DarthParametric

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Everything posted by DarthParametric

  1. Probably should have thought of that myself. There's a door hook already there, will see about adding one in. Edit: OK, added.
  2. View File Taris Escape Sequence Adjustments This mod makes some edits to the three scenes that occur during the escape from Taris sequence. The first of these is the “Resume the bombardment” cutscene on the bridge of the Leviathan. During this scene, it’s possible that the player and party may spawn at the back of the bridge, being visible behind Malak. An edit to the module has been made to ensure that this doesn’t occur (technically they are still there, they have simply been moved out of sight). Additionally, two of the background crew NPCs appeared to be incorrectly positioned, so one of these was shunted sideways to better respect personal space. The second is the “Incoming fighters!” cutscene in the Ebon Hawk’s cockpit, just prior to the turret mini-game. In the vanilla version of this cutscene, only Bastila and Carth were included. If your previous party included any members besides those two, they would just spawn in the hallway, possibly blocking the camera in the opening shot. This scene has been altered so that the entire party (at this point in the game) is now present in the cockpit. Mission and Canderous take the two passenger seats, with Zaalbar standing behind Mission and T3-M4 attending to astrogation duties. The third scene is again in the Ebon Hawk’s cockpit, after the fighter mini-game. The order of pre-rendered cutscenes has been altered here. In the vanilla game, after destroying all the Sith fighters, you see a video of the Ebon Hawk doing a victory roll and then jumping to hyperspace, after which you have a conversation on the Ebon Hawk bridge with Bastila and Carth where it implies you have already landed on Dantooine. Yet following this conversation, you get a pre-rendered cutscene showing you approaching and landing on the planet. This was clearly done in order to mask the module loading in the background on the Xbox. The landing movie has now been moved in front of the conversation, and the skybox in the Ebon Hawk changed to Dantooine so that the sequence makes more logical sense. Additionally, Carth, Bastila, and the player all have any equipped weapons and masks/goggles hidden for the duration of the conversation. Specific Changes: STUNT_06 - Edited the module's IFO to offset the entry position and hide the player/party. STUNT_06 - Edited the module's GIT to offset the position of n_sithcomf001. Technically out of shot currently. STUNT_07 - Edited the module's onload script to spawn the entire party into the scene STUNT_07 - Created a scene-specific stunt animation for T3-M4 (computer use). STUNT_07 - Created a scene-specific stunt animation for Mission (sitting). STUNT_07 - Created a scene-specific stunt animation for Canderous (sitting). STUNT_07 - Created a scene-specific stunt animation for Zaalbar (standing/idle). STUNT_07 - Edited the scene-specific stunt animation for the player (m12aa_c07_char01.mdl/mdx) to make them run towards the turret ladder instead of past it. M12ab - Replaced the heartbeat and k_pebo_sthdeath2 - 7 scripts with modified versions to chain movies and switch Ebon Hawk skybox Override - Edited the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) to add an astromech-accessible panel below the galaxy map. Override - Edited ebo_bast_vision.dlg to change UnequipItems and UnequipHItem flags, and replace script k_ebn12_dantrans with a custom one. Override - Added custom script DP_TarisDanTran. Known Issues: Bastila and Carth are still visibly "air typing". I did attempt to alter the camera animations to mask it, but this actually introduced more problems (stuttering camera moves and revealing previously hidden janky animations). This probably requires more extensive cockpit model alterations to address, but I'm unsure if that is worth the effort, or what effect this might have on other cutscenes. Alternatively, the stunt animations, primarily Bastila's, could be adjusted, but that probably requires someone more talented than me. The animations for Mission and Canderous aren't going to win any Oscars. Acknowledgements: Thanks to @Fair Strides for suggesting the IFO edit. Thanks to @ndix UR for permission to use the edited EH cockpit model from “Ebon Hawk K1 Fixes” as a basis and discussions troubleshooting model issues. Thanks to @jc2 for the idea to edit the player's dash to the turret animation. Thanks to @N-DReW25 for the suggestion to add a door to the back of the Leviathan bridge. Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to @JCarter426 for providing and troubleshooting the scripts required to change the Ebon Hawk skybox and movie order during the Dantooine arrival sequence. Compatibility: The core changes should be compatible with most other mods. Odds are fairly low someone else has made the specific changes to the stunt and turret modules that would clash with this. Changes to ebo_bast_vision.dlg are injected into any pre-existing copy of the file found in the Override folder. For example, K1 Restoration puts a copy of this file in the Override folder, so as long as you install K1R first, this mod will patch that file. If you subsequently install another mod that directly overwrites this file (again, such as K1R), then the changes will be lost. If you see weapons and masks equipped during the aforementioned post-vision dialogue then you know this is the case. This is a minor aesthetic change and does not affect the core content of the mod. If you wish to use ndix UR’s “Ebon Hawk K1 Fixes” mod, make sure you install that first, as this mod will overwrite the model for the cockpit. The cockpit-specific fixes from ndix UR’s mod have been incorporated into this version. In the same vein, any other mod that uses a modified version of the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) will result in a clash. Submitter DarthParametric Submitted 01/08/2018 Category Mods K1R Compatible  
  3. Version 1.2

    5,139 downloads

    This mod makes some edits to the three scenes that occur during the escape from Taris sequence. The first of these is the “Resume the bombardment” cutscene on the bridge of the Leviathan. During this scene, it’s possible that the player and party may spawn at the back of the bridge, being visible behind Malak. An edit to the module has been made to ensure that this doesn’t occur (technically they are still there, they have simply been moved out of sight). Additionally, two of the background crew NPCs appeared to be incorrectly positioned, so one of these was shunted sideways to better respect personal space. The second is the “Incoming fighters!” cutscene in the Ebon Hawk’s cockpit, just prior to the turret mini-game. In the vanilla version of this cutscene, only Bastila and Carth were included. If your previous party included any members besides those two, they would just spawn in the hallway, possibly blocking the camera in the opening shot. This scene has been altered so that the entire party (at this point in the game) is now present in the cockpit. Mission and Canderous take the two passenger seats, with Zaalbar standing behind Mission and T3-M4 attending to astrogation duties. The third scene is again in the Ebon Hawk’s cockpit, after the fighter mini-game. The order of pre-rendered cutscenes has been altered here. In the vanilla game, after destroying all the Sith fighters, you see a video of the Ebon Hawk doing a victory roll and then jumping to hyperspace, after which you have a conversation on the Ebon Hawk bridge with Bastila and Carth where it implies you have already landed on Dantooine. Yet following this conversation, you get a pre-rendered cutscene showing you approaching and landing on the planet. This was clearly done in order to mask the module loading in the background on the Xbox. The landing movie has now been moved in front of the conversation, and the skybox in the Ebon Hawk changed to Dantooine so that the sequence makes more logical sense. Additionally, Carth, Bastila, and the player all have any equipped weapons and masks/goggles hidden for the duration of the conversation. Specific Changes: STUNT_06 - Edited the module's IFO to offset the entry position and hide the player/party. STUNT_06 - Edited the module's GIT to offset the position of n_sithcomf001. Technically out of shot currently. STUNT_07 - Edited the module's onload script to spawn the entire party into the scene STUNT_07 - Created a scene-specific stunt animation for T3-M4 (computer use). STUNT_07 - Created a scene-specific stunt animation for Mission (sitting). STUNT_07 - Created a scene-specific stunt animation for Canderous (sitting). STUNT_07 - Created a scene-specific stunt animation for Zaalbar (standing/idle). STUNT_07 - Edited the scene-specific stunt animation for the player (m12aa_c07_char01.mdl/mdx) to make them run towards the turret ladder instead of past it. M12ab - Replaced the heartbeat and k_pebo_sthdeath2 - 7 scripts with modified versions to chain movies and switch Ebon Hawk skybox Override - Edited