DarthParametric

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Everything posted by DarthParametric

  1. Well that possibly explains it if you hard overwrote appearance.2da, although it should have just fallen back to the vanilla Jolee model. Attach a copy of the restored appearance.2da.
  2. Having random mods installed without even knowing what they are is a recipe for exactly this sort of thing. You should always start a new game from a clean install. That said, presumably what you are specifically referring to for Jolee are textures, assuming they are TGA/TXI/TPC. They shouldn't cause a crash (or turn him invisible), at least in theory, but try removing them from the Override and see what happens.
  3. Looks like the only change in your 2DA vs the vanilla one is for Mekel's appearance row, so it isn't that. Check your Override for the presence of P_JoleeBB.mdl/mdx. And list the mods you are using.
  4. Usually this sort of issue is caused by appearance.2da specifying a model that doesn't exist. But typically the game will crash as soon as it tries to render the model, which in Jolee's case should happen as soon as the cutscene of him fighting the Katarns starts. Is this where it is happening? Upload a copy of the appearance.2da from your Override folder.
  5. It's jumping the gun a bit to worry too much about landing videos right now. That would be the last thing you'd want to address, once everything else is finalised. But it shouldn't be too difficult to arrange some in-engine animations and then capture those as videos when the time comes.
  6. For the first, check this post. As to the latter, redrob41's mod makes significant structural changes to the DLG. I recall I did look into it once, but it would require building an extensive custom patch which I have no particular interest in.
  7. Padawan, there is a very large difference between "this doesn't work" and "I don't know how to make this work". Simply saying "it doesn't work" is not helpful in trying to diagnose a problem. Lay out exactly what you did and how you did it.
  8. As I said above, the stealth effect gets disabled when they take damage. You can try the attached. The xxx_ud script needs to be added to the UTC's UserDefine script slot. The xxx_sp script gets added to the OnSpawn script slot. You can rename them whatever you want, just don't let the filename exceed 16 characters. I'm not entirely sure if the UserDefine script will work properly or not, so you'll have to see what happens. Also you need to wait for at least 2.1 seconds after you spawn them to jump them to the new location to make sure the OnSpawn script has finished. Invis_Assassins.7z
  9. Trying to orient the PC while the player is directly controlling them is pointless, as it will be ignored/overriden. You'll need to either put the trigger further away out of direct line of sight, or trigger a cutscene with a fade-out to hide the spawn-in. As to the Harbinger assassins, no, you can't replicate their exact process, since Obsidian added new engine and script functions that allow for creatures to have their render status toggled on and off. You could approximate it by spawning them in off-screen with the stealth effect either applied in their OnSpawn or applied afterwards, then jump them into position. The Harbinger assassins don't get their render flag enabled for 2 seconds after they spawn, to allow time to add the stealth effect. They then have an OnDamage event in their UserDefine script that removes the stealth effect. This also uses an added function not in K1, but I think that could be gotten around by chaining a few other functions together (presumably why Obsidian added a new function to do it in one command).
  10. The map rotation in a few modules, like the Endar Spire, differs between the layout and the game (seemingly entirely to best fit the mini-map on screen) but the cardinal direction script constants remain the same. 0 degrees is always East.
  11. That's because Effix presumably didn't change the original rig. The TSL and K1 face bone positions/orientations differ and are thus not interchangeable, so you can't just recompile the model, you need to edit the rig and adjust the face bones.
  12. Location uses degrees. 0 degrees is East. You can also script facing commands to force an NPC to reorient and face in a specific direction: AssignCommand(oNPC, SetFacing(90.0)); You can also use fixed cardinal direction constants: float DIRECTION_EAST = 0.0; float DIRECTION_NORTH = 90.0; float DIRECTION_WEST = 180.0; float DIRECTION_SOUTH = 270.0; Alternatively, you can face them towards another object: AssignCommand(oNPC, SetFacingPoint(GetPosition(oObject))); This can be temperamental though. Often they won't change their facing until they perform an animation, so adding a short anim to a script is something necessary if you are trying to assign facings in a conversation, especially with interjections from companions where the NPC may be changing their facing to look at multiple different speakers.
  13. S_Female02 (which this head uses) is the male supermodel, if that's what you are referring to. S_Female03 is the female supermodel.
  14. MDLEdit can't handle animations being declared with no keyframes, of which this model contains several. You'll have to use MDLOps. Be aware that KMax will also crash for the same reason if you try to load the resultant ASCII. I would suggest waiting until SS uploads the updated model, which resolves these issues. Edit: Actually the KMax issue is the OdysseyBase having keyframes in any animation.
