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Everything posted by DarthParametric
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K1 Loading Screens Template - Request
DarthParametric replied to JackInTheBox's topic in Mod Requests
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): -
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Transparent Environment Suit Faceplates for K1
DarthParametric commented on WildKarrde's file in Mods
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[Request] Missing Bao-Dur body models
DarthParametric replied to Kainzorus Prime's topic in Mod Requests
Effix released a mod for it: -
I want my PC to be able to wear Atton's Jacket
DarthParametric replied to Unionhack's topic in Mod Requests
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 -
unpack requires a buffer of 4 bytes
DarthParametric replied to yoshiharu's topic in General Kotor/TSL Modding
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: -
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.
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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.
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All Hands on Deck for the Leviathan Prison Break
DarthParametric commented on DarthParametric's file in Mods
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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.
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Immersive AI Voice Acted "Make Mission a Jedi" mod
DarthParametric replied to EpicStoffer's topic in Work In Progress
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. -
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Immersive AI Voice Acted "Make Mission a Jedi" mod
DarthParametric replied to EpicStoffer's topic in Work In Progress
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. -
Movie-Style Holograms for End Game Cutscenes
DarthParametric commented on DarthParametric's file in Mods
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Your game is officially broken. Delete it and start again from a clean install. This time do not use incompatible mods together.
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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