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Posts posted by DarthParametric
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Here: Ratgo Door Fix.zip
On 5/4/2026 at 9:50 AM, Ratgo said:Crazy I have the same bug.
I just wish one of you miscreants could tell me how you're managing it. I have never been able to recreate it.
On 5/4/2026 at 9:50 AM, Ratgo said:How are you fixing it?
Edit the save to add in an armband that runs a custom script to close the door and reset its plot state, load the game and fire the script, save, test the scene triggers correctly and exit, edit the save to remove the armband.
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First picture seems to be broken UVs on the left and bad/non-existent lightmapping and a missing emissive panel on the right? What about the second picture? UV misalignment? Not matching the layout on the right? And what's the module/s and the specific locations?
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You can use the DestroyObject command, but trying to grab a corpse via script can be flaky. The most reliable way might be to first flag him as non-destroyable, something like:
AssignCommand(oSion, SetIsDestroyable(FALSE, FALSE, FALSE)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oSion); DelayCommand(1.0, AssignCommand(oSion, SetIsDestroyable(TRUE))); DelayCommand(1.1, DestroyObject(oSion));Adjust timings as necessary.
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1 hour ago, Kaidon Jorn said:
What does "generatinal" mean?
Besides being not able to spell, it's a 2DA edit that was literally already done 20+ years ago. So new for zoomers I guess?
7 hours ago, Sith Holocron said:why not upload it here?
But muh Nexus pennies!
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10 minutes ago, Erdan5 said:
put it in "script 2"
You don't want to leave the vanilla script. That kills him. You need to replace that script with your own that does all the stuff the vanilla script does and then modifies it to get the result you want.
10 minutes ago, Erdan5 said:do I actually have to do module editing
Yes, to add static cameras you will need to edit the module's GIT. Which means that they won't take effect in a saved game (unless you extract the save and edit its module GIT).
Alternatively, you can create an animated camera, which is a motion track stored in a model that the game can attach a camera to. Any time you see a cutscene with a camera panning or the like, that's an anicam. But you can also use it for simple position switches where you just jump the camera to different points as needed. This would require the use of Blender or 3DS Max and their appropriate I/O scripts.
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This is all scripting for the most part.
If you look at 903sion.dlg, E121 should be the node of interest. You can see that fires the script a_sion with parameter 3 - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/903MAL_Malachor_V_Trayus_Academy/a_sion.nss
That triggers case 3 of the switch runs that function that handles his death scene. Clears all effects on him, plays the ANIMATION_LOOPING_RAGE animation on him for 1.5 seconds, removes his minimum 1HP flag, applies the instant death effect, then unlocks the door.
If you want to prevent a node from skipping and run for as long as you want, then you need the ActionPauseConversation and ActionResumeConversation functions. However, you have an added wrinkle here. Sion is the conversation owner. A conversation will immediately terminate if the owner dies. Typically in cases like this where an NPC needs to die, you get around it by making the owner an invisible placeable, but in this case that would probably break all the other scripts. So you'll need a bit of slight of hand to get around it. What I would do is have him manually play the death anim, spawn the VFX placeable over the top of him, then use that as cover to jump Sion somewhere out of sight so he can be killed after the cutscene finishes. The question will be whether the VFX actually obscures him sufficiently. That will probably require some custom shot framing with new static cameras. You could probably do a wide shot from behind the PC and use the PC themselves to block it if absolutely necessary. You can script switching between static cameras using the SetDialogPlaceableCamera function.
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If it exists, it would likely be in the Xbox version rather than the PC version.
That said, I can see two references in the PC TLK:
<string id="79038" soundlength="0.000000">This is Captain Opelle of the Valiant.</string>
<string id="79046" soundlength="0.000000">My schematics show the closest docks to your location at Module 083. We'll arrive shortly and handle the situation from here. Opelle out.</string>
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3 hours ago, WolfsBane said:
there is a hard limit on the number of Trimesh Bones that can influence one mesh object
Yes. The model format only "officially" supports 16 bones per mesh, but actually has provision for 17. Hence why vanilla body models are split.
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There's something very weird going on. There is no UV data stored in the traditional manner if you load it into Max, but if you it into Blender it appears to show island boundaries that conform to the body shape. Doesn't actually show any UVs though, although I have no idea how to use Blender's UV editor. Whatever you did, you apparently didn't store the UVs in channel 0. Not sure how that would make the mesh invisible though.
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7 hours ago, Letstrit said:
The model in game is transparent, like non-existent, just the head floating.
This is an issue with the model itself, not the UVs. Attach your exported MDL/MDX and source blend file.
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1 hour ago, RLG said:
I just need the res ref for components
Like any other global item, you can check the UTIs in BIFs -> Templates.bif using something like Holocron Toolset or KTool.
