DarthParametric

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Everything posted by DarthParametric

  1. Unfortunately neither TLKEd nor Xoreos Tools can read your TLK, and trying to create a new TLK with Xoreos Tools with either a UTF-8 or Windows-1251 encoded XML also causes an error. Interestingly the Xoreos wiki page on TLK encodings doesn't have an entry for Russian for NWN/NWN2/K1/TSL/JE. What are you using to manually edit your dialog.tlk like you mentioned above and create that append.tlk? Edit: Ah, TLK2XML/XML2TLK has a --cp1251 switch. I was running it via batch file so it was using the defaults. Guess I'll try again with that. Edit 2: Nope, Xoreos still doesn't like my input XML when using the --cp1251 switch. Using the --utf8 switch to convert your attached TLK to XML works - is that what you saved your TLK as?
  2. You literally confirmed it was a problem on your end, which is what I said.
  3. Ah, ok then. I'll try switching it to something like UTF-8 and see what Xoreos makes of it. Hopefully it can convert it to the correct encoding. Edit: Hrm, not having much luck trying to change the encoding. Would be helpful if you could attach a text file with the lines in whatever encoding you use on your end (or switch it to UTF-8).
  4. It works perfectly fine with pre-existing MODs, assuming they are valid. All of K1CP's module-specific content is dynamically injected during the install. There are no pre-patched modules. If you have an error then either the 3rd party module is bad or your system is bad.
  5. Seems like the TLK wasn't saved correctly. For example - Ýòà ñïîñîáíîñòü Ñèëû íå ïîäåéñòâîâàëà íè íà ïëåííîãî äæåäàÿ, íè íà ñêîâûâàþùóþ åãî ìàøèíó. Try saving the lines as a simple text file.
  6. Not sure I'm really a fan of grafting it onto important NPCs. If you want to give people cybernetics, you'd be better off porting arms and legs from TOR so they are a bit more unique.
  7. That one is a mistake/laziness on my part. I used KOTOR Tool instead of KGFF, so the name got converted to a local string instead of using the TLK reference. I'll make an updated version of the mod that addresses it at some point, thanks for pointing it out. If you want to fix it on your end, you'll first need a couple of tools - KGFF and ERFEdit. Go to the game's install folder and look in the Modules folder. Find sta_m45ad.mod and open it with ERFEdit. You should see something like this: Select the eight files dp_plc_jedifuel1.utp through to dp_plc_jedifuel8.utp and simply drag and drop them outside the ERFEdit window (for example, onto your Desktop). You can now close ERFEdit. One at a time, open the UTPs in KGFF. Scroll down until you see the "LocName" field and click on it to select it. It should look like this: With LocName selected, look over to the side panel on the right: In the StringRef field where it says -1, click in that field and delete the -1, then enter 35430, like so: Now back on the left, select the LocalString line underneath the LocName line, right click on it and choose Delete String: After it is deleted you can save the file from the menu up the top (File -> Save). Close the file and repeat the process for the other seven UTPs. Once all the UTPs are edited and saved, cut and paste them into the game's Override folder. Note that in order for this to show up in-game, you'll need to load a save before entering the final Star Forge level with Malak. Any save already inside there will have stored the UTP data in the save itself. The pop-up messages that show when you click on them should also be in English, but it seems like you already changed those? Those ones are added TLK strings. Since those are custom strings, other people would need to supply translated TLK strings for other languages. If you are interested in doing this for Russian, you can look at editing append.tlk in the mod's tslpatchdata folder and sending it to me.
  8. So it seems like we'll be blowing past a mid-year release date, since not much has happened in terms of work in the last few months. I would like to get a release out around Xmas if possible, but that will largely depend on how the back-half of the year goes, progress-wise. I'd really like to finally resolve some of the many outstanding Manaan issues that have been on the docket for years now. I have avoided most of them because Manaan is my least favourite planet, but there are some biggies in there like all the facing problems in the Sunry trial. In the meantime, here's the current state of 1.10.0 progress:
  9. The other day on the DS Discord I suggested that we should make some KOTOR "Feels Good" emojis. I figured it should be possible to generate some through the various machine learning algorithms that have appeared in the last 6-12 months. I especially thought one of the image-to-image ones might be best, since you could use renders of the KOTOR characters and then try to stylise them. I decided to have a crack at it myself. I messed around trying to pose Bastila's model, first her default clothing model and then the underwear model, and then afterwards touched up the image to reduce some elements that the algorithm was choking on (like her eyeshadow and bra straps):

    Bastila_Posed_1.png.c31f7512a4b4e2479ea642eaad15299c.png     Bastila_Posed_2.png.68fa7d78579eae0953a50ca84b5cd43b.png

    The algorithm didn't seem to like the low poly model that much, nor her apparently giant man hands. But here's a selection of what it produced:

    Bastila_Feels_Good_AI_Attempt_02.jpg.2526371d92e7ec6aa6345adaa5a22be6.jpg

    It insisted on trying to put clothes on her, which I attribute to the crackdown on naked/porn images a while back.

