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Posts posted by DarthParametric
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1 hour ago, Skyfront117 said:I don't know how to make the background music for the level to stop when the dialogue starts nor to end the dialogue music when the conversation ends
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.
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Jesus.
I don't remember that being a thing.
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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?
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On 2/6/2026 at 12:29 PM, N-DReW25 said:When the Quarren Sith Master uses the Death Field Power the lightning comes from his feet instead of his hand.
Check the FX dummies for the hands. They are presumably missing, so it defaults to the OdysseyBase to spawn the VFX.
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It's a commandline program, not GUI-based. You can use the attached batch files to convert to and from. Just follow the instructions.
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12 minutes ago, Ian Starrider said:What is appendf.tlk responsible for
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.
12 minutes ago, Ian Starrider said:Which tool is the easiest to use for editing tlk files?
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.
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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.
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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.
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The bangs are just a plane with an alpha mask. You can edit the texture yourself to change it if you want.
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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:
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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.
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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:
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.
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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.
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3 hours ago, Kriffmaster27 said:My lord, I too have stumbled and fell...
Works perfectly fine on my end. The door is closed and triggers the cutscene when opened.
If the cutscene does not trigger when opening the door on your end, please describe exactly what you are doing and list all the mods you have installed.
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1 hour ago, SAO1138 said:just delete your kas_m22ab.mod file
No. Do not do that. The problem is not in the module, it's in the Override. The solution is to start a fresh install and lose half the mod list.
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Seems I didn't convert all of them to TPC I guess. Added PSD/TGA source. That's everything, so if there's still something missing you'll need to extract it from TOR yourself.
https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Texture_Source.7z
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4 minutes ago, The_Chaser_One said:is there a guide anywhere to port stuff from SWTOR ?
You can check the SWTOR Slicers wiki and Discord server for info about getting the TOR assets into Blender, baking tints into textures, etc. - https://github.com/SWTOR-Slicers/WikiPedia/wiki
After that, it's not any different to porting any other 3rd party asset into KOTOR. For things like completely new creatures, you could conceivably import them with their original TOR rig and try to use their original TOR animations. Although TOR's animation system is very different, so you'd have to do a lot of custom merging/blending to get what KOTOR needs.
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10 minutes ago, Masirimso24 said:What is a plc_invisible.utp and why is that bad?
It's an invisible placeable template. By dumping it in the Override, it will overwrite any placeable in a module with the same ResRef (filename) that uses a locally modified version. This is why Override dumps are lazy and bad practice for module files.
12 minutes ago, Masirimso24 said:I'm inclined to try an installation without Sleheyron
You may well need to cut out that and anything else that dumps a bunch of random stuff in the Override. That would mean starting over with a fresh game though, since appearances, quests states, etc. are stored in your save.
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6 minutes ago, The_Chaser_One said:Wow there are a lot of files for a mask.
It's not a mask, it should be all the masks from the WIP thread. I just zipped up what was in the folder. I'm not sure what is what since I haven't looked at it for years, as I said above.
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I see some numbnuts has dumped a plc_invisible.utp in the Override folder. Cut and paste that outside the game folder. It's not at fault here, since this module doesn't have a matching ResRef, but it will likely break something somewhere else in the game. I wouldn't be surprised if there's more stuff like that prone to causing problems.
I couldn't see anything obvious looking at the module itself, and testing it on my end I could run all the way to the Dark Jedi encounter without issue. Doesn't seem that appearance.2da swapped the Kinrath or Mykal models, and there don't appear to be any replacement models for those in the Override. Looking at the module content directly, there doesn't appear to be anything of note. There's nothing obvious in placeables.2da, and there are no placeables of note in that section of the module.
So I'm not sure what exactly is going on, but I suspect the cause must lay in your Override folder. Perusing your mod list, I don't see anything that screams out as adding content to that module. The only obvious possibility I could see was the Dark Jedi, as I noticed when I approached them (without triggering the cutscene) that the main/lead DJ had been model swapped to a Sith Apprentice in armour. But the appearance row for that is unchanged and there doesn't appear to be a replacement model in the Override.
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On 1/8/2026 at 6:46 AM, Masirimso24 said:here they are
You posted the wrong module. AA is the Landing Pad. AB is the The Great Walkway.
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2 hours ago, The_Chaser_One said:We need thiiiiiiiiiiiiiiiiis
https://deadlystream.com/topic/6437-misc-tor-ports/page/6/?tab=comments#comment-99958
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Since people have asked about it, here's the TSL files for the masks in the screenshots. Not sure if that's everything, I haven't looked at it for around 7 years apparently.
https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Test.7z
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Presumably the actual Tulak Hord mask:
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[TSLRCM] Issue with Scripted Losses
in General Kotor/TSL Modding
Posted
Going to go out on a limb here and suggest that this is your problem...