DarthParametric

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Everything posted by DarthParametric

  1. Both. Because the Revan animations are male only, the female version uses a disguise with duplicate female heads that use male animations. In order for modded heads to work, they would need their own dummy head model added, a new disguise appearance.2da row using that head added, a new UTI pointing to that appearance row, and that UTI linked to the added head's default appearance added to the item spawn script.
  2. Sure, it's not difficult. I've made some before when playing around with stylised icon and logo ideas: Although that example is not strictly speaking a wireframe. But it is created in the same way (take a 3D mesh and use an ink/cartoon shader on it), so it's easy enough to do that as well if that's what you want. Edit: The thing with an actual wireframe is that you want all quads for a good result. A triangulated game mesh isn't going to look so hot:
  3. No, you can inject LIPs directly into the appropriate MOD inside the lips folder.
  4. Always use TSLRCM's content as a basis for comparison. And make it clear that TSLRCM is a hard requirement for your mod (as it should be for pretty much any TSL mod). For some GFFs there probably won't be any difference in the resultant ini data. But DLGs, especially for major conversations/cutscenes, are far more likely to have significant structural changes under the hood from even minor in-game differences given the way they work.
  5. Probably easier to just source some new upscales. Either do it yourself via something like Waifu or I can give you some. If your recolours are layered PSDs then it would be an easy swap.
  6. It's a complete non-starter without proper custom VO, especially for the party members and major NPCs like Uthar and Yuthura. But fortunately we are on the cusp of that being a realistic proposition (as in it actually sounding good/natural). As to the mechanics of the rest of it, the way I'd tackle it would be to create a branching point with a cutscene on the Hawk after landing. If you go the "guns blazing" route then you could just load a separate module. Otherwise you'd get the vanilla module. That would maintain compatibility with existing Korriban mods with minimal issues, although certain mods might need extensions to have their content appear in the other module.
  7. K1R, as its name suggests, is primarily focused on restoring content that was cut from the game. I think the primary examples are an additional level of the Black Vulkar base on Taris and the Pazaak tournament on Manaan. It does include some bug fixes, but that isn't why people use it. K1CP, on the other hand, is exclusively focused on fixing bugs and other issues. It makes the occasional quality-of-life change, but for the most part it is intended to be fairly seamless and unobtrusive. As K1CP has expanded, the scope of changes it makes to various modules mean that it is no longer considered safe to use with K1R. There are certain types of changes that can't be integrated with TSLPatcher. Hard conflicts like two mods overwriting the same script that would require manual merging. I'm sure with some effort they could be made compatible, but nobody has expressed any interest or volunteered to create such a patch that I am aware of.
  8. Ah, the foreman droid's eye flash is a lot easier to see, given the size. I guess the construction droid's eye meshes need a little more surface area. Edit: Created new eye lens mesh, although there's not much to work with in terms of the texture. Also tweaked the position of the camerahook. TSL_Construction_Droid_Talk_Anim_v4.7z
  9. Although it is slightly complicated in this instance due to the fact that C_ConDrdL, like a number of other TSL models (and the occasional K1 model) lacks a neutral/t-pose. Hence the screenshot of it being in the midst of an animation - that's it default pose. Anyway, here's a readjustment of the hook. The vanilla positioning was way too high. Edit: I know it isn't part of the request, but since I already edited it anyway I''ve updated the foreman droid with the revised self-illum keys for the talk anim and added a camerahook which the vanilla model lacks altogether. Edit 2: Removed outdated construction droid model. TSL_Foreman_Droid_Talk_Anim_v2.7z
  10. Not very. It's just a dummy object. I just need to compare it to other models . That can be left up to people that want to edit the texture/s. I don't want to actually use a coloured self-illum.
  11. Yeah I don't think white is the best choice for that sort of thing.
  12. Well it was just a quick and dirty addition to test the principle. The animation was the important part. It's easy enough to fancy it up later. Looks like the camera hook needs some adjustment. I guess they never intended for it to be in a conversation.
  13. Hrm, hard to even see anything, but it looked in one shot like it was actually working. The low values just need to be reduced even further so there's enough contrast. Try this version: Edit: Removed.
  14. Here you go, got the right one this time: Edit: Removed No idea. Haven't played TSL for a few years.
  15. 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.
  16. Whoops, my bad. I guess I only scrolled up as far as the pic you posted from Malkior.
  17. 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.
  18. 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).
  19. 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).
  20. 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)); } } } }
  21. 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.
  22. 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
  23. 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.
  24. They just want it as clothing, so it's a simple 2DA edit. There's no need to touch the model.