the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) to add an astromech-accessible panel below the galaxy map. Override - Edited ebo_bast_vision.dlg to change UnequipItems and UnequipHItem flags, and replace script k_ebn12_dantrans with a custom one. Override - Added custom script DP_TarisDanTran. Known Issues: Bastila and Carth are still visibly "air typing". I did attempt to alter the camera animations to mask it, but this actually introduced more problems (stuttering camera moves and revealing previously hidden janky animations). This probably requires more extensive cockpit model alterations to address, but I'm unsure if that is worth the effort, or what effect this might have on other cutscenes. Alternatively, the stunt animations, primarily Bastila's, could be adjusted, but that probably requires someone more talented than me. The animations for Mission and Canderous aren't going to win any Oscars. Acknowledgements: Thanks to @Fair Strides for suggesting the IFO edit. Thanks to @ndix UR for permission to use the edited EH cockpit model from “Ebon Hawk K1 Fixes” as a basis and discussions troubleshooting model issues. Thanks to @jc2 for the idea to edit the player's dash to the turret animation. Thanks to @N-DReW25 for the suggestion to add a door to the back of the Leviathan bridge. Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to @JCarter426 for providing and troubleshooting the scripts required to change the Ebon Hawk skybox and movie order during the Dantooine arrival sequence. Compatibility: The core changes should be compatible with most other mods. Odds are fairly low someone else has made the specific changes to the stunt and turret modules that would clash with this. Changes to ebo_bast_vision.dlg are injected into any pre-existing copy of the file found in the Override folder. For example, K1 Restoration puts a copy of this file in the Override folder, so as long as you install K1R first, this mod will patch that file. If you subsequently install another mod that directly overwrites this file (again, such as K1R), then the changes will be lost. If you see weapons and masks equipped during the aforementioned post-vision dialogue then you know this is the case. This is a minor aesthetic change and does not affect the core content of the mod. If you wish to use ndix UR’s “Ebon Hawk K1 Fixes” mod, make sure you install that first, as this mod will overwrite the model for the cockpit. The cockpit-specific fixes from ndix UR’s mod have been incorporated into this version. In the same vein, any other mod that uses a modified version of the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) will result in a clash.
  4. A simple UTI edit (or series of edits) would sort that out.
  5. I've done all the Peragus ones and the interesting thing is many of them have non-standard hierarchies, clearly to combat the hologram issue. It's odd that they never went the whole hog though, and that it is so inconsistent (at least for the heads that Obsidian added themselves).
  6. In order to be upgradeable, you need to extend upcrystals.2da with a custom entry for your saber. This links your crystal with a specific hilt model.
  7. Yeah I did think about putting T3 out in the "living room", but I figured if you are going to steal a spaceship your probably want your astromech doing its primary job during the getaway. Revised version: Still need to add in some eye blinks, for Mission especially. I'll see if the PC's trajectory can be tweaked. I guess I could make him stop and turn to the left (fortunately the ladder is off-screen, so no worries about climbing). Or maybe he needs a thought bubble "wait, where the hell is the turret?". Edit: OK, added the revised turret dash animation: I had some fun with my old friend bezier keys along the way. Edit 2: Now released - http://deadlystream.com/forum/topic/5979-downloadtaris-escape-sequence-adjustments/
  8. More information is required. List the exact steps of everything you did. Did you modify upcrystals.2da? Is your model a custom mesh? How did you compile it?
  9. You can transplant between versions. For some mod testing I was doing, I copied the TSLRCM and M4-78 Workshop folders from the Steam release on this box, and pasted them over the top of a GOG install on an offline XP box. Worked fine. Game data is fine, I wouldn't touch the EXEs or DLLs though.
  10. Yeah the stunt models should be m40ab_c03_char01 to char09. This cutscene only uses two of them that are sitting, so there should be a few more (although two of them are Malak and Karath, so maybe there aren't that many).
