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Everything posted by Alvar007
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Version 1.0.0
894 downloads
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. -
I just uploaded a new version with all those changes. Thanks again for the feedback guys.
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View File Darth Malak Animation Fix Darth Malak Animation Fix By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds all the humanoid animations to Darth Malak that were missing on his model while keeping his original ones so that he can have all the animations that the common NPCs have. It also adds him to the selectable character menu with a custom portrait so that you can play with him from the beginning without using KSE. Alternatively, you can use a disguise robe item that I have included to play with him or not 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_armor" without quotes in the console. COMPATIBILITY: This mod should be compatible with any mod that doesn't change Darth Malak's model and/or appearance in any way. BUGS: Before entering the character creation screen, make sure that Darth Malak is NOT in the preview of the class you want, otherwise the game will crash when you select him. Just reload the game until he is not there and then you can select him changing to his head (it will appear invisible given the fact that he is a full body model but he will show up fine in game). ------------------------------------------------------------------------- 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 02/22/2020 Category Mods K1R Compatible No
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I've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
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Thank you very much for the comments guys! Really makes my day.
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64x64 just like the rest of the icons.
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Thanks for your input ebmar. I am not familiar at all with K1CP but I guess I can release an update with those changes you are saying.
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The Selkath mod and Darth Malak fix have been uploaded. I will only do the items for the other two for now, since I can't figure out how to fix those problems. I have sent a message to @Ӄhrizby asking for permission to use his Darth Nihilus Animation Fix that I want to include with my port, but he hasn't connected for a year so I don't know if I can upload it if he doesn't reply. Also, I wanted to create a custom icon for the Darth Malak item (you can check it out in the Malak fix) but it appears so big that it fills the whole UI space in game instead of having that blue frame around it like the rest of the icons. Anyone knows how can I achieve that?
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Version 1.0.1
529 downloads
Darth Malak Animation Fix By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds all the humanoid animations to Darth Malak that were missing on his model while keeping his original ones so that he can have all the animations that the common NPCs have. It also adds him to the selectable character menu with a custom portrait so that you can play with him from the beginning without using KSE. Alternatively, you can use a disguise robe item that I have included to play with him or not 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_armor" without quotes in the console. COMPATIBILITY: This mod should be compatible with any mod that doesn't change Darth Malak's model and/or appearance in any way. BUGS: Before entering the character creation screen, make sure that Darth Malak is NOT in the preview of the class you want, otherwise the game will crash when you select him. Just reload the game until he is not there and then you can select him changing to his head (it will appear invisible given the fact that he is a full body model but he will show up fine in game). ------------------------------------------------------------------------- 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. -
View File Custom Selkath Animation Custom Selkath Animation By Alvar007 This is my first mod release, so I hope I'm doing everything all right. ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new entirely custom animation made by me to the TALK_FORCEFUL unused slot of the Selkath model. This will allow the Selkath to play an "angry talk" animation whenever it's called in their dialogues which is a bunch of times. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn't alter the Selkath model and/or appearance in any way. ------------------------------------------------------------------------- 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 02/21/2020 Category Mods K1R Compatible No
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Version 1.0.1
14,666 downloads
Custom Selkath Animation By Alvar007 This is my first mod release, so I hope I'm doing everything all right. ------------------------------------------------------------------------- DESCRIPTION: This mod adds a new entirely custom animation made by me to the TALK_FORCEFUL unused slot of the Selkath model. This will allow the Selkath to play an "angry talk" animation whenever it's called in their dialogues which is a bunch of times. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn't alter the Selkath model and/or appearance in any way. ------------------------------------------------------------------------- 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. -
That's good to know Salk, thanks! I have now learned how to use TSLPatcher and it's going to be useful for the Selkath mod. Also, for anyone interested, as per @Liserg's request I managed to fix the animations for Darth Malak so that he can now use all the animations from the humanoid supermodels including the cutscene ones while maintaining his original ones as you can see here: I added a custom portrait for him as well, and made him selectable in the character creation menu. I also ported both Nihilus and Malak (the latter having all the additional animations from K2) to K1 and K2 respectively: But I have a problem when trying to play as them from the selectable character menu: Nihilus dissapears after the first cutscene (right when the dialogue with Trask) and Malak has his head placed down a little inside his body. So they only properly work selecting them from KSE at the moment. Anyway, I could make a mod release for Malak at least if someone is interested.
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Hello Salk! Funnily enough I was looking at TSLPatcher after trying a mod that didn't work for some reason. I am talking about this mod. When I run TSLPatcher it first asks me if I have a spells.2da in my override folder, but why would I have that? From what I read, the mod should have a clean spells.2da in the tslpatchdata folder and then inject whatever it has to do after placing it in override folder. If I don't have it, the mod doesn't install at all. And if I do the installer gives me warnings that some files could not be copied because they don't exist. The mod should be providing these files but they are not in the tslpatchdata folder. Either way, when I load up the item in game no text appears at all and I can't select anything. Do you know what's going on? Also regarding the Selkath mod if I read the manual carefully I could try and prepare it to be installed with TSLPatcher. I would just have to modify a column in appearance.2da and then copy paste the selkath model into override. Although I don't know if placing my appearance.2da in the tslpatchdata folder will override any appearance.2da people may already have in their override folder or if it would just detect it and change the column dinamically.
