DarthParametric

Modders
  • Content Count

    4,567
  • Joined

  • Last visited

  • Days Won

    514

Everything posted by DarthParametric

  1. It should be easy enough to combine them. Just decompile the K2CP one, open the ASCII, find the disabled anim and edit the following: node dummy Mesh01 parent talkdummy orientationkey 0.0 1.0 0.0 0.0 0.0 0.0333333 1.0 0.0 0.0 0.0 endlist endnode changing it to: node dummy Mesh01 parent talkdummy selfillumcolorkey 0.0 0.0 0.0 0.0 0.0333333 0.0 0.0 0.0 endlist endnode (it doesn't need an orientation key anyway).
  2. No, that's still an open issue - https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues/79 The existing HK models are from JC's Shader Fixes.
  3. It's because they are 2048x1024. TGA2TPC is currently broken for non-square textures.
  4. Yeah. In fact I posted some batch files for it just the other day - https://deadlystream.com/topic/9793-tlk2xml-doesnt-work/?do=findComment&comment=87704
  5. You should only need one script. With TSL you can have a generic template and specify the creature tag and feat ID in the DLG, as I described in this post.
  6. How long is "too long"? What are you using to compile the TLK? The end game credits are mostly comprised of one gigantically long single entry (42190) that's roughly 600 lines or so, so I find it hard to believe that length would be an issue for any regular entry.
  7. From Xoreos? All of the Xoreos Tools exes are commandline. They are intended to be used from a console with user-supplied arguments. I have a couple of batch files for converting TLKs back and forth: @echo off set /p gametype="Please enter either kotor or kotor2 to specify game version: " set /p tlkname="Please enter the filename of the TLK (without extension): " tlk2xml --%gametype% %tlkname%.tlk %tlkname%.xml pause @echo off set /p gametype="Please enter either kotor or kotor2 to specify game version: " set /p tlkname="Please enter the filename of the XML (without extension): " xml2tlk --%gametype% %tlkname%.xml %tlkname%.tlk pause TLK_to_XML.bat XML_to_TLK.bat
  8. You can just add new rows in heads.2da that use my head model and then specify the texture you want in the alttexure column (leave the DS transitions blank). Then point to that row ID in the normalhead column in appearance.2da for the specific row you want to change.
  9. Doesn't matter, since they don't directly interact. But the patch has to go last since it overwrites the Rodian Jedi model.
  10. Most of the various head tex columns are for the DS transitions. They start at "headtexe" and work backwards (right to left) - Evil, Very Evil, Very Very Evil, Very Very Very Evil. These equate to D1, D2, D3, and D, respectively, for vanilla player head textures. Although as applied in heads.2da all the vanilla heads only make use of two DS textures, D1 and D2, with D1 covering the first three stages and D2 only applying at the VVVE stage. By default Kreia should never make use of DS transitions, since she is locked at neutral alignment in her party incarnation. However, per that screenshot you posted from Visas's viewpoint, they may script a change for that scene which would apply since that's a stunt NPC, not party Kreia. I haven't looked through the TSLRCM scripts for that module as yet though, so I'm unsure of the specifics of what goes on under the hood. What is it exactly you are wanting to do?
  11. Type %LOCALAPPDATA% into the start menu search box, click on "Local". That should open an Explorer window at C:\Users\<username>\AppData\Local\ . There should be a KSE folder, inside there should be a kse.ini file. Open it in a text editor (Notepad, etc.). You can edit the values under Paths. For example, mine looks like this: [Paths] K1_Path=G:\\Star Wars Knights of the Old Republic\\K1 K1_SavePath=G:\\Star Wars Knights of the Old Republic\\K1\\saves K2_Path=G:\\Star Wars Knights of the Old Republic\\TSL K2_SavePath=G:\\Star Wars Knights of the Old Republic\\TSL\\saves K2_SavePathCloud=undef TJM_Path=undef Steam_Path=undef
  12. KSE comes with KPF.exe - the KOTOR Pathfinder - which you can use to set your game paths. If you are using an old KSE version that doen't have it, grab v3.3.8 of KSE from the Gitlab repository (direct link here).
  13. Your REG file is not formatted correctly. I created a batch file that can automate the process for you - https://github.com/DarthParametric/KOTOR_Registry_Install_Path_Editor/releases (download the CMD file, double click it, and follow the instructions). Alternatively, edit your REG file with a text editor and change it to the following: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts\KotOR2] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\Knights of the Old Republic II"
  14. You said you changed the DS transition textures in heads.2da, did you not? I haven't looked at that scene in a few years, but I assume it goes through multiple UTC switches.
