Alvar007

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Alvar007 last won the day on September 23

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85 Jedi Grand Master

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About Alvar007

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  1. 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
  2. Yeah that's what I used to fix Malak's animations, it is really useful. I also tried it with the Selkath but it creates a complete mess I don't know exactly why, perhaps I should try again renaming some of the bones since the last time I just did an auto remap without renaming anything. I just checked those and there is a problem with the thugs ambush if you fight them after talking: they are using melee sword combat animations that the piggy model doesn't have because their .utc have the gamorrean axe equipped but I renamed the animations to the melee unarmed counterparts since there are just not enough of them to cover the sword ones. So their .utc would have to be replaced to unequip the axe fixing as well the player reacting with parries and flashes like they had a sword or lightsaber. I also need to mention that all the READY animations the piggies have in convos are not playing because there is not a humanoid counterpart for it (that I know of, correct me if I'm wrong). On top of this there is another problem with Vorn's lines playing the "tlknorm" animation which is supposed to be the default one when nothing is specified in the .dlg file. It just plays the PAUSE1 animation I'm not sure why, it doesn't happen in the conversation with the thugs so I'm a little lost here. With all these little problems I don't know if this mod is worth it, but you let me know.
  3. I stepped away from my machinima for a bit to fulfill DP's request. It was easy peasy using the mapper function that KotorMax has, I just had to adjust some things and deal with some controller errors but this is what I got: -Both throwing grenade animations: -Using shields: At first I tried naming them cthrowgren/cthrowgren1 or throwgren/throwgren1 but they didn't play so I had to do the same as Selkath and convert the model to an F type. Then I renamed the rest of the animations to their humanoid counterparts. Let me know if they are any good and I'll submit them to the download section.
  4. I just read this now. Sorry for the delay, didn't notice I wasn't following this. Yeah I think I have that problem in vanilla too so I don't think it's the model's issue. Also I replaced every animation so I can't see what would be missing.
  5. Alvar007

    Darth Malak K2 Port

    I just edited it, let's see if it shows now.
  6. View File New Force Power: Retribution New Force Power: Retribution By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to the game: Retribution. It is based on the ability Anakin has in Battlefront 2 from EA. The Power does not check for any saving throws, and it's accessible at any level with any class. But as a counter to this it will consume most of your force points if you are low level. The Power works for both games, just be sure to select the appropriate directory in each case. Includes: · Custom animations. · Custom sounds. · Custom icon and description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: Keep in mind this mod changes both the throw and choke animations (making this last one fireforget instead of looping), so it will not be compatible with any mod that changes the supermodels within those animations. BUGS: Sometimes not all the enemies will be affected by the Power if they are behind you or really far but inside the Power radius. ------------------------------------------------------------------------- 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 06/14/2020 Category Mods TSLRCM Compatible Yes  
  7. I am not sure what the problem is. Judging by the videos you posted, you want to make the animation stop when the dialog stops and go to the next conversation node instead of waiting for it to finish? In that case, since you are already altering the dialogs, you should be able to put a delay in seconds in the "delay" field for that node. I think that's a much better solution than making it faster because it doesn't look too good. Also, I have attached the female files. They should work without issue. s_female03.rar
  8. Yeah they seem to be fixed at least the part I checked. If they are from K1 CP they probably did a better job than me so you can keep those in your override folder if you want.
  9. Ok so I have removed the eyebrows keys but also the eyelids position keys that were the cause of the glitching shading issue. I have included the new animation with the changes you made previously so it's all merged there. On top of that, while I was testing this out with Tanis model I noticed that his eyes weren't moving, and I realised that his eyes nodes were called eyeR and eyeL instead of eyeRA and eyeLA which is what the game expects because they are called like that in the supermodels and the rest of the models. So I have renamed them and now it looks so much better. There are actually two files of the same model head (I don't know why, the only things that changes it's the texture but whatever) and both of them had the eye nodes wrong. So I included them as well here in case anyone else wants the fix. I don't know if there are any more models with the wrong names, I haven't checked them all. The one Tanis uses is N_TatComA_M, I discovered the other one because I previously thought that was the one for Tanis but it's just the regular asian head. Btw I was testing this with the vanilla Tanis model but I see in your video that you have him modded, so I don't know if this is gonna work but it should. various fixes.rar
  10. Alright, so I finally got around to finishing my Force Power mod and it's now pending approval. I had to select TSL Mods for the category since there isn't one for both games, perhaps a moderator can change it to that or create a new one. Also, @Salk I noticed the eyebrows corruption problem you mentioned when I changed the NPC model with Tanis. It seems it's most noticeable in this model than the one I was trying it on. The eyelids/shading texture you also refer to only happens in this model (that I've tried so far), the other one didn't have this problem, only the eyebrows one that wasn't as noticeable as this. It has to be some compiling issue or something as I definitely don't see that in 3DS Max, probably the same source as the one causing the animation to not loop correctly. I can try and remove the keys for those bones completely if you want but then they wouldn't animate at all during the animation.
  11. Version 1.0.0

    144 downloads

    New Force Power: Retribution By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new Force Power to the game: Retribution. It is based on the ability Anakin has in Battlefront 2 from EA. The Power does not check for any saving throws, and it's accessible at any level with any class. But as a counter to this it will consume most of your force points if you are low level. The Power works for both games, just be sure to select the appropriate directory in each case. Includes: · Custom animations. · Custom sounds. · Custom icon and description. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: Keep in mind this mod changes both the throw and choke animations (making this last one fireforget instead of looping), so it will not be compatible with any mod that changes the supermodels within those animations. BUGS: Sometimes not all the enemies will be affected by the Power if they are behind you or really far but inside the Power radius. ------------------------------------------------------------------------- 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. @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.
  13. 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.
  14. 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
  15. @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.