Neville

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Posts posted by Neville


  1. I have been trying to create a mod that would give the party a new soldier after Bastila is captured aboard the Leviathan, but Bastila can be brought back with cheats or the spawn armband after her capture. Is it necessary to add the function to remove her from the available party members prior to recruiting a replacement?


  2. On 4/25/2021 at 8:10 PM, TamerBill said:

    You don't want the tag, but the ResRef. Sarna's is tar02_sarna021, but personally I'd make a separate copy of the utc to be the party member version.

    I wonder if InyriForge would mind my use of observations from Recruitable Kay:


    void main()
    {
    float x=-11.17f;
    float y=-37.85f;
    float z=0.00f;
    float r=1.0f;
    vector vecnpc=vector(-11.17,-37.85,0.00)
    location locNPC=loc(vecNPC, r);
    object oNPC=CreateObject(ObjectTypeCreature,"n_Sarna",locNPC);
    object oPC=GetFirstPC();
    AssignCommand(oNPC,ActionMoveToObject(oPC));
    AssignCommand(oNPC,ActionStartConversation(oPC,"Sarna_Recruit"))
    }


  3. I hope I can find the vectors. I thought, as Sarna has the COMM W F head model, texture comm_w_f01, if I changed the clothes she wears, every female character using the head model would appear with the military clothing I intend to give her.


  4. 5 minutes ago, TamerBill said:

    Oh, right, TSL. In that case it's based on the UpgradeLevel property of the armour. Buuut, Kotor Tool is bugged and shows UpgradeLevel as Body Variation. If it's a light armour set Body Variation (really UpgradeLevel) to 2.

    It is a form of clothing replacing the armored flight suit. It has armor value 3, +2 dexterity. Upgrade level 0, model variation 0, body variation 0.


  5. 33 minutes ago, TamerBill said:

    Easiest way would be to spawn them via a script, rather than editing the level itself. A simple one like this would work.

    
    void main()
    {
    
    	string sTemplate = "yourguysnamehere";
    
    	float xPosition = 0.0;
    	float yPosition = 0.0;
    	float zPosition = 0.0;
    	float fOrientation = 0.0;
    
    	vector vPosition = Vector(xPosition, yPosition, zPosition);
    	location lLocation = Location(vPosition, fOrientation);
    
    	CreateObject(OBJECT_TYPE_CREATURE, sTemplate, lLocation);
    
    }

     

    I know the area on Tatooine is "tat_m17ab", but saw three parameters when using "whereami", x, y, and z. I checked the direction the Czerka guards look, value 1. Do I need to change the tag for the new character? Sarna has the tag Sarna021 as she is found in the Taris Upper City Cantina, and the location on Taris is "tar_m02ae".


  6. 1 minute ago, TamerBill said:

    Open the uti for the armour in Kotor Tool, go to Properties, add a new property and put the appropriate item in the 'upgrade required to activate' box.

    That works in KotOR. In TSL, the overlays and underlays have their own properties.


  7. 1 hour ago, Kali_BLISS said:

    I used to make mods for KotOR 2 when i was younger, I did voice overs for NewbieModders Korriban Mod.

    Now I have a desktop setup with a nice mic and audio editing software. So If you need any voices, I'd be happy to help you! And I'm very passionate about KotOR, and about this project! I've kept my eye on it all these years, amazed at what you had already created and always wishing you well and wishing you had a good team of experienced modders to help you realize this vision. ❤️

     

    - KK

    What characters did you voice?


  8. 5 hours ago, Thor110 said:

    I don't know what more to suggest, currently 2.92 and the latest version of kotorblender work well.

    I will check, but I still must know how to add a character. On FileFront, other than mods by InyriForge, most recruit mods were for existing characters. There were recruit mods for Lashowe, Mekel, Sasha (Selkath), and Yuthura Ban.

     

    Do I just add a new "Struct- Type:4 Field count: 6" and put the location information for a character template in the .git file to create a new character? Also, do I still need to add "RemoveAvailableNPC(0)"?

    • Like 1

  9. 2 minutes ago, Thor110 said:

    Unfortunately so, hopefully somebody will write some one day but who knows. What is probably best is to just take some Blender tutorials and work it in.

    My first models were not for either KotOR game, but I used Blender 2.65. SithSpecter stated Blender would not work with game models.


  10. 2 minutes ago, Thor110 said:

    That's honestly a good start, my modelling is limited to making a placeable by cutting it out of another model. ( See Ebon Hawk & Damaged Section ) ( Damaged Section is now a placeable )

      Hide contents

    repairplace.thumb.png.7a6930138f87dbc8dd56b9eecc9de33a.png

    Even then I have to clean it up as it still has some part's it doesn't need which are showing through on the floor.

    You'll get there if you keep trying!

    I do  not understand the tutorials on creating a new character. Recruit mods seem focused on existing characters. Further, I really need to know how to correct lighting on new models. There should be something on how to do that. LucasForums was the only site to have related information.


  11. On 4/22/2021 at 10:51 AM, Qui-Gon Glenn said:

    This is in no way meant to dissuade you.


    Complaining that the tutorials are "old" is ridiculous. They worked then, and nothing has changed. Newer tuts might use newer tools that didn't exist then, however the engine has not changed even with the Aspyr patch for TSL.

