Alvar007

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Alvar007 last won the day on January 19

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111 Jedi Grand Master

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About Alvar007

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  1. Like the description says, any mod that doesn't alter the supermodels should work. But even if they did you should be still seeing the Force Power in the list. If you don't then there is something wrong with your spells.2da file.
  2. Steam version always gives problems. Is the Force Power appearing in the list? Try using the legacypc option that apparently you can toggle on steam.
  3. Hey, sorry for the delay. I just tried the mod with a new and an used saved game and it works fine. Are you selecting the right folder in the installer for the right game? Keep in mind you have to select the main folder and not the override one. The Power should appear at the bottom of the Force Powers list when you level up.
  4. Alvar007

    Darth Sion K1 Port

    I think I know what's going on. Apparently I had some mods installed when testing this and my appearance.2da file was modified so I created the item pointing to a row that is non-existent on a clean install. Sorry about that. I've updated the file and also added compatibility for all languages, download it again and it should work now. If this doesn't do it any footage you can record is always welcome.
  5. @DarthParametric I gave it a try. I created my own set of bones and simulated them inside Blender with one of the combat animations. The result is okay inside the program but the bones have both rotation and translation to make the movement look like this. So if you parent them to the head for example you are combining the translations and you get weird results. One solution is to leave them unparented which breaks the rest of the animations but that wouldn't be a problem if someone was to bake them all. The manual cleanup to make smooth loop transitions for each animation is what makes this a pain in the ass. Not to mention is not as realistic because the bones need a few seconds to get back to the resting pose. Also I'm still using Blender 2.79 which uses the old plugin where you have one scene per animation so I would have to bake every single time for each animation. If I'm not mistaken in the new version of the plugin you can have all the keyframes in the timeline like Kotormax so that would be a solution. You can even test the results in Blender itself without having to go to the game or 3DSMax like I did here: The problem comes when apparently the mesh has verts with more than four weights and also some of them go over 1.0. So I corrected that automatically using MDLOps but unfortunately the movement I created breaks in game: So in my opinion this is too much work for too little. I was thinking why not parent the whole lekku to the head so there isn't any deformation? (although there would probably be clipping). Or maybe set it as a danglymesh?
  6. Alvar007

    Darth Sion K1 Port

    That's strange. Are you sure you installed the mod correctly? What language is your game? If it's not english there could be errors with the strings and that could cause the crash (although in the past my experience was that the lines didn't show up but it didn't crash the game). I may have to update the item to support multiple languages anyway.
  7. View File Darth Sion K1 Port Darth Sion K1 Port By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod allows you to play as the Sith Lord Darth Sion 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 darthsion_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: None that I'm aware of. ------------------------------------------------------------------------- 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 01/02/2022 Category Mods K1R Compatible No  
  8. View File Gamorrean Animations Pack Gamorrean Animations Pack By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a bunch of animations to the Gamorreans that were specified in the dialogue files but were missing in the model files. The added animations are the following: · Two grenade throwing animations retargeted from the male humanoid supermodel. · One shield activation animation retargeted from the male humanoid supermodel. · One inject animation retargeted from the male humanoid supermodel. · One new custom TALK_FORCEFUL animation used in conversations. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod will work as long as you don't have any modifications in your gamorrean model files or their apprearance.2da rows. BUGS: The combat parry and dodge animations for the player when facing the gamorreans will look as if they were facing a melee humanoid user due to the fact that I had to change their modeltype. Unfortunately there is no way around this. ------------------------------------------------------------------------- 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 01/02/2022 Category Mods K1R Compatible Yes  
  9. The 3 mods (Darth Sion port, his Force Power and the gamorrean anims pack) have been submitted and they are pending approval now. @DarthParametric I assume by your post that the danglymeshes don't do the job? I have yet to experiment with a physics sim. Which one were you thinking of, MotionBuilder perhaps? I don't know if what you're asking is accomplishable but if I were to try that I would need to know the location of the flappy bits as I'm not too familiar with the TOR models. I assume the bones for the lekku wouldn't work for the lobes of the Selkath for example. So I would have to take every one into account.
  10. View File Sion Force Heal K1 New Force Power: Sion Force Heal By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to K1 based on Darth Sion's Force Rage Heal we can see in K2 and the end of a combat round. I've also added a custom effect texture for when the Force Power is being casted. Includes: · Ported animation. · Ported icon and custom description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod replaces the lightsaber throw loop animation with the rage one, so as long as you don't have any other mods replacing the S_Male02 supermodel files it should work fine. In case you do, you could merge them together, provided that they are not using the same animation already. BUGS: The animation can get cancelled if you are running while casting the Force Power. ------------------------------------------------------------------------- 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 01/02/2022 Category Mods K1R Compatible No  
  11. Version 1.0.0