  11. There is a sitting animation on the male supermodel. All the cutscene uses of it require stunt models (which are unique supermodels for a given scene). I created new stunt models with sitting animations for Mission and Canderous.
  12. I've been fiddling with the two in-engine cutscenes that play after you enter the Ebon Hawk to escape Taris. The first cutscene is aboard the Leviathan where Malak instructs Admiral Karath to continue the bombardment. While I have been testing other mods, I have frequently encountered the bug that occurs during this sequence where the party appears at the back of the bridge: I thought a script edit would be required, but a simple edit of the module's IFO was proposed by Fair Strides and that solves the problem. While running through that sequence repeatedly to test, I discovered another minor annoyance with some background characters: These two seem incorrectly positioned, one air typing into the other's back. It's one of those "once you see it, you can't unsee it" type things, so now I need to fix that. After that cutscene, there are a couple of pre-rendered videos, after which you get an in-engine cutscene in the Ebon Hawk's cockpit where Bastila says to head to Dantooine and Carth warns of incoming fighters. In the vanilla sequence, only Carth and Bastila have formal roles. Whatever other two party members you had (assuming they weren't Carth and Bastila) just spawn in the corridor, often blocking the camera in the opening shot (especially Zaalbar): I decided to change that and have the whole party in the cockpit, which seems appropriate given you are trying to escape a planetary bombardment. Seems to me you'd want a front row seat for that. Here's the current version: Although unfortunately I failed to account for the camera positions, so while T3 is there working away on one of the computer panels, he ends up completely obscured. I wanted him working on the galaxy map panel, but he is too short to reach. I'll have to think about where he might be best repositioned. I am open to suggestions. I'd prefer not to modify the cockpit model if necessary, although I was considering the idea of adding in some control panels closer to the front seats so Bastila and Carth aren't just air typing, so if I went that route I could add an astromech access panel on the wall under the galaxy map. If anyone wants to pitch in with better animations, feel free. What I have for Mission and Canderous is kinda blegh, and Zaalbar is just using the vanilla Pause1.
  13. http://deadlystream.com/forum/topic/5438-downloadrevans-hoodlessmaskless-flowing-robes-for-k1/
  14. Ah. In that case you should be able to disable it just for the palace room rather than the whole level.
  15. I've tried a few more, although in some cases they appear unnecessary (e.g. Twi'lek holo dancers on Onderon - couldn't tell the difference), and in others they possibly trade once set of glitches for another. The Canderous one seems to be an straight improvement though. Here's a before and after: Just need to tweak the neckline a little to further minimise the clipping.
  16. STA_M45AD is the module. There are a bunch of scripts involved, but k_psta_atkplace and k_psta_castat would be good places to start, as they both have alignment-based directives on which animation to force. That's just from a cursory examination, there may well be more.
  17. It's commented out in nwscript.nss //int ANIMATION_LOOPING_LOOK_FAR = 5; //int ANIMATION_LOOPING_SIT_CHAIR = 6; //int ANIMATION_LOOPING_SIT_CROSS = 7;
  18. Yeah, I can probably duplicate Carth and Bastila's stunt models, reposition them, and alter the animations so they aren't flapping their arms around, but that will be a real pain in the ass.
  19. Yeah I'll just add in extra waypoints for the locations I need. I have already despawned the party in previous module via the script I posted above, so now it should just be a case of duplicating the existing spawning and positioning scripts for Bastila and Carth and changing them as needed for the rest of the party.
