provide voice.


  15. I will keep trying while I wait for Sarna's uniform textures from Effix. Head models are more complex than helmet models I  have worked with. I thought I fixed the problem of the hooks with ASCII editing, but tests, with the modified head model in line 107 of heads.2da, made my game crash. I do not know why GMAX/NWMAX, though they recognized hooks in my edited ASCII model, will not export the merged hooks with the rest of the head by themselves. I need help.


  16. 21 hours ago, Thor110 said:

    Look, it certainly sounds like you are slowly getting there, so keep it up.

    I know you use different modeling tools (I have MDLOPS0.6, NWMAX 0.7 and GMAX), but I merged the mask and goggle hooks from an imported ASCII model of PFHC01 with an imported ASCII model of COMM_W_F for Sarna. I changed the name/Aurora Base for original format with MDLOPS 0.6 to P_SarnaH and I labeled the exported ASCII file P_SarnaH-ASCII . I checked the ASCII model code, but the hooks were not present. This has happened with multiple attempts. Do you know what could be the cause?


  17. Helpful Items


    I created this while trying to find a spawn trigger. A metal cylinder in the droid shop on Tatooine can be bashed open (you would otherwise need very high security skill). It has a beam splitter, an improved energy cell, an energy projector, and Jedi Master robes (two blue, two red). This was to help finish upgrading weapons and to give the player more robe options. Further, if you add all .utp files in this to your Override folder, you will find Ulic Qel Droma’s Mesh Suit if you search the corpses in the Shyrack Caves on Korriban.


     


  18. 21 minutes ago, Thor110 said:

    Edit your previous posts in future perhaps? Especially seeing as you have had so much flak for spamming already.

    Perhaps you ought to properly fill out your initial messages with your project details all tied up into one post?

    I know myself early on I did similar and had information all across my topic in varying posts by myself, but I tried to consolidate it into the initial message as well as that it makes it easier for others to follow.

    Also you really are stating the obvious here, you were actually told this the other day by another user...

     

    All you have to do is...

    Add New Entry, Copy existing Row to new Row, then alter as necessary.

    Literally a seconds worth of work and you made a post about it.

    It was an update regarding my modelling work. I have had to go into NWMAX/GMAX to place a mask hook and a goggle hook. I was told the head model was used by other characters. I know it is used by Sarna, a Tarisian noble, Selven, Jedi on Dantooine, and a Sith officer on Manaan in KotOR. I have not had success with creating a helmet model to match the ones in my posts. A different helmet should be the last model I need.


  19. On 6/8/2021 at 8:02 PM, Teribol said:

    Hi I'm a newbie, and I just wanted to ask how can I have a modded character with hight attributes, skill, feats, power, level and credits. I only use phone (android) I'm not into modding, I didn't know how, just using game guardian, very basic, can someone tell me where I can find these save files. I'm playing kotor 2. Thanks 

     

     

    I have the PC version. If you can access the game folder (for me, C:\Program Files x86\LucasArts\SWKotOR2), there is a folder named "Saves".


  20. I believe, as stated above, the uniform should be based on the Sith Uniform model, with textures from other uniforms. I have attached the largest textures I could find. They should be used to replace much of the Sith Uniform texture included according to my description. The largest Female Republic Soldier texture is smaller than the others, but can be enlarged in GIMP. I have managed to get Sarna's armor, which is her basic clothing, to have the properties I planned.

    20210612030700_1.jpg.bac0adae35067c35a517c27a1dab56ae.jpg

    Textures.ZIP


  21. On 6/10/2021 at 5:19 PM, Effix said:

    I guess I'm getting old... I feel like your posts are a bit of a bombardment.
    Anyway, I can't see the full body here, but it looks like what you want is in this screenshot? Or part of what you want?
    I'm currently replaying KotOR but I can't tell if this was your own texture work. If so then I'm sure you can tweak it some more to look more like that SWTOR artwork from that Galactic History entry.

    I think the Sith Commoner Female Uniform model, N_SithComF, would work, especially the coat, the shoulder pads, the style of the belt, and the style of the boots. Most Republic military in the game are male, but there are female textures. Most neck, collar, chest, and shoulder pad textures would come from the Female Republic Officer texture. The texture is N_RepOff_F01. The color textures for the Republic Officer belt would also work. Sleeves, gauntlets, most of the body, gloves, and legs would have the Female Republic Soldier texture, N_RepSold_F01. The boots could be given gloss red textures, possibly from the Red Sith Soldier armor, N_SithSoldier02. My hope was, in using Republic textures on the Sith uniform model as I described, you could get armor similar to that of armor from the Mandalorian Wars in the illustration at the bottom. I can send the textures.

    20210507170226_1.jpg.42ace156c0305c13037e94e2dc478b79.jpg

    Sith Uniform

    20210610184442_1.jpg.e33e3c011cb32ff98fa87a76bbbe0778.jpg

    Republic Officer Uniform

    20210507133811_1.jpg.0305a4cfb2123606f87d18db9d769ada.jpg

    Republic Soldier Uniform

    MandalorianWarsRepublicTrooper.jpg.63e346283571d972ca6514e4f91f5f37.jpg

    Mandalorian Wars Republic Armor