DarthParametric

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Everything posted by DarthParametric

  1. See what variation number they use in their UTC.
  2. No, to convert TSL audio to (proper) MP3 that will open without issue in whatever editor you use.
  3. You sure that's the right one? Not seeing any changes to model L - still all PFBL as far as I can see. Although that would explain why you weren't seeing any effect in-game.
  4. TSL has a bit more variation in its audio than K1. If you have access to a Linux box you can run this bash script to convert them - https://gist.github.com/shmerl/30412cda5a5107132a1f Windows 10 has that bash shell, that might also work, although the script requires hexdump, so I dunno. You might be better off spinning up a VM.
  5. Did you forget to attach it? I don't see anything.
  6. I'm not sure what the point of uploading a 2DA that doesn't have any of your changes was. Hard to check if you did something wrong if there is nothing to check. You're not using the Steam version with TSLRCM or some other mod via the Workshop are you?
  7. Oooh, saucy. I'd imagine the TSLRCM team could make use of this. I seem to recall some animated camera moves the last time I played that lacked some smoothness during translation.
  8. A quick scan would suggest the primary change is setting the Onderon Commoner model for players as model B. The texture names you specified are not the vanilla ones, so I assume you have made your own variants? What is the issue you are having exactly?
  9. Possibly there's a list of approved file extensions. Put it in an archive - zip, 7z, rar.
  10. @Fair Strides If you can compile a functioning menu model with Darth Nihilus running around in circles, sparring Mandalorians in the background, and fireworks VFX going off, I will retract my previous slights against MDLOps.
  11. My comment stands true if you want to keep all the VFX and character animations. If you want a simplistic static scene like that, sure I guess.
  12. You can "remove" Malak by hex editing the menu model and changing the visibility flag for Malak's node to hide it.
  13. If you haven't resolved your problem then attach the 2DA for someone to take a look at.
  14. As far as models go, not much is practical beyond hex edits, at least using any public version of MDLOps at any rate. You may want to read this thread - http://deadlystream.com/forum/topic/4143-main-menu-modding/
  15. You can do it in KTool, but personally I find it too clunky for that sort of thing. Any 2DA editing I do is via Convert2DA. Extract the relevant 2DA/s, use Convert2DA to convert to a tab delimited text file, open in Excel or other spreadsheet program, edit as appropriate, save back out as tab delimited text, use Convert2DA again to convert back to a 2DA. It's a far more practical route when making extensive changes and incremental revisions. You'll probably want to check the armour UTIs to see what appearance it uses. If you are doing it via looking at items in-game, you can use KSE to see the tag of what you have equipped. K1 uses the actual class name as the tag, so that makes life easy, but for TSL you'll need to open the UTI. Plus the in-game description should tell you want armour class a given item is.
  16. Hrm, I've never looked at grenades before, but it seems like their damage is handled by the script k_sup_grenade if I am understanding things correctly. For example, the first section deals with frag grenades: if((nSpell == 87) || (nSpell == 246)) //Fragmentation Grenade (Normal and Launched) { ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(1044),GetSpellTargetLocation()); nVFX = 3003; nDamage = 20 + nFeat; nDC = 15; //oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 4.0, GetSpellTargetLocation(), FALSE, 65); oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 4.0, GetSpellTargetLocation(), FALSE); while(GetIsObjectValid(oTarget)) { if(!GetIsNeutral(oTarget)) { SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); nDCCheck = nDC; nDCCheck -= GR_GetGrenadeDC(oTarget); if(!ReflexSave(oTarget, nDCCheck, SAVING_THROW_TYPE_NONE)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_PIERCING), oTarget); } else { int nApply; // DJS-OEI 11/20/2003 // If the target has the Evasion feat, the damage on a successful // Reflex save is 0. Otherwise, it's half the original damage. if( GetHasFeat( FEAT_EVASION, oTarget ) ) { nApply = 0; } else { nApply = nDamage / 2; } ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nApply, DAMAGE_TYPE_PIERCING), oTarget); } } //oTarget = GetNextObjectInShape(SHAPE_SPHERE, 4.0, GetSpellTargetLocation(), FALSE, 65); oTarget = GetNextObjectInShape(SHAPE_SPHERE, 4.0, GetSpellTargetLocation(), FALSE); } } Where: int nFeat = GetHasFeat(FEAT_WEAPON_SPECIALIZATION_GRENADE);The description in the frag grenade's UTI (g_w_fraggren01) says: Damage: Piercing, 20pts Area of Effect: 4 meters Range: Long Save (Reflex): DC15 for half damage Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective.So you'd need someone to edit the script and, ideally, update all the UTIs with the revised values. It looks like Obsidian added a bunch of comments in their revision of the script, which is handy.
  17. It's a simple as swapping the appropriate values in appearance.2da, but be aware that you will affect all variants of that armour class. There's no way of changing just a single variant, outside of using a custom disguise base item to replicate the armour class stats/penalties (and disguises have their own issues). In the case of Combat Armour that should be armour class 4, which you can check by opening the UTC in KTool. The classes correspond to body models like so: Armor_Class_4 - PMBC/PFBC Armor_Class_5 - PMBD/PFBD Armor_Class_6 - PMBE/PFBE Armor_Class_7 - PMBF/PFBF Armor_Class_8 - PMBG/PFBG Armor_Class_9 - PMBH/PFBH So to change class 4 armour you'd change the ModelC and TexC columns of appearance.2da to the appropriate clothes model and texture, keeping in mind that all armours of that class would then be using the clothes model (and would require enough texture variants to cover all items).
  18. The Request sub-forum should be "Hive of Scum and Villainy", in reference to all the degenerates that keep bloating it with off-topic crap.... Personally I'd leave everything as-is. The LF thing always struck me as kind of hokey.
  19. Presumably it's related to something MDLOps does with animations. I had the same issue with the retractable blade on my Zakuulan Exile's Blaster mod, which is why I never bothered releasing it.
  20. You could start by reading the description - the very first line says the files are in TSL.
  21. You could try mashing together the Dark Jedi face and mask with the Swoop Ganger body as a disguise. Here's a quick and dirty mockup: There's no female version of that body though.
  22. I am talking about skinning as in skin weights, not texturing.
  23. Getting permission would be a start (indeed a requirement of pursuing the matter further here), but I wouldn't expect to be inundated with offers of help. There is a dearth of character skinners in the KOTOR community. I was going to model Togruta heads from scratch myself a while back, but abandoned the notion for that very reason, i.e. who is going to skin it? I've had a pair of Nautolan heads sitting there for 18 months, waiting for someone to come along.
  24. The female model just has the standard grey and black texture, but interestingly the male version has 4 other colour variations. I don't ever recall seeing those in the game, but it has been a while since I played through K1. Whatever colour scheme you ended up going with, there would need to be some skin colour variants to account for player race.
  25. The Dark Jedi is a full body model. There's no practical way to convert the hood and face mask into an equippable mask without it clipping with pretty much every armour and face model. You could set the whole model as a disguise, but then you'd be wearing the full outfit.