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Everything posted by DarthParametric
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The model is the "skin". Weapon textures are tied to the model variant. If you want a different texture, you switch the model variation number. In this case, the vanilla model uses w_vbroswrd_001 (variant 1). There are 6 variants. They are all the exact same model, just with different textures applied:
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Kotor2: Keeping Companions Default Clothes Skin
DarthParametric replied to nekochan's topic in General Kotor/TSL Modding
Because anims don't sync between bodies and separate head models, raised hoods require a full body appearance. Obsidian added in a row link function that allowed them to effectively create a disguise for a particular armour class without dealing with anything on the UTI side. So when Brianna equips clothing, she switches to a full body model so that her head doesn't clip through the hood. The hood up and down anims are just an added bonus, not the root cause. If you want to have Brianna always wear her hooded clothing, then you need to switch her to use a full body appearance, not use a separate head model. -
Based on my experience with Xor, trying to rely on perception events is not going to work reliably. Besides, the entire point of stealth is that creatures don't perceive you.
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It's just a simple case of creating a new UTI and giving it a different model variation for the second weapon, which is what I gather JC suggested.
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Stealth is hardcoded, it isn't applied as a spell effect. There's nothing detectable. That's why Obsidian added a function for it (and why ClearAllEffects doesn't remove it). You can test it yourself using the CP_ListEffects function from cp_inc_debug which will pipe out a list of all applied effects on the supplied creature to the Feedback window.
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Just a case of changing the model variation number in unk_m43aa.mod\g_w_vbroswrd002.uti (vanilla uses variant 1).
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Not possible in K1. There are no script functions to detect whether a creature is in stealth or not. That functionality was only added in TSL.
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An enhancement bonus applies to both minimum and maximum damage, as well as attack to-hit. In practice it should be equivalent to having 5 extra strength (assuming not using finesse wielding).
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The ini sets his equipped weapons to not droppable, but doesn't change their ResRefs.
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How to create unique Disguises? (Kotor 1)
DarthParametric replied to blcv2's topic in General Kotor/TSL Modding
You'd have to post your appearance.2da, UTI, and texture. -
Only speculation as far as I know. The likely assumption is that this was the original intended location of the Star Map, but they ended up cutting it because adding a third level just made getting to it an unnecessary slog. But given the various interjections by Zaalbar in existing Shadowlands DLGs, it seems clear that he was intended to accompany you at one point at least. The level itself is fully textured and lightmapped. But there's no actual content for it. So the amount of work remaining to turn it into something playable is basically "all of it".
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M31AA - Sleheyron Arena A (CUT) M31AB - Sleheyron Arena B (CUT) M31AD - Sleheyron Arena D (CUT)
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TSL port mind trick & force crush to kotor
DarthParametric replied to WitchOfTheWild's topic in Mod Requests
The issue is you can't add new animations to either game, only replace existing animations. That's typically a bad idea. -
Also Canderous. Any UTC can equip one. Can't say I'm a fan of the Yavin idea, but squid head there could stand to be moved off Dantooine. If you follow the recommended/canonical planet order and do Korriban last then you're never able to report back about what you find there. He probably needs to start on Dantooine in order to give you the existing breadcrumb, but maybe he could tell you he's flying off somewhere to do something for the Council and you can find him there afterwards. Tatooine seems like the only logical choice though, unless you added another planet or something like a space station.
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I was messing around with something, as seen in the linked Discord discussion, but it never really went anywhere beyond a basic proof of concept. The top section is a little questionable, but the bottom looks ok to me. Or at least the lefthand side anyway. They did actually make that part an extension of the original with new artwork. They only made it for 16:9 though, so it doesn't solve the issue for ultrawide aspect ratios. So you'd have to do some custom work regardless. You could use it as a starting point perhaps.
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How to create unique Disguises? (Kotor 1)
DarthParametric replied to blcv2's topic in General Kotor/TSL Modding
KTool has an option in the settings to read from the Override folder. That needs to be enabled if you want it to see custom appearance.2da entries. -
Aspyr already fixed this for the Switch version. You just need to steal it. Although from what I can tell, they used a kind of hacky (hardcoded) approach rather than fixing it properly, so it would need some additional work to port it across. Aspyr gonna Aspyr I guess.
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MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
DarthParametric replied to JCarter426's topic in Mod Releases
No. K1 uses a single model for all robe types, unlike TSL. -
I don't use Blender as a general rule, so you'd have to look up a tutorial for that. It's not a KOTOR-specific operation.
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If you are looking for character animations then yes, they are on the supermodels. Note that if you are wanting to modify an animation, you do not want to touch the animation on the supermodel itself. Import a copy of that animation onto the target model (for example the Dark Jedi in your screenshot) and modify that version. That way only that specific model will use the modified version. Everything else will use the vanilla animation.
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Character models typically use supermodels for their animations rather than having animations directly on the model itself. You can see the root supermodel designation in your screenshot in the OdysseyBase properties (just above your circled section). Supermodels exist in a hierarchical chain, with animations being pulled from multiple files. Animations are always pulled from the lowest (i.e. first) instance in the chain, so animations on the model itself will override any animation of the same name in any of the supermodels. This allows males and females to share some anims but have unique variants for others. For example, the base supermodel is S_Female03, which only female characters use. The next one up the chain is S_Female02, which is what males use. That allows for there to be separate walk animations for males and females, for example.
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Make sure you edit your swkotor.ini to set the resolution under the [Graphics Options] section. For example: [Graphics Options] Width=2560 Height=1440 Also, I have always found the best results when telling UniWS to patch the 800x600 resolution. I have gotten issues when trying the others in the past.
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Sometimes the Best Solution Is the Simplest: KotOR Modding Edition
DarthParametric commented on Leilukin's blog entry in Leilukin's Blog
Sounds like adding a _false.utc to the Override would be an awesome troll mod. -
Black Vulkar Base Engine Lab Bench For Swoop Accelerator
DarthParametric commented on DarthParametric's file in Mods
Given that the mod works fine for everyone else, it's unlikely to be the cause. The primary element of the mod is an edited room model, the files for which are in your Override folder - m10ac_31a.mdl / m10ac_31a.mdx / m10ac_31a.wok. The other change is a tweak to the module's GIT to reposition the engine placeable. But that's not practical to revert if you've installed a bunch of other mods, which clearly seems to be the case. It also shouldn't cause any problems anyway. To start with, before deleting any files I would suggest going to the Modules folder and temporarily moving tar_m10ac.mod somewhere else. Try loading the module again. If it doesn't crash then it's something injected into the module. If it still does, then it's something in the Override folder. -
Kotor2 camera issues
DarthParametric replied to Ginnet Reno's topic in Knights of the Old Republic General
This should only be possible with the Aspyr version of TSL, since they added controller support to it. Won't/can't happen in the vanilla version or in K1. At least not without some emulation layer allowing controller input. So as with many other problems it introduces, your life would be easier rolling back to the "legacy pc" version in the betas branch drop-down. At least for future reference anyway. You don't want to do it mid-playthrough since it will nuke your current install.