  15. It's not real modelling unless you remake the mesh and redo the UVs at least half a dozen times.
  16. Don't say I never did anything for you: DP_Bao-Dur_Armour_and_Robes.7z I haven't even looked at it for about 3 1/2 years though, so you're on your own as far as doing anything with it. The adjusted head to match was already released as a modder's resource. Edit: To clarify for people arriving here in the future, the attached file is a modder's resource. You can use it in your own work with the usual constraints - don't redistribute it by itself, and provide credit in any released work.
  17. It just means unload the current module and load the specified module. If you have been there before then that module's GIT/ARE/IFO is stored in your save file, recording whatever state changes occurred.
  18. That script is global, so you'll find it in scripts.bif (original source included). It has nothing to do with transitions though: #include "k_inc_end" void main() { SetTraskState(TRASK_NOTHING_02); } It just sets a global number: void SetTraskState(int nValue) { // AurPostString("New State" + IntToString(nValue),5,7,2.0); SetGlobalNumber("END_TRASK_DLG",nValue); // AurPostString("Set: " + IntToString(nValue),5,10,3.0); } There are a few modules that utilise global scripts for things that really should be module-specific. Manaan is notorious for doing this. I'd suggest permanently extracting scripts.bif somewhere so you don't need to use KTool. I'd also highly recommend installing Notepad++ along with JC's NWScript language definitions if you haven't already. It makes working with scripts much easier. With the global scripts extracted, you can try doing a Search in Files for examples of a particular function:
  19. Normal maps tend to be pretty anaemic so I'd probably lean towards actual geometry as much as possible. At least for the large details anyway. For example, if you want a crack, model in an actual cavity/split.
  20. If you want the creatures to be hostile straight away then you should probably just set their faction to hostile in the UTC. The standard hostile faction is 1 (2 is friendly, 5 is neutral). You can set up triggers as area transitions. The Taris Undercity has some examples of this. If you want to do it via a script, then the function you need is StartNewModule: // 509: Shut down the currently loaded module and start a new one (moving all // currently-connected players to the starting point. void StartNewModule(string sModuleName, string sWayPoint="", string sMovie1="", string sMovie2="", string sMovie3="", string sMovie4="", string sMovie5="", string sMovie6=""); As per the above, you need to specify the destination module name. You can also specify the tag of a waypoint you want the party to spawn at. If left blank then they will spawn at the Mod_Entry point defined in the module's IFO. You can also specify a movie (or multiple movies) to cover the load sequence. A vanilla example is on Kashyyyk when you side with Chuundar. After finishing in the Shadowlands and returning to him, at the end of the conversation you get kicked out of the village. The script that does that is k_pkas_leavetown in the Chieftain's Hall (kas_m23ad) which sends you to a waypoint right outside the village entrance on the Great Walkway: void main() { StartNewModule("kas_m22ab", "kas23ab_kas22ab"); } If you want to fire it from a DLG, you can put the script on the exit node (i.e. the one that says End Dialogue).
  21. Everything tends to turn to mush in Odyssey, so fine details don't really work well. You're going to have to supersize that sucker, a nice fat inch wide bevel. If you go with metal that will allow you to do some bare metal edge wear and use an envmap to get some edge highlights.
  22. It's a commandline program, not GUI-based. You need to either run it from a command prompt or use a batch file. I posted one previously here. It also requires a copy of nwscript.nss from the game to be placed in the same folder as the exe. Since the two games have differing script functions, you'll need two copies of the program in different folders if you want to compile for both K1 and TSL.
  23. You can spawn multiple instances of the same UTC with different locations, yes. There are a few different ways you can do it in terms of varying efficiency, using loops and so forth, although those tend to work best with waypoints that have tag names set up to be iterated through. If you have a look at some of the vanilla scripts you'll see how this is done. Just be aware though that you probably don't want to attach the DLG directly to the UTC, and that trying to deal with a bunch of different objects all with the same tag in a script can get a bit messy if you need to grab a specific one. As far as module transitions go, again the vanilla game should give you plenty of examples to use as a guide. How you go about it really depends on what sort of transition it is. A doorway or other entrance/exit in a module that the player is manually moving through? Or a forced transition at the end of a cutscene/conversation?
  24. Looks a bit blotchy. Procedural? Is it meant to be metal or stone? I think it needs some edge wear. And the edges themselves could really do with a bevel.
  25. The NCS is the compiled script that the game needs. The NSS is the source file for other modders.