DarthParametric

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Everything posted by DarthParametric

  1. I'm not sure that I have seen the first two exactly. Although I have experienced numerous cases of one party member ending up hung up against a corner or doorway, or otherwise halting which invariably leaves them stranded halfway across the map. Presumably that was why Obsidian added the function in the AI script to teleport party members back to the party leader if they were too far away for more than 10 seconds or so. I tried to duplicate something like that for K1 but never got it to work (I believe JCarter may have fiddled with something similar at one point as well). The last one can at least be masked by manual adjustments of fade-ins if there are specific instances that are particularly egregious (might also be less apparent running the game from an SSD).
  2. You can put LIPs in the Override, be they new custom ones or replacements for vanilla ones. However, since you are using existing LIPs to be repurposed in a different module whilst presumably retaining the same ResRefs, it would be better to inject them into the specific MOD for that that module's LIPs. Putting them in the Override would also affect the originals, which may cause problems if someone else wanted to edit those independently. Alternatively, you could give your duplicated VO and LIPs custom ResRefs, which would alleviate that concern and allow you to put them in the Override. That may ultimately be the more desirable root, since it means less likelihood of clashes with anything else.
  3. There's no issue with pulling other mods to pieces to see how they were made. That's an excellent way to learn and I encourage all people new to modding to do so. Acknowledgement for such a thing is not required, although it is common courtesy. What is against the site rules is stealing/claiming someone else's work as your own, or reusing/redistributing someone else's work (in whole or part) without their permission. As far as LIP files go, they must be stored in a MOD for the specific module they belong to, placed inside the Lips folder. In your case the module you are working in is the Lehon Central Beach, UNK_M41AA. The associated MOD is \lips\unk_m41aa_loc.mod. Each LIP file name needs to match the VO_ResRef for the associated line in the DLG. For example, Mission's "No - this isn't happening! It can't be happening!" line in unk41_mission.dlg has the VO_ResRef nm41aamiss04000_ and has a matching nm41aamiss04000_.lip in \lips\unk_m41aa_loc.mod. As with many first-timers, I gather your intention was to just dump a manually edited DLG into the Override. I would strongly advise against this. Doing so creates compatibility issues. Since you'll need to dynamically inject new LIP files into an existing MOD (doing a hard overwrite of that is also strongly advised against), you'll have to learn how to create a TSLPatcher setup. While you are at it, you can also have it dynamically patch the DLG in another MOD (this time for the module itself) in the Modules folder. This will likely take you a while to wrap your head around, so I would suggest the first thing to do is to download TSLPatcher and read the included PDF for an overview of how it works. Once you have done that, come back and provide details of all your mod's components (specifics of exactly what you have changed and how) and someone can guide you through creating a setup for it.
  4. You can. Click the "See Their Activity" button on the top right, then when it switches scroll down to Files on the left.
  5. A script fires a barkstring, so you'll have to edit the TLK to change it. There are four StrRefs involved: 113781 *** <CUSTOM30> Sith assault troopers remain *** 113782 *** 1 Sith assault trooper remains *** 113783 *** Sith Troopers have boarded the Ebon Hawk, prepare to repel boarders. *** 113784 *** All Sith assault troopers defeated ***
  6. Any TLK mods like PC moderation definitely need to be installed before K1CP or you will get all sorts of broken StrRefs. But it looks like you're using @JCarter426's vision sequence mod there, which may be the problem.
  7. Yeah you have to hold down the Alt key while dragging files over the program's window. I guess being a Mac disciple has warped @ndix UR's mind, leading to such wacky interface shennanigans.
  8. Convert with what? TPCView converts them without complaint. You shouldn't be using anything else for conversions since that released. And in this instance, you shouldn't be converting at all, since @JCarter426 provides the source in the modder's resource file. If that hasn't been updated yet, then just give him a nudge.
  9. In an isometric game, the portrait is the character. That's not the case with a cinematic game like KOTOR where the camera is shoved right into the in-game model's face.
  10. No. Like I said, you'd have to replace the anims on the female supermodel (S_Female03). It's actually simple in this case, since the rigs are the same scale. You can just cut and paste from one ASCII to the other. Although @JCarter426 may need to confirm that no shenanigans are required to compile S_Female03.
  11. It's an override of the two dance anims on the stripper body. You could replace the ones on the female supermodel with those if you wanted, but you can't have both (not without replacing something else).
  12. Why would you want a portrait that looks nothing like the actual in-game character? You might as well just use random photos at that point. Now if it could do textures, then that would be a different matter.
  13. Looking for "traffic" in \resources\art\fx\texture\sky\ should get you some strip textures you can animate via scrolling UVs.
  14. Not sure if it would be required for vanilla, but it looks like the mod could use a bunch more traffic. You might be able to swipe something from TOR. Coruscant, Nar Shaddaa, and Zakuul all have movie-style traffic streams. All the close stuff is 3D, but I think they also have some sprites for distant objects.
  15. Nah, the TOR outfit looks like ass. Not worth the effort.
  16. No it wouldn't. It's only 55K tris, and half of that is probably in the head. The only problem would be getting access to it. I doubt he plans on releasing it for use in a KOTOR mod.
  17. There is no such thing as a "Twi'lek" as far the engine is concerned.
  18. She uses the N_SithComF body. Aside from local overrides for Pause1 and Pause2, it pulls all its anims from the supermodels. The fact that she uses a Twi'lek head is irrelevant.
  19. Yuthura is your only option as far as I am aware of. Unless it's hidden away on a computer terminal somewhere.
  20. Doesn't matter which. N is just the EU version with Media Player stripped out. And no, you don't run the exe. As I said in a previous post, you extract the image from inside. Once you have the VHD, you can use VirtualBox, etc. to create a new VM using it. There's also a KEY file with the VHD that has the volume license key you'll need (it's just a text file).
  21. You didn't get your XP VM set up? nm33aayuth21188_.lip
  22. The bone limit per-mesh is actually 17, but I think MDLEdit still gives a warning at past 16 (fixing it was on bead-v's to-do list). But yeah, that's the reason KOTOR splits out hands/arms from the torso. It also means you can't put use all the face bones on a head unless you cut it in half.
  23. Except for 401DXN (Dxun landing site) and 702KOR (Korriban academy), which directly overwrites the vanilla RIMs.
  24. Yeah that's fine, that's why I posted them. Just add a credit in the description/readme.