    303 downloads

    Gamorrean Animations Pack By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a bunch of animations to the Gamorreans that were specified in the dialogue files but were missing in the model files. The added animations are the following: · Two grenade throwing animations retargeted from the male humanoid supermodel. · One shield activation animation retargeted from the male humanoid supermodel. · One inject animation retargeted from the male humanoid supermodel. · One new custom TALK_FORCEFUL animation used in conversations. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod will work as long as you don't have any modifications in your gamorrean model files or their apprearance.2da rows. BUGS: The combat parry and dodge animations for the player when facing the gamorreans will look as if they were facing a melee humanoid user due to the fact that I had to change their modeltype. Unfortunately there is no way around this. ------------------------------------------------------------------------- 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.
  12. Version 1.0.0

    174 downloads

    New Force Power: Sion Force Heal By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to K1 based on Darth Sion's Force Rage Heal we can see in K2 and the end of a combat round. I've also added a custom effect texture for when the Force Power is being casted. Includes: · Ported animation. · Ported icon and custom description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod replaces the lightsaber throw loop animation with the rage one, so as long as you don't have any other mods replacing the S_Male02 supermodel files it should work fine. In case you do, you could merge them together, provided that they are not using the same animation already. BUGS: The animation can get cancelled if you are running while casting the Force Power. ------------------------------------------------------------------------- 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.
  13. Version 1.0.1

    102 downloads

    Darth Sion K1 Port By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod allows you to play as the Sith Lord Darth Sion 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 darthsion_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: None that I'm aware of. ------------------------------------------------------------------------- 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.
  14. So after more than one year here I am posting again. I'm still working on my machinima but I wanted to show and release something for this new 2022. @Liserg asked me once again to port Darth Sion to K1 so I did and I plan to release him just like I did with the other Sith Lords in the past. He even has his own unique walking animation! I also recreated his iconic rage healing Force Power with a custom effect: As for the Vorn issue I mentioned in the posts above, I managed to fix it. It seems I was looking into the wrong dialogue. Apparently tat18_vorn.dlg is the own conversation for that NPC but it's not the one it plays in the cutscene when you have to face him. tat18_vorndroid2.dlg is the one that plays instead. And if you notice there is a TALK_FORCEFUL animation set for Vorn in that one. So that explains why he wasn't playing the nomal talking one when I changed the modeltype but the thugs were (as they don't have anything specified). Apparently the engine sets the TALK_NORMAL animation by default when the S modeltype is set. But if you change it to F and specify another dialogue animation then it defaults to the PAUSE1 animation. So I thought I would create one TALK_FORCEFUL animation for the piggies (I don't know if this is worth it, dunno if there are any other moments where they use it but whatever) and this is what I got: If you think this is decent I can release a pack for the Gamorreans animations in the downloads section. Hope you all have a fantastic New Year!
  15. Alright I covered all the melee animations (only related to the single saber ones since they are supposed to be using the axe) including attacks, parries and dodges but the choreography problem still exists since they have the axe equipped so I don't think there is nothing that can be done unless changing their .utc file. Also I mapped some other animations like "inject" (which is strangely used in the thugs dialogue) and some others like "runinj" and "pauseinj" that the piggies didn't have. The Vorn issue is still there I'm not sure why, I tried changing his appearance (since he uses Alien_Gammorean_03 instead of 01) but it didn't work. I dropped the files here anyway, maybe you can figure it out. gammorean anims.rar