Alvar007

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Everything posted by Alvar007

  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

    1,545 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.
  16. @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
  17. 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
  18. 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?
  19. 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.
  20. @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?
  21. @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.
  22. 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.
  23. 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.
  24. 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".
  25. 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 04/04/2020 Category Mods TSLRCM Compatible No