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That's what I did, but I still had no luck. I thought the same as you and didn't give them too much importance so I didn't include them before. But now that I did it appears to be working consistently. Someone will have to explain me how to do that.
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Ok so I renamed all the Selkath animations to their humanoid equivalents. There were multiple variations of the same action (attack, parry, dodge ,etc.) and there are only 1 or 2 slots in the humanoid supermodels so some of them will not be playing. They mostly work except for the die animation which sometimes does and sometimes it doesn't. I don't know why this happens, must be a bug with the game or something. The times that it doesn't work the Selkath is just playing the previous animation it was playing before dying which kind of ruins it but I just can't do anything about that unless someone knows what's going on. I don't know if this happens in the vanilla game as well. Also the insane Selkath remain unaffected as they use another appearance with the L modeltype. But the model they use is the same so they should be affected, it's so weird. I also included the appearance.2da that is mixed with JC's K2 Robe mod in case you want to use that mod with this one. (Or if there are problems overriding appearance.2da like other people had then just open the one you are using and change the modeltype of the Alien_Selkath_01 appearance (row 40) from L to F). n_selkath.mdx n_selkath.mdl appearance.2da
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I fixed the female version, it wasn't easy with the quatrillion keyframes that KotORMax generates but I did it: Also added compatibility for JC's Supermodels Port: Both of them have two copies of the animation, one for humanoids (weld) and the other one for placeables (animloop04). Due to the different structure between the two rigs, the keys are not exactly the same so I had to reposition them for each version. Choose the one you want to use since you will be using just one at a time so there would be no problems. I included two supermodels: "S_Female03-robes" for the TSL version and "S_Female03-norobes" for the vanilla version. Just rename the one you want to use to "S_Female03". I also tweaked the male version to fix some clipping that made the animation look ugly while I was at it: Thank to JC for the additional info on the Supermodels, at first it was a little hard to get it but I think I understand everything now. Happy New Year! drinking_fixes.rar
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I exported it as FBX but it just exports the weld animation and not the rest, as KotORBlender works with each animation in its own scene. Hope that's not an issue. Also if you could explain how to go from FBX to MDL with Max for future anims that would be great. drink_animation_weld_v2.fbx
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Following DP's suggestion, I tried to extend the time between shots so that it could look more natural. Unfortunately there seems to be a keyframe limit in the model format, as KotORBlender just won't export giving me a "tuple index out of range" error. So I had to shorten the animation in order for it to work. I previously had him looking at the sides for a few more seconds instead of just a pause idle moment between the swills but oh well, I guess this will have to do: Anyway, here's the file. The animation uses the weld slot because, as DP said, it is not used by humanoids. So it's a looping animation. I also included the TSL props so that it can work properly. drinking_anim.rar
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Ok so I took a look at this since I was already playing with IK constraints to see if I could create an animation with them but unfortunately it doesn't work. I don't know if I messed up something in the proccess but it doesn't recognize any movements, even though the trimesh rig is clearly animated and the keyframes are there. So I just created the animation manually: I also used the TSL drink prop and the empty hand from the same game, so that I could have the drink in the left hand. Let me know if you want it.
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Oh my god, I think I have found the way. I tried baking the action of the bones to the trimesh rig and it actually works! Previously I just tried selecting all of them to do the baking in one go but Blender only does it for the last one you selected. I think that's why I haven't noticed this before and thought that this didn't work. So I have to do them one by one but it's still faster than all the hassle I had to go through in the first post, so no need for delta transforms or messy things like that. I just have to make sure to delete some scales Blender applies after doing the baking. So in summary: I just have to create the temporary bone rig, parent it to the trimesh rig, do the animation and then bake it to the trimesh rig and voila! And all of this inside Blender! But I noticed it was giving me a "tuple index out of range" error when exporting. So I deleted some of the keyframes in between and it worked. Do you think the game models have a limit in keyframes or something? I haven't tried the IK constraints yet, but it should work. I just have to convert the IK to FK after finishing the animation and then bake as I stated.
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Oh, nice. Well I guess that makes things easier then. And do you have to convert the rig to bone objects like the game uses or can it be actual bones? If so, how would you convert them? Also, can these custom rigs have IK constraints? That would make my life much easier.
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Interesting. I haven't actually tried MB yet, but it was in my plans. This makes me arise a question: does the game accept any custom rig? Or does it have to be those exact bone names and stuff? I assume it doesn't, otherwise you could have used the TOR rig directly into the game.
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Wow, those are some big words right there. Funnily enough, I was thinking the same thing for my future projects. I have a Xbox 360 Kinect sensor that can be used for motion capture, but I didn't think you could actually use it for Kotor. I believe you mentioned something along the lines of MotionBuilder right? If we could transfer the motion to the Kotor rig somehow, then I could actually see myself doing the animations. But we need to figure out the proccess first. Great minds think alike I guess. I see it now. I didn't actually realise the Wookie supermodel has the same names of the humanoid supermodels. There are also some animations like creadyr which is the unarmed ready animation that I have to rename to the most sensical equivalent one which in this case I guess it would be g8r1 and things like that. Thanks again.