DarthParametric

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Everything posted by DarthParametric

  1. Here you go, got the right one this time: Edit: Removed No idea. Haven't played TSL for a few years.
  2. The real answer is that you don't, at least for a given definition of "controlled". Basically scripted fights are essentially just setting two (or more) NPCs to opposing factions and telling them to attack each other. You can script certain specific attacks and powers (you get a lot more fine control in TSL than K1 due to it allowing all animations to be scripted), but if you want true full control then really stunt animations are the only solution. But given the level of effort and skill required for that, scripting is really the only practical approach for most people. I would suggest that your starting point, as in most things, is to look at the vanilla scenes in whichever game you are targeting and see how Bioware/Obsidian handled it.
  3. Whoops, my bad. I guess I only scrolled up as far as the pic you posted from Malkior.
  4. The correct approach is to apply self-illum to the eye meshes. The level of self-illum is then animated by the talk anim (which requires the LIP files to work). The appropriate keys could be copied from HK's talk anim. Using an envmap texture-based approach won't work, as there's no way to animate that from the model. Edit: As I recall, the model lacks separate eye meshes (they are just painted onto the head). I believe I gave them some years ago, probably back in the LF days. Also possibly did the same trick as with that recent TSL HK issue, added keys for the self-illum to be off during the disabled anim so the eyes only light up when the droid activates, specifically for that scene on Dxun. Edit 2: Oh, it was from your original thread. The model was supplied by ndix UR, since ye olde MDLOps couldn't handle droids properly back then. Not sure that the animation was actually done or not though. Guess age old is playing tricks on me. Edit 3: OK, try this. I didn't look at ndix UR's previous one, since there was talk of retextures with normal maps in that thread, so I just made my own. Added new self-illum eyes, added a talk anim, edited the disabled anim to turn the self-illum off. I haven't tested it at all, but it will need LIP files to work correctly. You can probably just steal some from T3 and rename them. Edit 4: Removed.
  5. The default Sith Apprentice soundset (n_sithappren) is empty. See this K1CP issue for more info. This will be fixed in v1.10 (per 90bc449).
  6. Yeah like I said the other day, getting the timing right with that sort of thing is a pain. I know I had a hell of a time getting Bastila to co-operate when I was dealing with her Leviathan scene (duping her weapon/s in order to give the original/s back to the player).
  7. You're declaring the NPC objects before they exist. Try this instead and see how it goes: void main() { if (!GetLoadFromSaveGame()) { object oEntering = GetEnteringObject(); object oFROM_605DAN = GetObjectByTag("FROM_605DAN", 0); if (oEntering == GetFirstPC() && !GetLocalBoolean(oFROM_605DAN, 42) && GetGlobalNumber("500OND_DarkSide_Iziz") == 0) { SetLocalBoolean(oFROM_605DAN, 42, TRUE); SetGlobalNumber("853NIH_CUTSCENE", 1); StartNewModule("853NIH"); } else { object oNPC; object oWP; if (GetGlobalNumber("000_ZezKaiEll_Dead") == 0 && !GetIsObjectValid(GetObjectByTag("Zezkaiell", 0))) { oWP = GetWaypointByTag("WP_council_zez"); oNPC = CreateObject(OBJECT_TYPE_CREATURE, "npc_zezkaiell", GetLocation(oWP)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oNPC)); DelayCommand(0.2, ActionEquipItem(CreateItemOnObject("seek_dblsbr_194", oNPC, 1, TRUE), INVENTORY_SLOT_RIGHTWEAPON, TRUE)); } if (GetGlobalNumber("000_Vrook_Dead") == 0 && !GetIsObjectValid(GetObjectByTag("Vrook", 0))) { oWP = GetWaypointByTag("WP_council_vrook"); oNPC = CreateObject(OBJECT_TYPE_CREATURE, "npc_vrook", GetLocation(oWP)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oNPC)); DelayCommand(0.2, ActionEquipItem(CreateItemOnObject("vigi_lghtsbr_190", oNPC, 1, TRUE), INVENTORY_SLOT_RIGHTWEAPON, TRUE)); } if (GetGlobalNumber("000_Kavar_Dead") == 0 && !GetIsObjectValid(GetObjectByTag("kavar", 0))) { oWP = GetWaypointByTag("WP_council_kavar"); oNPC = CreateObject(OBJECT_TYPE_CREATURE, "npc_kavar", GetLocation(oWP)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_LEFTWEAPON, oNPC)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oNPC)); DelayCommand(0.2, ActionEquipItem(CreateItemOnObject("kava_lghtsbr_191", oNPC, 1, TRUE), INVENTORY_SLOT_RIGHTWEAPON, TRUE)); DelayCommand(0.3, ActionEquipItem(CreateItemOnObject("kava_lghtsbr_192", oNPC, 1, TRUE), INVENTORY_SLOT_LEFTWEAPON, TRUE)); } } } }
  8. You don't need to bother with stuff like that. It's internal use only. Strings that only show up in their toolset (or mod editors like KGFF, KTool, etc.). It's not game-facing. For example, 35009 is the LocalizedName field in a UTT (trigger). There's literally no way to see that in game. I'm not sure why they bothered using StrRefs for those when they also use local string comments in the same files. You could probably cull hundreds of useless entries from the TLK like that.
