DarthParametric

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Everything posted by DarthParametric

  1. For mods my interest would mostly be in clones of existing VAs, as you are doing with Mission. For example, there are a number of Bastila's lines in K1 that I would like to correct for K1CP that are impossible to create without an AI (like the "phenome" line). I also had an idea for a Mission mod of my own, tempting her down the dark path throughout the Griff questline to provide an alternative option to killing her during the Lehon showdown. Seems I've missed the boat on this avenue though, at least without paying for the privilege.
  2. Bravo. I can say with all honesty that this is the first AI generated VO for a game mod that I have heard that doesn't sound like complete and utter garbage (even that Geralt mod that had a custom model created by an AI site was pretty ropey). What website/service are you using to generate it? I'm also curious as to the level of alteration you can apply, since you said the second voice was derived from Vette's lines, yet she is also voiced by Cat Taber and is using her regular voice (albeit a decade on from K1).
  3. Stunt modules: STUNT_00 - Stunt Ebon Hawk (Vision Sequences) STUNT_03a - Stunt Leviathan Bridge (Destroy Taris Cutscene) STUNT_06 - Stunt Leviathan Bridge (Resume the bombardment Cutscene) STUNT_07 - Stunt Ebon Hawk (Taris Escape Cutscene) STUNT_12 - Stunt Leviathan Bridge (Calo Nord Cutscene) STUNT_14 - Stunt Leviathan Bridge (Darth Bandon Cutscene) STUNT_16 - Stunt Ebon Hawk (Interdicted By Leviathan Cutscene) STUNT_18 - Stunt Rakatan Temple (Bastila Torture Cutscene) STUNT_19 - Stunt Star Forge (Jawless Malak Cutscene) STUNT_31b - Stunt Lehon Temple (Revelation Cutscene) STUNT_34 - Stunt Ebon Hawk (Star Forge Arrival) STUNT_35 - Stunt Ebon Hawk (Crash On Lehon Cutscene) STUNT_42 - Stunt Ebon Hawk (LS Dodonna Holocall Cutscene) STUNT_44 - Stunt Ebon Hawk (DS Dodonna Holocall Cutscene) STUNT_50a - Stunt Dodonna Flagship (Break In Formation Cutscene) STUNT_51a - Stunt Dodonna Flagship (Bastila Against Us Cutscene) STUNT_54a - Stunt Dodonna Flagship (Republic Forces Pull Back Cutscene) STUNT_55a - Stunt Lehon Temple (Dark Side Ending) STUNT_56a - Stunt Dodonna Flagship (Star Forge Destroyed Cutscene) STUNT_57 - Stunt Lehon Temple (Light Side Ending) Other Ebon Hawk modules: ebo_m12ab - Ebon Hawk (Turret Minigame) ebo_m40ad - Ebon Hawk (Post-Leviathan) ebo_m41aa - Ebon Hawk (Post-Lehon Crash) Swoop track modules: tar_m03mg - Taris Swoop Minigame tat_m17mg - Tatooine Swoop Minigame manm26mg - Manaan Swoop Minigame
  4. Playing a male character should work fine, since that (as I understand it) uses the default dialog.tlk, with the proviso that all the TLK strings added by K1CP are in English, so at the very least those would obviously stand out. There are also edited VO lines that will be in English as well.
  5. Did you read the manual? Like its filename says, you really should. The other thing you can do is find similar mods to what you want to do and have a look at their ini setup. There are only a handful of operation types that cover the vast majority of mods (adding files to the Override/injecting files into MODs, editing/extending 2DAs, editing the content of GFFs, adding new lines to dialog.tlk), so it's not too difficult once you understand the patterns and get a handle on what TSLPatcher is doing under the hood.
  6. @Mephiles550 @Lewok2007: There should be no theoretical limit to the number of tracks you could have, it's just a practical limitation of the script and DLG required to list them in the UI and play them.
  7. I created a batch script that can automate the registry key setting process - https://github.com/DarthParametric/KOTOR_Registry_Install_Path_Editor
  8. Yeah I guess that's my issue with this type of thing. I see a lot of utility for it in creating entirely new stuff that apes a particular style, but I don't like it for trying to recreate existing artwork given its propensity to imagine all sorts of abstract nonsense that is not in the original.
  9. Can you feed it multiple inputs? Like can you tell it to use the vanilla texture to source the colouration, shadows, etc. and use a simplified greyscale image as the guide for shapes? Probably not exactly like this, but here's an AO map as a possible example: LEH_grwall01_AO.7z As to the alpha mask, I guess if your generated texture is radically different from the vanilla texture you'd have to manually create a new mask for it.
