DarthParametric

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About DarthParametric

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    Dark Lord of the Sith
  • Birthday 03/12/1976

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  1. Like a lot of other things in the game, the answer is via scripting. For vanilla modules, typically this is done in concert with the module's GIT file, which has provision for a day music track and a night music track (a leftover from Neverwinter Nights). This is linked to an row ID in ambientmusic.2da which points to the music track that loops in the background. Using scripting, you can start/stop the current music and switch it to a different track. For example, in K1 when you encounter Malak in the Leviathan Hanger, the trigger script switches the module from its default music, track 11 (mus_area_sewers), to track 8 (mus_theme_malak): https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M40AC_Leviathan_Hangar_lev_m40ac/k_plev_malakmov2.nss#L5 Or in TSL, for the introduction of Nihilus, it switches from track 8 (mus_sith) to 4 (mus_nihilus ) https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/tree/master/TSL/TSLRCM/Modules/852NIH_Ravager_Bridge/a_nih_intro.nss Or this script in TSLRCM, which switches the Ebon Hawk's default track to the romance track (mus_s_romance) which they added to their version of ambientmusic.2da: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/006EBO_Ebon_Hawk_(post-Dantooine)/a_006romance.nss At the end of your conversion, you can add another script to the exit node of the DLG which stops the new music track, switches it back to the original one, then sets that to play. Typically any time you need to know how to do something, there's a vanilla example you can crib from.
  2. That is very odd. Some sort of Windows 11 derpiness perhaps? You can try editing the batch file. Open it in a text editor (Notepad, etc.) and change the line hires_patcher %WIDTH% %HEIGHT% %LTRBOX% %EXE% to hires_patcher.exe %WIDTH% %HEIGHT% %LTRBOX% %EXE% Save it and try running the batch file again.
  3. Did you just move the batch file by itself? It needs hires_patcher.exe in order to actually do anything.
  4. Hrm, apparently the K1CP fix was worse than the original? https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/483 If you're using K1CP, can you try deleting the model from your Override and see if it's better or worse?
  5. Check the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.
  6. It's a commandline program, not GUI-based. You can use the attached batch files to convert to and from. Just follow the instructions. XML_to_TLK.bat TLK_to_XML.bat
  7. From Bioware's own TLK documentation: For languages other than english where conversational or other text differs depending on the gender of the speaker or the person being spoken to, there are two talk table files, dialog.tlk and dialogf.tlk. Both tlk files contain text for the all the StrRefs in the game and for gender-neutral strings, the two tlk files actually contain the exact same text. However, if a given StrRef refers to text that has a two different translations depending on gender of the player character, then dialog.tlk will contain the masculine form of the text and dialogf.tlk will contain the feminine form of the text. Personally, I convert the TLK to and from XML using Xoreos Tools (tlk2xml / xml2tlk). But there are also other tools around that convert to/from various text formats.
  8. I always thought some sort of mocap would be very helpful for some of this type of thing. For anyone that has an iPhone, I think there's some plugin for Unreal that lets you capture performances without any special gear. That might be an option perhaps. These days there are also a few different programs that will generate mocap from video, so it might be possible to try and create the anims direct from the original pre-rendered BIKs.
  9. I've played around with this a bit in the past. Stuff like the Hawk landing/take-off videos: or bits of the revelation scene: The two biggest issues I identified as roadblocks for me personally were the VFX for the Hawk sequences and the custom animations for the character sequences like Revan confrontation on the bridge. Some basic animations you could pull from the game files, but a lot would need to be modified or made from scratch. Ideally this sort of project would be done by a team of people. It's a big ask for one person.
  10. The bangs are just a plane with an alpha mask. You can edit the texture yourself to change it if you want.
  11. Somewhat to my surprise, it actually doesn't seem too bad without it. No gap needing to be filled, which makes things easy. Try this and see how it looks in-game: K1_PFHA01_No_Bangs.zip
  12. I'm pretty sure that's a separate dangly mesh (flops around), so you could disable the render flag or delete it easily enough. Might look a little weird though.
  13. For specific examples of #1, you can see how the Wraid spawns in the Dune Sea are gated by a simple player level check in the module's OnEnter script: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M18AA_Tatooine_Dune_Sea_tat_m18aa/k_ptat18aa_enter.nss For UTEs (encounter templates), you can check one of the Taris Lower City apartment modules, M03AB or M03AD. One of them uses UTEs to spawn the gang mooks. Although I can't recall if they have level variation.
  14. You don't need any permission if you're making something for your own use. Only if you want to publicly release a mod that uses other people's assets. In this case, it's almost certain that you'd be editing vanilla or TSLRCM scripts and the DLG. You would create a patcher setup for the latter, so there really shouldn't be any permission issues for third party mods. As to the how of it, well it greatly depends on how the existing scene is set up, but as I alluded to, both scripting and DLG changes are going to be required most likely.