Alvar007

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Alvar007 last won the day on May 4

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About Alvar007

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  1. @Salk I don't know what to tell you. The NPC I tried the animation on works fine. Maybe it's a problem with that particular NPC or something else in your override folder.
  2. Yes of course! I tested the animations before and they should work fine. I was now testing calling the animation via script with the fireforget option and it works, but when calling it in another node when the animation hasn't finished playing makes it reset to the default one (PAUSE1). So keep that in mind, it's better to just call it in nodes that are not too close to each other or just wait until it ends.
  3. Well, since apparently nobody knows about this issue I'm just gonna drop the files you asked for @Salk, including the female version. About the missing winking, it works for me. If you notice the model of Tannis doesn't wink once in all the animations he does, must be something wrong with his model or your game. It certainly is, but the vanilla DLGs will stop working when the animation is called from them. It would have to be called via script, luckily you were already modifying them to your liking so hopefully it's not too much of a problem. I've included a modified animations.2da as well where the animation is changed from looping to fireforget. custom merged animations.rar custom female flirt animation.rar animations.2da
  4. @Salk Hello again, Salk. I've noticed the problem you are mentioning and I thought the game did that with every looping animation, but turns out it only does it with my custom animations. The vanilla ones work fine, even if they are compiled again with MDLEdit following the same proccess my custom ones do. I have no idea what's going on. How can a block of text that looks the same as the other ones not work while the other ones do? I have tried everything at this point and I just can't figure it out. I had the same problem with my custom animation for my Force Power, that's why I had to change the animation to fireforget instead of looping which is the only workaround I have found unfortunately. So yeah tell me if you're still interested and if I should upload the rest of the files. Also, if anyone knows what's going on please let me know.
  5. @Salk 1) Maybe it's because the video lags, but the time he has his neck tilted is not that long. I still reduced it a little bit. 2) I don't see the second winking you are mentioning, perhaps you are referring to the blinking he does after the wink. I removed it anyway. 3) I noticed that, although I didn't have any problems in the program. I still managed to fix it. Test it yourself in the game and see if it's any better. Sure, that way people can have all the fixes in one file too. I will attach the female version once you send me the files for the complete download. custom flirt animation fixed.zip
  6. Ok I have merged succesfully between the two anims, I have tested it in game and it works fine: And because it's a looping animation it works with the vanilla DLGs too. You can test it and tell me what you think. Also guys after this I will be focusing on my machinimas, so I'll be busy with that. custom flirt animation.zip
  7. I know, but the vanilla one is set to loop. If I change it to fireforget it stops working. So you only want the head movement from the FLIRT animation and then body movement from the TALK_NORMAL one? Be aware that the length is not the same so it wouldn't blend nicely. Maybe leave the body as it is and then start the normal body movement when the TALK_NORMAL animation starts?
  8. I wasn't using it in a conversation, was just trying it in a spawn script. But now that I do, I have encoutered several issues. If I call the animation in the "current animations" slot inside the .dlg, the anim doesn't play at all. It works fine with other fireforget animations (such as victory) or the looping ones. I assume there is something wrong or hardcoded inside DLGEditor that prevents from playing an animation that was supposed to be looping and it is changed to fireforget in the .2da. So I have to call it via script, but the same issue happens, when it ends it transitions to the PAUSE1 one. The closest I got was adding a delay in the script and in the same node add the TALK_NORMAL animation in the "current animations" slot, so that it plays this one first during the delay and then blends nicely to the FLIRT one. But as you can see it goes back to the PAUSE1 once again when it ends, and I don't think that can be changed: I can't do it the other way around because, as I said, the FLIRT call in the .dlg doesn't work for some reason. @Salk I can do what you're saying but keep in mind that would loop everything, not just the TALK_NORMAL part.
  9. @Crazy34 Funnily enough, I looked through that video and even downloaded that Force Mod pack to check how some of them were done to see if I could fix my issue. But I didn't realise one of them did that effect. I see now how it's done, although it uses the drain beam effect but I assume you could use the lightning one as well. Can you elaborate a bit more on this? I assume you are referring to the transtime value in the anim block inside the ASCII. I have that to 1.0, in fact the anim blends well as seen in the video. The problem is that it blends to PAUSE1 by default. Is it possible to change this or is it hardcoded?