  10. I really like some of the subtle colour variation in your generated LEH_grwall01, but what I don't like is the amount of deviation in the details from the vanilla texture. Is it possible to feed the AI an higher resolution input and have it generate some details over the top? For the Ebon Hawk stuff, I had a project a while back where I was manually creating new recreations of the vanilla textures, but my results were a little bland. I'm wondering if there could be a halfway house that uses AI to tart my images up a bit. Attached is one of my recreations as an example: LEH_grwall01.7z The other question is how does the AI fare when creating alpha masks for environment maps?
  11. You use the official stable release uploaded here to DS. The Github repo is the development branch. It is not intended for regular users (hence why there is no release posted there).
  12. Global DLGs are in templates.bif, module DLGs are in the RIM for their associated module. You can extract them with KOTOR Tool or Holocron Toolset.
  13. They use the module name same as the room models. For example, in K1 "M01AA" is the Endar Spire Command Module, so you have m01aa.lyt, m01aa.vis, m01aa_01a.mdl/mdx/wok, m01aa_02a.mdl/mdx/wok, etc. TSL follows the same format with a slightly different naming convention, e.g. 001EBO, 301NAR, etc. LYTs are in layouts.bif, VIS (visibility, determines which rooms are visible from each other) are in lightmaps.bif, and models and walkmeshes (WOK for area models) are in models.bif. This is the same in both games. The fork of KBlender by seedhartha can load binary models directly, so there's no need to go to/from ASCII as is the case with KMax. It also has a pretty handy batch lightmapping function. As to a full list of module names, there's probably one around somewhere. My own local copy:
  14. You can do the same in KMax and KBlender by loading a LYT (layout file) which will load and arranged all the individual room models.
  15. You can get almost all the module scripts from the Github link I posted above, unless you are looking for TSLRCM-specific scripts. For K1, ~99.4% of module scripts are available (just shy of 10,800 scripts currently).
  16. KTool isn't doing anything special. All you are seeing is the included source for the global scripts that are part of the game files. HT can show you that as well if you open scripts.bif with it (i.e. under "Scripts" in the main window once you choose the game version). None of the module scripts include source. They are only available as binary NCS. You can check the Community Patch repo here - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source - although note that it is still a work in progress. @JCarter426 managed to automate the conversion process and process all the scripts for both games (TSLRCM scripts are still to-do). For K1, the results were (ignoring global scripts) 98 failed to decompile, 686 reported a bytecode mismatch on recompile, 48 reported could not recompile, and 577 required a hotfix to bypass the GetStringByStrRef issue. For vanilla TSL (again only looking at module scripts), 53 failed to decompile, 251 reported a bytecode mismatch on recompile, and 11 reported could not recompile. At the time of writing there are still 71 non-decompilable K1 scripts that are awaiting manual reconstruction. I haven't looked at the could not recompile ones yet, but off the top of my head I recall a number of scripts where DeNCS mangled switch statements, so I suspect the majority will be instances of that. I haven't examined bytecode mismatches either, so I don't have any ideas as yet to potential causes there. As to when pulling in the NSS will be integrated into HT, I'd suggest you keep an eye on its Discord channel - https://discord.com/invite/3ME278a9tQ
  17. It's more likely the issue is the destination directory (temp directories are intended to be written to by anything). The moral of the story is stop installing stuff in Program Files. Windows does restrict access to that.
  18. I'd suggest HT is probably the issue. It's not ready for primetime just yet. Check all your files in KTool, KGFF, etc.
  19. I assume your 2DA entries are correct? Although typically the game will just straight up crash if it tries to load a model that doesn't exist/is bad.
  20. Make sure you are using the most recent version of MDLEdit, not the one from the downloads section - https://deadlystream.com/topic/5735-mdledit-bug-reporting-thread/page/10/?tab=comments#comment-73932 That bone count warning is outdated. The actual limit is 17/18. All the vanilla models are fine.
  21. Yes, it is only configured to append new lines to dialog.tlk. To properly cater to non-English languages would require separate language-specific versions (since patching existing TLK lines is currently not practical). We are open to volunteers if anyone wants to do the work required to create such a thing. It would mean translating English strings to the target language, splicing the target language versions of various voice over audio files, and translating the readme (at the very least the info.rtf for TSLPatcher).
  22. It adds new TLK entries. Those should still work, albeit they are in English. But I have no idea what the impact would be for languages that use two TLKs like French. There are also some voice over edits/changes as well, which are in English.