Components have the ResRef:
compont_00001
Similarly, chemicals have the ResRef:
chem_00001
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2 hours ago, Quba said:
how hard would it be
Not particularly difficult for the most part, if you know what you're doing, but not the ideal first mod for someone who has no experience. This would require multiple script edits, dialogue creation, cutscene creation, and the ever-thorny issue of dealing with adding/replacing vanilla companion/NPC dialogue.
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You should look at how vanilla faked metal works using envmaps (i.e. cubemaps). Basically you create a mask in the diffuse texture's alpha channel, and then create text file with the same name as the texture and the TXI extension. In that you can add various instructions that tell the engine how to render the associated texture/s. In this case, you'd want something like
envmaptexture CM_Baremetal
If you are converting your diffuse to a TPC, you'd need to convert it again and make sure you tell TGA2TPC to use the TXI. It will then embed the TXI data into the TPC (TGAs use a loose TXI file).
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You're assigning a material in Blender. Odyssey doesn't use materials (except for walkmeshes), it uses direct texture assignment. Select the mesh, go to the Object tab, and in the KOTOR sub-panel look for the "Main Texture" field. Put the texture name in there, like so (vanilla example):
You don't appear to have an icon, which is why KSE is freaking out and it's blank in-game. Icons have to follow a strict naming pattern defined by the item type and referencing the variation number. In this case, your icon needs to be named iw_shortswrd_004. I would suggest using TGA for icons just to stop KSE's errors. Also don't make your icon bigger than 256x256, because KSE doesn't scale them.
Speaking of variation numbers, you're best to use a higher random number beyond the vanilla range. Less chance of a clash with other mods that way. The available range goes up to 256, so I'd use something like, I dunno, 139.
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Very odd. That DLG looks to be untouched and completely fine (the breakout sequence DLG is actually semi-broken). And there's no equivalent DLG in the Override folder. I'll have to check the UTP and see if the reference was changed.
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On 3/29/2026 at 7:40 AM, RevanCordelia said:
I just broke everyone out, went to the elevator and get this Conversation Error saying it's either an End Node or Continuous Node and to contact a designer.
So to confirm, you get this when clicking on the elevator controls? Or is this walking through the hallway?
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Very odd. Have you exported it and tested it in-game to see if it shows up there?
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Doesn't appear that a copy of that DLG is in the Override. I need lev_m40aa.mod from your Modules folder.
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5 hours ago, xaayer said:
between keyframes within an animation
Within the bounds of an actual game animation? Can you post an example?
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9 hours ago, xaayer said:
Are there any resources for animating
There aren't really any animation resources period.
9 hours ago, xaayer said:I've found that some animations have the arms flail wildly between animation keyframes
Random rotations outside individual animation ranges are fine, since you won't see that in-game. At least assuming that this is the kind of thing you're talking about - https://deadlystream.com/topic/5734-kotormax-bug-reporting-thread/#findComment-59689
9 hours ago, xaayer said:@seedhartha I saw in one forum post that you're more the person to ask about Blender and Kotor?
Seedhartha isn't around these days.
9 hours ago, xaayer said:would doing so mess up exporting animations?
As long as you can export pos/rot keyframes in the final model,, you should be fine. That may require baking the animation.
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Well using that many mods, I'm not surprised you have problems. That said, I can't see anything that would obviously conflict. What was your install order? Were there any errors for any mod?
Attach lev_m40aa.mod from your Modules folder. Open a commandline window in your Override folder and run the following:
dir /b /s > override.txt
Alternatively, paste it into a text file, change the extension from .txt to .bat and then double click it, choosing to run it when asked. Either way, attach the resultant override.txt once done.
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It's referenced in the model header. You can see it if you look at the model base in KBlender.
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11 minutes ago, xaayer said:
What if I were to adjust the game's ithorian model to more closely align with the PC?
You can try. Sounds like more trouble than it's worth. Especially since the vanilla Ithorians look like ass anyway.
12 minutes ago, xaayer said:Also which model would be best for looking at player animations?
Player animations are stored in the supermodels. S_Female01 / S_Female02 / S_Female03 / S_Male01 / S_Male02. These are linked in a dependency chain, as follows:
S_Female03 -> S_Female02 -> S_Female01 -> S_Male02 -> S_Male01
Female characters set S_Female03 as their supermodel, as this holds all the female-only animations. Things like walking, running, etc. Male characters set S_Female02 as their supermodel. Everything up the chain from that point is shared, with the male versions of the unique anims held in S_Male01/02. Females don't use those because they pull the S_Female03 versions first.
Think you have what it takes to be the greatest champion of KOTOR combat? Then step into the arena of Sleheyron's Arena of the Glorious Jewel... with special prizes!
in Knights of the Old Republic General
Posted
Technically the Glorious Jewel is Nal Hutta. Nar Shaddaa was just one of its five moons.