  15. Try the attached. As with the previous one, you'll have to edit the appropriate Appearance row, this time Party_NPC_Kreia_Evil_No_Hands, ID 651. Same drill as before - change modeltype to B, replace all instances of P_KreiaEvil0hBB with DP_AtrisRb0H, add the appropriate texture name, and add in the normalhead ID. TSL_Kreia_Atris_Robes_No_Hands.7z
  16. It's possible to swap the no hands and Peragus stunt versions as well, although I'll need to create a full body version for the latter since it gets used as a placeable, as described above. That will mean if you want a custom head texture it will need to be specified in the model itself. Same with the robe texture.
  17. It's an added TSL feature that pulls the string specified in the accompanying DLG node. For example: //:: c_global_eq /* parameter 1 = string identifier for a global number parameter 2 = value to compare to GetGlobalNumber(param1) returns TRUE if values are EQUAL. */ #include "k_inc_debug" int StartingConditional() { string tString = GetScriptStringParameter(); int tInt = GetScriptParameter( 1 ); if( GetGlobalNumber(tString) == tInt ) { return TRUE; } return FALSE; } It's just a convenience feature that allows global utility scripts to be used across DLGs rather than creating lots of bespoke scripts for simple things like checks of global states. The above example pulls both an Int parameter and a String parameter from the DLG. The functions are poorly named. They should have been called something like GetDLGStringParameter / GetDLGIntParameter instead.
  18. Yes, that scene swaps her model due to the use of stunt animations. The sitting scene uses the animation from P_Kreia1hStunt01, but that appears to be a pure stunt model - there's no appearance row for it. I would guess they probably use Party_NPC_Kreia_Seppuku for that whole scene, which uses P_KreiDanBB. That model only has a few anims, like taking the hood on and off. Interestingly the actual seppuku anim seems like it comes from Visas. I never had her sacrifice herself in the fight against Nihilus so I wasn't aware of that. Edit: Try this. Extract the attached into your Override. Edit appearance.2da and in row 671 (Party_NPC_Kreia_Seppuku), and make the following changes: race -> DP_AtrisRbDan modeltype -> B normalhead -> <insert Kreia head ID here> modela -> DP_AtrisRbDan texa -> DP_AtrisBA texaevil -> DP_AtrisBA modelb -> DP_AtrisRbDan texb -> DP_AtrisBA texbevil -> DP_AtrisBA modelc -> DP_AtrisRbDan texc -> DP_AtrisBA [...] modeln -> DP_AtrisRbDan texn -> DP_AtrisBA Basically replace all the existing occurrences of that model for every body type with the new DP_AtrisRbDan model and add in the texture. You'll have to check what ID number the added Kreia head uses, since that would have been added to heads.2da dynamically. Just use whatever value the Party_NPC_Kreia_Gimped row uses. TSL_Kreia_Atris_Robes_Seppuku.7z
  19. I'm not sure it will help, but try downloading the most recent version that I linked to in this post - https://deadlystream.com/files/file/503-kotor-savegame-editor/?do=findComment&comment=11603
  20. It would be possible to create a new stunt model for the seppuku scene that just references the original model as the supermodel. That way it will pull the stunt anims from that without needing to have any anims itself. Ditto for the stunt model used in the morgue. You'd presumably want to do the same thing with the no hands model as well (and also lop off its other hand), if you are swapping out the evil Kreia model. Although in regards to the morgue scene, it's going to look weird when she's adjusting a now non-existent hood.
  21. They use a bit of hack there. The pre-cutscene Kreia is a placeable that points to the P_KreiaStunt model. When you loot the corpse they do a switch to the character Kreia. You can see some info related to the switch here. If you wanted to replace that you'd need a full body model (i.e. body and head), since placeables can't handle multi-part models in the same way as creatures.
  22. The "Party_NPC_Kreia_Evil" appearance row is what the post-betrayal/Malachor Kreia uses. P_KreiaEvilBB is the model, although I don't recall it actually being different from the regular Kreia body model aside from the different texture. You can edit that row the same way the regular party appearance rows are. Note that there are also the Party_NPC_Kreia_Stunt, Party_NPC_Kreia_Seppuku, and Party_NPC_Kreia_Evil_No_Hands rows. I think the stunt one is used when she wakes up on Peragus (and possibly in other cutscenes), the seppuku one is for the cutscene on Dantooine that was cut in vanilla but restored by TSLRCM where she stabs herself, and the no hands one is for the post-fight on Malachor. My body models mod doesn't edit any of those rows, as noted in the readme. Most/all of them have attached stunt animations, so replacing them with models that lack those anims could cause issues. That KSE list is its inventory editor.
  23. Evil robes? You mean the Atris Disney villain robes with the funny hat? That's a whole other model.