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Everything posted by DarthParametric
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Because your AV is garbage. Check out a comparison on Virus Total. A heuristic detection is basically a wild guess that an executable might be malicious due to the way it works. False positives are common for low-end AV shovelware. The red flag that caused the detection here is likely due to wrapping the program as a single exe. This is apparently a problem for Holocron Toolset as well. It's a downside of using Python.
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unpack requires a buffer of 4 bytes
DarthParametric replied to yoshiharu's topic in General Kotor/TSL Modding
Certain cutscenes use custom stunt animations, yes. For example, the Light Side ending ceremony. -
unpack requires a buffer of 4 bytes
DarthParametric replied to yoshiharu's topic in General Kotor/TSL Modding
You should never convert models to ASCII with KTool full-stop. It uses the ancient, broken version of MDLOps. Just extract all the MDL/MDXs in one go rather than trying to do them individually. There's a button for "extract entire BIF sub-type" that will dump the selected category. As to your other questions: All KOTOR anims are 30fps. You can see some "human-friendly" names in TSL's animations.2da, but K1 lacks a similar column. But you can decipher the combat animations using this guide by JC. Odyssey doesn't use bones in the modern sense. It uses the oldschool approach of meshes as bones. Any animated mesh includes the bones in the model. -
unpack requires a buffer of 4 bytes
DarthParametric replied to yoshiharu's topic in General Kotor/TSL Modding
Why are you converting the models at all? KBlender loads binary models directly. The use of MDLEdit/MDLOps is only required when using KMax. -
You should look at some vanilla scenes for examples of how to do things like this. You can find most of the source code for the game's scripts here. Also peruse nwscript.nss which holds all the script functions. In this case, you want the functions ActionPauseConversation and ActionResumeConversation. For example: void main() { ActionPauseConversation(); // Insert whatever commands you want for this node. DelayCommand(2.0, ActionResumeConversation()); } You can change the delay to any value you want, as long as it is a float not an integer (i.e. 2.0 not 2, 1.0 not 1, etc.).
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Are the tags for the NPCs correct?
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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You changed them to two factions that aren't hostile to one another (STANDARD_FACTION_FRIENDLY_1 and STANDARD_FACTION_FRIENDLY_2). They won't automatically fight. You can try something like: DelayCommand(0.1, AssignCommand(oMook1, ActionAttack(oMook2))); If you want them to fight with no further input, change them to two factions that are hostile to each other but neutral to the player, like STANDARD_FACTION_PREDATOR and STANDARD_FACTION_PREY.
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Then there's some issue with how your DLG is structured. You mentioned you used HT's editor. I would advise against this. HT is still very much a beta and prone to issues. Use DLGEditor instead. I would suggest that you ditch your existing DLG and recreate it from scratch in DLGEditor to ensure there are no underlying issues.
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A DLG will automatically skip through empty reply nodes. A cutscene should only ever have text for entries, not replies.
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invincible lashowe bug please help
DarthParametric replied to Revanbeta50's topic in General Kotor/TSL Modding
The problem is likely that the module has been nuked by the special characters bug in the older version of TSLPatcher. So the starting conditional script no longer exists. This is not a K1CP issue. Something amongst whatever other mods you installed broke Tatooine and Korriban, and possibly a bunch of other planets. The only solution is to wipe the entire game, delete your saves, and start over with a clean install. And don't use any mod unless it has been vetted as working correctly. -
You have no VO - either custom or generic alien gobbledygook - specified. Since there also aren't any delays specified, the lines skip instantly.
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Requesting an edit to EH med-bay in TSL prologue
DarthParametric replied to Sith Holocron's topic in Mod Requests
You could do whatever layout/form factor you wanted, that was just a quick and dirty mockup. The "drawers" were intended to be panels with buttons and so forth, I just didn't bother slapping a texture on it. -
Requesting an edit to EH med-bay in TSL prologue
DarthParametric replied to Sith Holocron's topic in Mod Requests
The change is simple enough, but I don't think you'd want to make it that giant. You'd be better off making that panel an array of smaller individual monitors, like the ones that surround the player when they wake up on Peragus. Say like 3 or 4 rows of 3 monitors wide (depending on what the actual aspect ratio of the panel is). It would also make sense to have some buttons and keypads on it, like real-world medical monitoring gear. You could have alternative versions in the regular Hawk that are switched with a room animation if you wanted them to be in off and on states. Edit: Something like this, for example. -
invincible lashowe bug please help
DarthParametric replied to Revanbeta50's topic in General Kotor/TSL Modding
Clearly 6, 7, or 8. Since simply opening the save in KSE does literally nothing, the problem was obviously user error. -
invincible lashowe bug please help
DarthParametric replied to Revanbeta50's topic in General Kotor/TSL Modding
There's provision to ask her about Griff in her return-to branches: Open your save in KSE. Check the Globals -> Numerics section. Find the value of Mis_MissionTalk. -
Per the rules, only Silveredge can create a new version of this mod. However, I previously created a standalone installer that uses TSLPatcher to set up the appearance entries. You can grab it here. After installing it, you will need to grab the the textures from Silveredge's mod and paste them into the Override folder.
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Attention crew of the Endar Spire.
After the ship's recent refit, the medical department has reported an increased incident rate of personnel encountering extremely cold floors when getting out of bed. To combat this, we are issuing new tactical footwear to all crew. Be sure to use them during our upcoming mission to escort members of the Jedi Order to the Outer Rim.
That is all.
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Depends on what you are using, the Workshop version or the standalone version. I haven't installed the standalone version for a while, but last time I did it still forcibly installed to Program Files. The Workshop version will obviously install in the Workshop directory of your Steam library where the game is installed. In either case you'll want to copy and paste its contents over the top of the game's directory (and then unsubscribe from the Workshop version, if you are using that). But this is not the place for tutorials on dealing with TSLRCM.
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Yes. You should never use any Workshop mods. If you absolutely must, you can use TSLRCM or the combined TSLRCM/M4-78 Workshop mods. After that, every other standalone mod must be installed in TSLRCM's Workshop folder, not the game folder. If you use any Workshop mods with appearance.2da edits, whatever the last mod that was installed will take priority (and forcibly override any other appearance.2da in other Workshop mods and the game's folder). So just don't use Workshop mods. They are bad. Plus a bunch of assholes post stolen mods there.
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