    Modding isn't the kind of thing you jump into and have instant success at. My first mod was "complete" in one day, and took me three weeks to make it actually appear in game. This was done by trial, and error. Mostly error. There is no other way, so either this is a mod request that will likely never get picked up, or it is your project and you make it happen.

    This is a helpful community, but we have also moved on to many other things in life and nobody is going to do the heavy lifting for you in most cases.

    You can do this, but you have to try.

    My first mod effort was labeling item templates. I use GMAX/NWMAX, MDLOPS6, and GIMP 2 in modeling and texturing. I overlaid textures, but some do not match well for merging. I was noting that I was looking for a page from LucasForums that showed information regarding correcting lighting of retextured models. The models always appear too dark when the player enters such an area as the Ebon Hawk. SithSpecter referred me to it, but it now cannot be accessed. I have been checking for dialogue and recruit in tutorials and the game. I found many, though, lines of code required to add a character to a module. I am looking at the addition of Trask Ulgo and HK-47.


  12. On 4/18/2021 at 11:11 PM, Thor110 said:

    Well that's the best suggestion I have along with all the information to get started, sorry if it's of no use to you.

    There are more than enough tutorials and I have provided more than enough information for you to make a start on it, unfortunately I don't have the time or the skill to make this for you, I am no good with texturing or modelling.

    Thor110

    My modeling was limited to pulling the helmet off the female TSF officer head. My texturing was using GIMP to merge three textures, and, with SithSpecter, applying TSF textures to a Republic helmet model. I mentioned I had difficulty with lighting.


  13. The model is in both games. I found the models when I started. I tried to combine textures. Insignia on the shoulders and chest of TSF armor is not easily covered with Republic armor textures, and the chinstrap is difficult to fit over another head model. I had difficulty with lighting retexturing SithSpecter's Republic helmet. I found an earlier form of Republic armor. This is an image of Republic soldiers during the Mandalorian Wars, but the armor would be more difficult to make than to merge textures. Note the armor plates and the different helmets with orange-tinted visors. 

    Republic Assault Armor Project.jpg

    Seen in this image are variants:

    Carth_Onasi_Republic_Navy_officers.thumb.jpg.06709d49ad9935f01ad54396298ba90d.jpg


  14. I mentioned I found the head model and the base clothing model for Sarna. Does anyone know the designation for the model for the underclothes for the White Female Player Character, and does anyone have the skill to create a female variant of armor like that in the pictures I have posted? I was trying to modify Sith armor to resemble it. The visor on Sith armor starts below eye level.


  15. I thought the number for Bastila was 0. I believe coordinates that would work for tat_m17ab would be (-11.17, -37.85, 0.00). Several years ago (2015), I tried creating a dialogue tree to recruit a new character. I asked Rece for help. He removed me from friends lists on three platforms because I often mentioned problems with textures and models without porting and took a long time to think of what a new character would say. FairStrides would not help due to porting rules. SithSpecter said he did not know how to create new armor. I tried to contact InyriForge. There exists the problem also that dialogue changes following recruitment.


  16. On 4/14/2021 at 6:18 PM, Qui-Gon Glenn said:

    So, you have locations chosen, but do not have the coordinates.

    In KotOR, you can enable the console with an .ini edit. This is something you will need, although there are armbands you can download for help with this sort of thing as well.

    After that, by pressing the tilde ( ~ ) key, the console will appear and you can type "whereami". It has been a while, but I believe your coordinates either appear in console or in your log. This is a part of the puzzle, and then you will need to play with your orientation to make your character or item face the correct direction.

    Spawning unique placeables is something I no longer do, since there is a cap to this and I have several mods I don't play without that take me to that limit. So, YMMV here but you will want to keep this to a minimum.

    Everything is difficult when you are brand new, and we are a helpful community but it is not a really active community any more, so you will need to do some trial and error to get yourself up to speed as much as you can.

    Read the old tut's! They contain the base scripts you will need for spawning creatures and placeables, which you are allowed to use and edit as you see fit. There is nothing new under the sun, and imo artwork and story are the only "IP" in this game, so using other people's scripts is fair game as long as you give credit where credit is due.

    You have a lot of reading to do :)

    I had to look up sites that gave information, and it may be that the function does not work with the Steam version any longer. I tried adding "EnableCheats=1", but cheats did not activate. I am checking the CD version. I may have to use the conditional of helping Sharina and spawn Sarna in the same location, or spawning her where the Duros was after meeting Helena.

    20210409233527_1.jpg


  17. 1 hour ago, Qui-Gon Glenn said:

    You have found positions for characters and objects, I assume using the console and 'whereami'?

    The best way to make your mods is to modify the modules so that everything isn't done by script injection and the override folder. Testing however can be easier with script injection, as you can spawn your items/chars with a script that replaces the module OnEnter script and then fires the original script so that the game doesn't fall apart.

    This is actually quite easy, and the scripts to spawn items and characters are already written for you, you just need to insert your vector locations and your filenames.

    Download a recruit mod and look at the source scripts. Really. This can be a cut and paste affair for the most part. Once you have something that compiles, it will either work or do nothing. That's where I can help.

    I have forgotten how to use the "whereami" function. Creating  new armor is difficult.