  10. @Salk I actually planned to add the winking but I totally forgot. The second part with the arm was supposed to be him showing off his muscles but I guess I didn't quite catch that lol. By transitioning to the talk animation then I assume you don't want it to be looping then? The default one when the animation stops is PAUSE1 and I don't think I can change that. So this is what it looks like: @Crazy34 Thanks dude! Unfortunately I don't think it's possible for the lightning to come from above like that.
  11. I finally figured out why the Force Power wasn't showing in the list: turns out I was using "forcepriority=2" and you can't do that with a single Force Power. You gotta use 0. Then 1 if you have an upgrade for it and 2 for the last upgrade. So it's like the "pips" column but with 0,1,2 instead of 1,2,3 (dunno why they created two columns that do the same thing but whatever). Now I plan to implement it in both games using the "namespaces" function that TSLPatcher has, that way I can practice with that and release both versions in a single mod file. Also, my friend @Salk told me about the awful male "flirt" animation and asked me to update it. Given how terrible it was, I didn't have any reference to work with but this is what I got: In the end the thing I explained about creating the facial animations in Blender didn't work, because when you bake the action the keyframes have a "bake action" property instead of an usual "rotation" or "location". And when exporting the plugin doesn't recognize it and throws an error. So I did the facial animation in KotorMax and it works like a charm as you can see. At first I couldn't animate at all because when trying to move the bones the whole head moved. It seems that 3ds Max has a default behaviour of moving the parent bones with the children so all the bone structure moves. I had to uncheck the bone tool option for each one, animate and then re-enable it. Although some parts of the head would appear deformed after doing that like if there was some scale going on. Luckily no scale keys were created since I uncheked them in the animation filters. There are still some sanity check errors like wrong keys that are netiher bezier or linear but I can get past that compiling the model and then copying the generated keys from the ASCII to the original. I still created the body animation in Blender and then merged the keys from KotorMax, but I'm thinking maybe in the future I will do everything in Max if no errors occur.
  12. What do you mean remove the mask? Like from the model itself? If you want to take it out of the model it's not possible because it is all just one model. You would have to create another one without it but I don't know what would be behind it. It would be probably bugged or something not desirable.
  13. Yeah KotorBlender doesn't work on 2.8x. In the "How to Install" section of the manual says: "KotORBlender will work in versions as far back as Blender 2.71 and currently up to Blender version 2.79".
  14. View File Darth Malak K2 Port Darth Malak K2 Port By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod allows you to play as the Sith Lord Darth Malak from Kotor. It contains all the missing animations from K1 and also the new ones from K2. There is also a custom item robe that you can equip to play as him whenever you want in the game. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). To use the custom item you need to enable cheats and type "giveitem darthmalak_k2" without quotes in the console. COMPATIBILITY: This mod should be compatible with any other mod that doesn't modify Darth Malak's appearance or adds another disguise in the third slot of the model variation. BUGS: This mod does not have character selection support because the model breaks at the beggining of the game. The face glitches out in some combat animations. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 04/03/2020 Category Mods TSLRCM Compatible No  
  15. View File Darth Nihilus K1 Port Darth Nihilus K1 Port By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod allows you to play as the Sith Lord Darth Nihilus from TSL. There is also a custom item robe that you can equip to play as him whenever you want in the game. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). To use the custom item you need to enable cheats and type "giveitem darthnihilus_k1" without quotes in the console. COMPATIBILITY: The item will only work if you didn't modify your appearance.2da before installing this mod. Otherwise you can change the .uti manually to make it work: just open the .uti with K-GFF Editor and change the "subtype" value in the second STRUCT ID inside PropertiesList (the one that has the PropertyName as 59 and not the other one with a value of 1 in that field) from 509 to whatever the row label is in your appearance.2da file. You will have to open it with Kotor Tool after patching it to know this. BUGS: This mod does not have character selection support because the model disappears after the first cutscene. CREDITS: Huge thanks to Ӄhrizby for letting me use his Darth Nihilus Animation Fix in this mod. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 04/03/2020 Category Mods K1R Compatible No