    Anyway, the results weren't particularly Bastila-like, but here's an attempt to convert one of them to a line drawing more in the style of the meme:

    Bastila_Feels_Good_AI_Outline_Single.jpg.92a6f37b22d6f9ca5daffd02fece927d.jpg

    And while I was at it, I also tried some text-to-image algorithms. I established that the Bing one has no idea who any of the characters from KOTOR are, but it does know more general Star Wars characters (as evidenced by every request for a Malak or Revan resulting in some sort of Vader-esque result). So leaning into that, I managed to get the following:

    Feels_Yoda.jpg.e56f36cc26f929c0060db4a97aeac2df.jpg     Feels_Mando.jpg.43efa0bb11295826856f8a935f1592a7.jpg

    The Mando one is a little wonky, what with dual-wielding rangefinders and the errant bit of cloth/cape under the right forearm, but overall quite impressive from a purely text-based prompt.

  10. One corner of the mouthbox is clipping through the cheek during jaw extension.
  11. Did you read the description? It says right there that K1CP is recommended and to install it first. You should always install K1CP before pretty much anything else, aside from a handful of mods that do hard overwrites. If it isn't working for you then the problem is user error. It works perfectly fine with K1CP. It was developed and tested on top of a K1CP install.
  12. Specifically, the scene relies on Bandon's UTC having the correct unique tag and UserDefine script in order to receive scripted commands during the scene. It's up to you to find out which mod is the culprit and report the problem to its author. But I would suggest this is not likely to be your only problem going forward. You'd be better off culling your mod list and starting over.
  13. Attach it to your post, where it says "Drag files here to attach, or choose files...". The TL:DR is Start -> Run -> cmd but you'll need to Google the intricacies of navigating to your Override folder if you are not familiar with DOS conventions.
  14. https://deadlystream.com/topic/6000-moddiversified-jedi-captives-on-the-star-forge/?do=findComment&comment=89444
  15. I would very much hope you did this with a clean install of the game every time. The root cause is most likely some other mod screwing with the scripts and/or DLG that K1CP edited for this scene. Grab end_m01aa.mod in the game's Modules folder and attach it. Then go to your Override folder and open a command prompt there and type in: dir /b > override.txt Find that text file it produces and also attach that.
  16. Did you read the included readme? Specially the part that says If you are using version 1.2.1 (or greater) of the main mod then you do not need to run the patcher.
  17. Like pretty much everything else to do with the interface, the size/position/layout of individual elements is controlled by a GUI file, in this case loadscreen.gui, as seen here in the Visual KotOR GUI Editor (vanilla on top, High Res Menus + Loadscreens in Colour modded below):
  18. No, the exact opposite. As I said, NPC Overhaul does hard overwrites and is basically incompatible with any pre-installed mod/s. You must install that first over a fresh game install. Then install K1CP and then any other mods.
  19. It needs to be installed first, since it does hard overwrites of modules. That makes it incompatible with pretty much everything unless it is the very first mod installed.
  20. You can likely remedy this by breaking the glass mesh out to its own unique texture and adding a blending additive semantic to the TXI data (keeping the mesh alpha). I recall having some similar issues with the wounded soldiers in the kolto tanks on Taris.
  21. It should work fine if you followed the instructions and nulled out the texture fields, since the model has an internal reference to the texture. Unless you are using a mod that alters the model and strips the texture assignment. But that would also break Atton's clothing appearance, since his row doesn't assign an override texture either. So I gather you have put some sort of incorrect value in the texture column. They should look like this: You can also set the evil column to **** as well since there's no actual difference between the regular and DS textures (unless using modded textures). Alternatively, just use this mod by Effix that sets all male player rows to use the jacket - https://deadlystream.com/topic/9517-i-want-that-jacket-in-my-possession/?do=findComment&comment=86435
  22. They are models named according to the scheme of the module they are associated with. The DLG for a specific scene will list any character and animated camera stunt models in its top node. For example, the aforementioned LS ending cutscene (m41ad_c01.dlg) : There's no master list anywhere that I am aware of, so you'll need to go searching for them yourself. Although if you have extracted all the models from the BIF then you should be able to find them just be searching for "*_c0". I can see 103 character stunt models and 23 camera models for K1, for example:
  23. I don't know whether they had any additional plans for her beyond what is in the final game. There's nothing to restore that I am aware of at least, although I suppose it's possible there could be something in the Xbox files. Regardless, since you can so easily push her towards a darker opinion of Griff and his ultimate fate, it doesn't seem like a stretch to get her to extend that a little more broadly and be more open to a new change in galaxy management. As I have said before, I'm happy to pitch in with saber modelling. That's the best/most fun part. Actually turning it into a mod is the boring/slog part, so I'm happy if someone else is dealing with that end of things. You just need a list breaking down the specifics of what you want design-wise, the more details the better.