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Everything posted by DarthParametric
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You might want to look at this if you haven't already - https://deadlystream.com/topic/5992-tpc-compressed-texture-transparency-alpha-blending/
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Yeah. Perhaps you could create some sort of parser to autodetect differences or something. At least they were pretty good about flagging changes in comments, prefixed by xxx-OEI. An example of functions with added variables: object CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1); vs object CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1, int nHideMessage = 0); And of course they added entirely new functions that don't exist in K1, for example GetScriptStringParameter (which is not a thing in K1).
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Do you have a game version toggle then, since some shared functions differ between K1 and TSL? I'll be curious to see how that goes when dealing with scripts using differing values for a given variable with a single declaration, like in while loops and so forth.
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Should only be the walk animation. ZimmMaster's original mod transplants the vanilla K1 running values to TSL. It should be noted that in either case the animation isn't actually changed. Just the distance values used when translating the character (which is why it's an appearance.2da edit and not a model edit).
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In my experience, dynamic camera behaviour with moving NPCs is erratic. And you'd have to rely on dynamic cameras for such an idea to be practical, given that the banter scripts and DLGs are global, not module-specific.
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Closing doors is pretty trivial. How you go about it though depends entirely on the specifics of when and how you want the door/s to be closed. Looks like those NPCs are from this mod? It may be possible to modify some of its scripts, depending on how it was implemented.
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Since an edit of spells.2da is required, presumably not. You can get a modified version of Star Admiral's "Utility Armbands" mod via a (Mediafire) link in this thread, which has a K1 armband.
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View File Black Vulkar Base Engine Lab Bench For Swoop Accelerator This mod makes a minor alteration to the Engine Lab room of the lower Black Vulkar base level to remove the Swoop Accelerator from the ground and put it on a bench. Said bench is moved from the other side of the room, where normally it impedes clear access to Kandon and his crew if the situation ends in combat. This has the side benefit of (hopefully) reducing pathing issues if the whole party tries to charge into melee combat. Additionally, several minor aesthetic fixes to the room are included. The cutting tools that normally have a static plasma (?) beam have been given some animation, and a number of pipes that had missing backfaces causing geometry culling issues have had those added. These fixes are also incorporated into the K1 Community Patch as of v1.9, so it is fully compatible with that as long as you install this mod afterwards. Installation Instructions The mod requires a GIT edit to reposition the accelerator (i.e. uses TSLPatcher), so simply run the installer. Known Issues There may some pathing issues if you try to loot the accelerator from certain angles. I've positioned it close to the front edge of the bench to minimise this from the most likely (direct) approach, but coming from the sides of the bench, especially towards the back wall end, may not work as desired. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Submitter DarthParametric Submitted 07/15/2020 Category Mods K1R Compatible Yes
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Version 1.0.1
17,366 downloads
This mod makes a minor alteration to the Engine Lab room of the lower Black Vulkar base level to remove the Swoop Accelerator from the ground and put it on a bench. Said bench is moved from the other side of the room, where normally it impedes clear access to Kandon and his crew if the situation ends in combat. This has the side benefit of (hopefully) reducing pathing issues if the whole party tries to charge into melee combat. Additionally, several minor aesthetic fixes to the room are included. The cutting tools that normally have a static plasma (?) beam have been given some animation, and a number of pipes that had missing backfaces causing geometry culling issues have had those added. These fixes are also incorporated into the K1 Community Patch as of v1.9, so it is fully compatible with that as long as you install this mod afterwards. Installation Instructions The mod requires a GIT edit to reposition the accelerator (i.e. uses TSLPatcher), so simply run the installer. Known Issues There may some pathing issues if you try to loot the accelerator from certain angles. I've positioned it close to the front edge of the bench to minimise this from the most likely (direct) approach, but coming from the sides of the bench, especially towards the back wall end, may not work as desired. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. -
TOR Ports: Meetra Surik AKA Jedi Exile Female Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
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It's just pulling the alpha masks presumably.
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They are either side of the back door as you re-enter.
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TOR Ports: Meetra Surik AKA Jedi Exile Female Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
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TSL Special Force Powers and Death script
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
It's actually typically less screwing around to just kill an NPC than to have them fake it. As to your script, you are checking for script parameters. Have you set those accordingly in the appropriate DLG nodes? -
TSL Special Force Powers and Death script
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
How you kill an NPC depends on what the scene dictates. If there is a direct attack, either melee or ranged, then you can typically just have them engage in actual combat with the aid of some assured hits. If you want a display of Force powers, then you'll probably want to go the EffectDeath route prefaced with one or more uses of ActionCastFakeSpellAtObject, assuming you want someone to be shown actually using the power. In the Kreia case she's just doing the "too cool to look at the explosion" routine, so the mooks presumably just play the choking or whatever animation. -
[KotOR] Circlet of Saresh
DarthParametric replied to Salk's topic in Knights of the Old Republic General
Well there is no "Jedi" restriction as such, just class restrictions for Guardian/Sentinal/Consular. Going the feat route as ebmar suggested would achieve the same end result, but it's not really thematically the same. I assume fluff is what you're after, since there seems little other reason to bother. In that case you could possibly create a fake Jedi restriction item property that just uses the feat restriction under the hood. -
View File Workbench Upgrade Screen Camera Tweak for TSL This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to lightsabers, so you can get a better look at the models when running the game at higher resolutions. Obsidian already adjusted the UI to provide bigger previews of other upgradeable objects, so only the sabers are adjusted for this version. Since the model preview window is a little narrower than in widescreen modded K1, all three hilt types have been rotated 45° to maximise the available space. Mostly intended for those using modded weapons. A version for K1 is available here. Installation Instructions Simply drop the MDL/MDX in your Override folder. Known Issues Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Submitter DarthParametric Submitted 07/10/2020 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
2,284 downloads
This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to lightsabers, so you can get a better look at the models when running the game at higher resolutions. Obsidian already adjusted the UI to provide bigger previews of other upgradeable objects, so only the sabers are adjusted for this version. Since the model preview window is a little narrower than in widescreen modded K1, all three hilt types have been rotated 45° to maximise the available space. Mostly intended for those using modded weapons. A version for K1 is available here. Installation Instructions Simply drop the MDL/MDX in your Override folder. Known Issues Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. -
View File Workbench Upgrade Screen Camera Tweak for K1 This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to certain weapon types, most notably lightsabers, so you can get a better look at the models when running the game at higher resolutions. Mostly intended for those using modded weapons. Installation Instructions Simply drop the MDL/MDX in your Override folder. Known Issues Requires ndix UR's KOTOR High Resolution Menus mod to work as intended. Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for the High Res Menus mod. Submitter DarthParametric Submitted 07/10/2020 Category Mods K1R Compatible Yes
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Version 1.0.0
20,163 downloads
This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to certain weapon types, most notably lightsabers, so you can get a better look at the models when running the game at higher resolutions. Mostly intended for those using modded weapons. Installation Instructions Simply drop the MDL/MDX in your Override folder. Known Issues Requires ndix UR's KOTOR High Resolution Menus mod to work as intended. Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for the High Res Menus mod. -
Please drop any Lightsaber hilt mods you have created here
DarthParametric replied to Untold Prophecy's topic in Mod Requests
You can still get the original version (blue) from my site for both K1 and TSL.