  9. Ah I didn't notice that you are destroying and re-equipping the weapon beforehand. I recall having some issues getting that to co-operate when doing that sort of thing previously. You'll probably need a delay. You can have a look at the K1CP scripts for the Malak cutscenes in the Leviathan Hangar perhaps. For example: https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/Source/k_plev_pause.nss https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/Source/k_plev_destweap.nss
  10. void SetLightsaberPowered( object oCreature, int bOverride, int bPowered = TRUE, int bShowTransition = FALSE); If you want to force it off, then you need: SetLightsaberPowered(oDarthSion, TRUE, FALSE, FALSE); You had Override set to FALSE. Depending on the nature of the scene, you may also want to set Transition to TRUE.
  11. They just want it as clothing, so it's a simple 2DA edit. There's no need to touch the model.
  12. I did a quick test on Korriban and it seems to work fine. I have added it as an optional download to the mod's page.
  13. I have no idea. But any mod that adds new holograms will presumably use vanilla clothing Bastila.
  14. I haven't tested it, but try this: [TSL]_Fixed_Hologram_Models_and_Admiralty_Redux_for_TSLRCM_DS_Bastila_K1_Robes_Patch.7z Install the previously linked Fixed Holograms mod first, then extract the model and texture from the attached archive and put them in your Override folder, overwriting when prompted. Should replace the DS Bastila holos on Korriban and on the Hawk (when talking to T3).
  15. That mod is useful as a basis, since it gives her a unique DS appearance with a custom model (DP_BastilaDS.mdl/mdx). Makes it easier to edit if you wanted the K1 robes.
  16. Tedious more than hard, but that's a problem for @Stormie97 to worry about.
  17. The stunt animations for those scenes will need the eyeball and eyelid keyframes to be tweaked.
  18. Not without re-rigging the model to the TSL skeleton. Not something I have any interest in bothering with. And the TSL animations have no provision for a cape or the front flappy bit, so it would be a waste of time anyway.
  19. I haven't tested it in TSL, but in K1 the workbench always defaults to the player's appearance row to determine the armour models that are displayed for each armour class. So presumably the only time companion clothing would show up is when you switch to controlling Mira on Nar Shaddaa, where it should show her jacket.
  20. Use this instead: // 534: Get the tag of the key that will disarm oTrapObject. // - oTrapObject: a placeable, door or trigger string GetTrapKeyTag(object oTrapObject); Although neither function is used by vanilla scripts in either game.
  21. TSL has the companions always try to stay within 10-15m (off the top of my head) of the controlled character. If they are too far away, they get jumped back. I have tried to implement this in K1 a couple of times, but it's not practical to do it the way TSL does it, as they added additional functionality for it. That's why I created this when I was doing K1CP beta testing.
  22. This appears to be backwards. N_CommMD/FD01 is 512x512 while N_CommM/F07 is 256x256. The dirty commoner appearance rows use the MD/FD for their texa/texb columns while Gendar's unique appearance row uses just M for his texa/texb columns. K1CP ports the TSL versions of N_CommM/F07 which are 512x512. Edit: I realised that K1CP erroneously replaced N_CommF07/M07 with TSL's F11/M11, which is the dirty version of their repainted F01/M01. That has been revised to renamed copies of FD01/MD01 for v1.10.
  23. They are talking about a Jingasa, i.e.: The Embo referred to is some Clone Wars character: TOR has that style of thing, albeit including a full helmet underneath, which could be used as a basis if needs be. Not that a simple dome shape would be hard to model from scratch: But helmets and hats don't work particularly well in KOTOR due to the way heads and hair work. Although if you only want it for use with one specific player head then it's doable.
  24. In the meantime, me, working on K1CP v1.9: