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Everything posted by DarthParametric
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If you're talking about a cutscene playing when loading a module, then the two avenues are either the module's OnEnter script (defined in the ARE and/or IFO), or the OnEnter script of a trigger placed over the module's entry point (script defined in the UTT, placement in the GIT). The former is https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/907MAL_Malachor_V_Trayus_Core_(cutscene)/k_907_enter.nss which looks like what you want.
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Why would you make another separate patch mod? You could have submitted them to K2CP. Hell, you could have just asked to take over management of K2CP.
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Oh wait, the Revelation cutscene. That uses its own layout, M44AD, but shares the M44ad_01x and m44ad_01a room models with the ending layout (stunt_unktemp). So it's getting the edited room models with the door blockers but not the GIT changes to add the actual doors. Whoops. Not sure how I missed that. Guess I need to fix that for both this and K1CP.
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
No idea. I certainly never released anything under that name. But I have no association with the list. I have no idea what's in it, or if they are repacking people's stuff and renaming it without permission. Pretty much everything I have released is here on DS, aside from a couple of odds and sods on Nexus and Github. -
Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
The link still works fine: https://darthparametric.com/files/kotor/k1/[K1]_DJC_v1.2_R-KOTOR_BUILD.7z There was never any difference in the content, it was just the "spoiler free" version that had minimal info in the readme. But if you saw the pictures in this thread then you're already seen the spoilers anyway. It is, however, several versions out of date, since I washed my hands of the whole /r/kotor bunch and their list several years ago. The current version is 1.2.4, which you should just download from here on DS. -
Need Decompiled Script For Mod
DarthParametric replied to nonameperson66's topic in Work In Progress
Added a manual reconstruction from bytecode to the repo - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/907MAL_Malachor_V_Trayus_Core_(cutscene)/a_904sion.nss -
Need Decompiled Script For Mod
DarthParametric replied to nonameperson66's topic in Work In Progress
It can be disassembled into bytecode though. a_904sion_BYTECODE.nss -
Looking at the academy DLG, the anim it uses is 10006. All those earlier ones are probably K1 references that DLGEditor is listing that don't work in TSL.
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You should be able to crib what you need from vanilla scripts. In this case, the end of the scene between Kreia and Atton in the polar academy ("Sleep, murderer") should be exactly what you want. I would guess they literally just kill him rather than applying an animation.
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You're far better off scripting animations rather than trying to use the dialogue animations.
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Requesting extraction of a particular KotOR1 texture
DarthParametric replied to Sith Holocron's topic in Mod Requests
Apparently so. V_FreightL01 is the actual original, which is 1024x1024. -
Requesting extraction of a particular KotOR1 texture
DarthParametric replied to Sith Holocron's topic in Mod Requests
"Extract"? You mean get the name? It's LDA_FreightL01. It also has a normal map, LDA_FreightL01b, but it's unused. -
Any should work. There are a few free ones around: https://mh-nexus.de/en/hxd/ https://github.com/WerWolv/ImHex You can read this tutorial post for some general information about how to hex edit for your specific resolution. If your resolution was 1920 x 1080, for example, at the appropriate offsets I posted above you'd replace 80 02 with 80 07 and E0 01 with 38 04.
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[K1] Pulling out a female rodian model
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Yeah. -
[K1] Pulling out a female rodian model
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
I was thinking I should also do a version using the TOR-ported Rodian. That has regular-sized hands. -
[K1] Pulling out a female rodian model
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Here, try this out: K1_Rodian_Female_Smuggler_Test.zip Compiled for K1, also fixed the danglymesh for the hair that was apparently broken. If there are no problems, I will submit it as a modder's resource. As to the scaling, seems I scaled the female outfit to fit the Rodian body rather than the other way around. -
[K1] Pulling out a female rodian model
DarthParametric replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Hrm, I was supposed to add a K1 version as a modder's resource. I guess I never got around to that? Whoops. Shouldn't be a big deal, I just need to recompile the model. I'll take a look at it tomorrow. As to the scaling, regardless of whether you want to scale the body up or the Rodian down, you should do a uniform scale of the whole body, matched against a static target mesh. At least to get things into the ballpark. Then you'll need to tweak to get them to mate nicely. Looks like you've got a scale mismatch between the meshes and the rig. -
Characters stuck in Disguises?
DarthParametric replied to HoboKingNiklz's topic in Knights of the Old Republic General
It's only the appearance hijacking of disguises that is a problem. Otherwise they are a regular item in all other respects. -
Characters stuck in Disguises?
DarthParametric replied to HoboKingNiklz's topic in Knights of the Old Republic General
If you want to make appearance changes for party members, make direct edits to their appearance.2da row. Disguises just cause trouble. -
Characters stuck in Disguises?
DarthParametric replied to HoboKingNiklz's topic in Knights of the Old Republic General
Your entire party table appears to be broken. None of them show as recruited. Bastila, Carth, Canderous, Juhani, and Mission all had empty appearances. This save is nuked. -
Characters stuck in Disguises?
DarthParametric replied to HoboKingNiklz's topic in Knights of the Old Republic General
This can happen when you are disguised but then the game forces you into another disguise, like the space suit. It basically forgets your original appearance. Needless to say, don't use disguises at all ideally, or at least remove them for any section with mandated disguise use. As far as fixing it goes, attach your save file. -
Kotor 1 - Stuck before Dantooine Star Map
DarthParametric replied to keegs's topic in Knights of the Old Republic General
Well if you saved right as the script fired then conceivably it stored the values of the scene having been triggered. Hopefully it should go without saying that in the future you should never attempt to save while in the middle of interacting with something. At least it wasn't my fault. Maybe I'll add a triggered autosave once the door has been unlocked before you get a chance to interact with it.