  20. I'd actually forgotten to change it, but no, there didn't appear to be any change. 244 is still in the room, but the change was quite noticeable when I changed it via the IFO (it's just in front of the door). I'll play around with it some more, more so for getting my head around scripting than anything else. Edit: Interesting. I tried this: void main() { if ((GetIsPC(GetEnteringObject()) == 1)) { int iIndex = 0; while(iIndex <= 8) { RemovePartyMember(iIndex); (iIndex++); } AssignCommand(GetFirstPC(), ActionStartConversation(GetObjectByTag("DarthMalak"), "scene_06", 0, 0, 1, "", "", "", "", "", "")); PlayRoomAnimation("StuntRoom40d", 1); } }On the Leviathan the whole party was still standing in the middle of the room. However, in the subsequent Ebon Hawk scene the party (Zaalbar and Canderous in this case) were gone. So the script worked, just to no effect in the Leviathan level. The IFO edit will hide them, but I'm very curious as to what exactly the cause of their appearance is, and why they resist being scripted away. Edit 2: If I add AssignCommand(GetFirstPC(), JumpToObject(GetObjectByTag("WP03", 0), 1));I can get the player to jump to that waypoint (which is off to the side a bit). However, if I try AssignCommand(GetPartyMemberByIndex(0), JumpToObject(GetObjectByTag("WP03", 0), 1));for any index 0, 1, 2, nothing happens (with or without the party remove loop). I also tried GetNextPC(), but that didn't have any effect either. Edit 3: Adding AssignCommand(GetFirstPC(), JumpToObject(GetObjectByTag("WP03", 0), 1)); AssignCommand(GetObjectByTag("Zaalbar", 0), JumpToObject(GetObjectByTag("WP03", 0), 1)); AssignCommand(GetObjectByTag("Cand", 0), JumpToObject(GetObjectByTag("WP03", 0), 1));works, jumping all of my current party to the waypoint. Edit 4: Seems like teleporting is stuck within the confines of the walkmesh however. IFO editing it is.
  21. If you are upgrading the forum script, would it be possible while you are at it to either set the default value for the CODE tag to be XML, or make AUTO be unformatted? That would save a lot of eyesores in any thread with scripts.
  22. Ah, I was looking at IsNPCPartyMember, which I gather uses those index values I listed. No luck with your script though, the party is still standing in the middle of the room.
  23. Cheers. The player's index is -1, so should int iIndex = 0 be int iIndex = -1 instead? int NPC_PLAYER = -1; int NPC_BASTILA = 0; int NPC_CANDEROUS = 1; int NPC_CARTH = 2; int NPC_HK_47 = 3; int NPC_JOLEE = 4; int NPC_JUHANI = 5; int NPC_MISSION = 6; int NPC_T3_M4 = 7; int NPC_ZAALBAR = 8;
  24. The IFO edit works, although the X value needs to be something more like 200. I'm curious as to how to get the script version to work though, since I suck at scripting. This attempt was a failure: void main() { if ((GetIsPC(GetEnteringObject()) == 1)) { AssignCommand(GetObjectByTag("Bastila", 0), ActionJumpToLocation(Location(Vector(244.0, 55.1, 8.99), 0.0))); AssignCommand(GetObjectByTag("Carth", 0), ActionJumpToLocation(Location(Vector(244.0, 55.1, 8.99), 0.0))); AssignCommand(GetObjectByTag("Mission", 0), ActionJumpToLocation(Location(Vector(244.0, 55.1, 8.99), 0.0))); AssignCommand(GetObjectByTag("Zaalbar", 0), ActionJumpToLocation(Location(Vector(244.0, 55.1, 8.99), 0.0))); AssignCommand(GetObjectByTag("Cand", 0), ActionJumpToLocation(Location(Vector(244.0, 55.1, 8.99), 0.0))); AssignCommand(GetObjectByTag("T3M4", 0), ActionJumpToLocation(Location(Vector(244.0, 55.1, 8.99), 0.0))); AssignCommand(GetFirstPC(), ActionStartConversation(GetObjectByTag("DarthMalak", 0), "scene_06", 0, 0, 1, "", "", "", "", "", "")); PlayRoomAnimation("StuntRoom40d", 1); } }Also I noticed the player is present as well.