DarthParametric

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Everything posted by DarthParametric

  1. There's still a few decades before that comes out, plenty of time.
  2. I'm not sure what you are referring to exactly. The only thing close is that a couple of heads had wrong bone names, so they wouldn't blink and such. And a few cutscene stunt animations got tweaks to address various minor issues, the most notable/extensive being the LS ending ceremony.
  3. I want to replace all three of the swords, so I need to figure out some ideas for the others. I have a vague idea for one based on one of the other TOR swords, probably the vibrosword since it's the only one that doesn't describe the specific shape. It is supposed to glow though, which I'm not sure is practical.
  4. It's already using mycube in the above pics. CM_SpecMap seems like it works a bit better with the existing envmap mask. The normal map is mostly pointless because the primary areas where it is needed don't have enough exposure through the envmap mask.
  5. So I was browsing the TOR subreddit the other day and there was one of those show-off posts where someone posted pics of their various outfits throughout their character's story progression. The thing that really caught me eye was the sword used in one of them. It was new to me, but apparently it was added to the game two years ago - the Ancient Sith Lord's Warblade. I figured it looked pretty cool and might be worth porting, maybe for use as Ajunta Pall's sword, since that is described as having an ebony blade. I did do an initial port of it, but then I realised that the description also mentions that the blade edges are notched. I had a look through the other weapon models to see if they had something like that. There aren't any swords, but the retractable blade from the Zakuulan Exile's blaster (which I made my own version of, back before ports were allowed) looked like it might work. I took that as a starting point, reshaped it into a sword blade and remapped it to fit the Warblade's texture. Then I swiped a hilt and crossguard from one of the other sword models, lopped a few bits off and changed the texture a bit. And here's the result: Still need to do some tweaking of the textures, and of course the envmap is a nightmare as always. Also in hindsight I think I should have duplicated the lower half of the blade instead of stretching it, so that the scallops were more numerous and more pronounced, since it looks more wavy that notched. Not sure if I really want to more or less remake the blade from scratch though.
  6. You might want to look at this if you haven't already - https://deadlystream.com/topic/5992-tpc-compressed-texture-transparency-alpha-blending/
  7. It should be compatible with any mod that does module injection rather than hard overwrites (so mods like NPC Overhaul need to be installed first). Although looking at the config, I note that it's not quite as compatible as it could be regarding Geeda's UTC.
  8. 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).
  9. 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.
  10. 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).
  11. 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.
  12. 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.
  13. 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.
  14. I suspect they did it for pretty much the reason I alluded to in the description. There can be issues trying to interact with objects surrounded by non-walkable terrain. Maybe it was worse on the Xbox/with a controller.
  15. 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  
  16. Version 1.0.1

    18,674 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.
  17. Your issues are almost guaranteed to be due to using Workshop mods. If you are using anything else from the Workshop aside from TSLRCM, your install is likely screwed.
  18. It's just pulling the alpha masks presumably.
  19. They are either side of the back door as you re-enter.
  20. The combined one (English) should be \steamapps\workshop\content\208580\1402798020\ 208580 is TSL's game ID. The following number is the Workshop ID of the specific mod, which you can see in the URL of the mod's page (eg. steamcommunity.com/sharedfiles/filedetails/?id=1402798020).
  21. 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?
  22. 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.
  23. 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.