DarthParametric

Modders
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Everything posted by DarthParametric

  1. Mission already has 95% of this in place with her existing dialogue and quest. All it lacks is a few extra lines from the player to nudge her outlook a little more and the ability to side with a DS Revan during the beach showdown. It was a mod I was planning on once VO generation became viable.
  2. My mod doesn't touch that DLG. Seems like that mod just dumps the edited file in the Override, so it would forcibly override my mod even if it did change it. Perhaps you should actually read that mod's description...
  3. I don't think making it would pose any significant challenge. It would require adding the upper level's room models to the lower level's LYT and VIS and adding the appropriate scripts, UTCs, etc. to the lower level's MOD and editing its GIT to add creatures, placeables, triggers, etc. I'm not sure if there are any potential resref or script name clashes, but it's a possibility. There would need to be some minor editing of the room models where the two levels join, since in their current iteration they wouldn't just neatly slot together, which I guess would be the largest technical difficulty for those not accustomed to such things. If you were going to do this, I'd suggest packaging it as an entirely new unique RIM, in the same manner as M4-78 does for the Korriban Sith Academy. That would prevent most potential 3rd party mod clashes, although not anything editing room models unless you made your own uniquely named duplicates (probably unnecessary). Ultimately though I'm not sure doing all that actually gains you anything, as alluded to. You save yourself a 10 second load screen and not much else unless you radically reworked the entire level to cut out half the content. You might be better off adding Zaalbar's cell and the forcefield to the start of the upper sewers and just skipping the lower level entirely. Conceptually that's a pretty simple fix, since it's just moving some waypoints. But you might need to also adjust some scripts to ensure the mooks move towards the party after spawning in order to aggro correctly. It has been a while since I last looked at those scripts so I can't recall, but there may already be provision for that. I'm pretty sure there's already provision to do this in the existing scripts with minimal adjustment, since it already tracks the spawn count to prevent overwhelming you all at once. You'd just need to add in a few extra globals so you could track each individual spawn point. You could probably have a variable cap determined by the difficulty setting, since there's a script function to check it (GetGameDifficulty), although I have never tested that one myself. He needs a different head. I'd suggest giving him a helmet/mask (and maybe adding a filter to his VO). You could use one of the TSL ones, or modify them for something a bit more unique. You could also swap the body, although the only real vanilla option would be the Dark Jedi pajamas. Again there are TSL-ported options, perhaps as part of a larger Sith diversity mod. I don't think I edited him in my Dark Jedi Hooded Robes mod. I could probably look at that one day, since I want to replace my existing versions of those three Masters on the Star Forge at some point anyway.
  4. I guess it all depends on how you define reasonable. I've dreamt about the ability for mods to perfectly replicate the original VO since before KOTOR even released, so to me another year or two after already waiting a quarter of a century for it doesn't make much difference.
  5. Dual monitors? You probably have the bug where the directory selection window is off-screen. Do this:
  6. Nah, it's inevitable, it's just a case of being patient. It's likely not going to be doable via a website though, since most Western companies are going to be scared about legal ramifications. But eventually there will be better open source tools that will let you do it locally. The only question is how long it's going to take. Might be six months, might be six years.
  7. No. My mods are only made for/tested on Windows. Installation and use on Mac/Linux/Android/iOS/Switch/Xbox is entirely at the enduser's own risk.
  8. Your game is officially broken. Delete it and start again from a clean install. This time do not use incompatible mods together.
  9. You should have the option to manually whitelist/exclude specific applications and folders.
  10. 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.
  11. Certain cutscenes use custom stunt animations, yes. For example, the Light Side ending ceremony.
  12. 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.
  13. Why are you converting the models at all? KBlender loads binary models directly. The use of MDLEdit/MDLOps is only required when using KMax.
  14. 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.).
  15. It didn't find the added appearance row for the Master. Did you actually install the optional Dantooine content from the main mod? The patch is only for that.
  16. 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.
  17. 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.
  18. A DLG will automatically skip through empty reply nodes. A cutscene should only ever have text for entries, not replies.
  19. 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.
  20. You have no VO - either custom or generic alien gobbledygook - specified. Since there also aren't any delays specified, the lines skip instantly.
  21. 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.
  22. 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.
  23. Clearly 6, 7, or 8. Since simply opening the save in KSE does literally nothing, the problem was obviously user error.