-
Content Count
4,568 -
Joined
-
Last visited
-
Days Won
514
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthParametric
-
Problem with Cloaked Jedi Journeyman mod
DarthParametric replied to mackmitchell94's topic in General Kotor/TSL Modding
That would be my fault, since I was that one that modified the training script to accommodate @Stormie97's robes. The issue is that the mod changes the default fake PC that is used for two custom ones (male and female), and, naturally, there is no provision to properly destroy those once they have fulfilled their purpose. An unfortunate oversight on my part. As luck would have it, the script that controls destroying the fake PC can't be decompiled, so resolving that will take a different approach. I've suggested a fix to Stormie to resolve the problem for future users. But fixing that wouldn't help in your case regardless, since the scene has already been completed. As a temporary measure, try extracting the attached into your Override folder and loading a save in the Hawk (or re-entering it from outside). Stormie_Robes_Fake_PC_Temp_Fix.zip -
Revan and Meetra heads ported from SWTOR
DarthParametric replied to Canderis's topic in Mod Requests
I use the 3DS Max import script. There might be a Blender script, I don't know, I don't use Blender. You can try Googling for it. Otherwise Noesis with the TOR Python plugin is probably your only option. -
[SOLVED] Upscaling lightmaps and bumpmaps
DarthParametric replied to Peterburg22's topic in General Kotor/TSL Modding
It's not particularly painful. Grab TGA2TPC, load your TGA, set the export directory, set the compression to DXT5 (make sure your normal map has a solid white alpha), create an appropriate TXI or change the setting to text and paste it in the box. At a minimum you will need isbumpmap 1 If you have modified the diffuse, then it will also need a TXI that includes bumpmaptexture filenamehere that points to the filename of the normal map. -
[SOLVED] Upscaling lightmaps and bumpmaps
DarthParametric replied to Peterburg22's topic in General Kotor/TSL Modding
Due to the way lightmaps are baked, upscaling is unlikely to produce desirable results. You'll almost certainly end up with a lot of nasty artefacts. But yes, for K1 all you need to do is put TGAs in the Override. TSL uses TPC lightmaps, so if you are using TGAs you'll need to create matching TXIs. The engine only supports normal maps in TPC format, specifically RGBA DXT5. Given the fairly poor implementation, there's probably little to be gained trying to upscale them. -
MOD:Diversified Jedi Captives on the Star Forge
DarthParametric replied to DarthParametric's topic in Mod Releases
The dialog.tlk in the base directory. -
MOD:Diversified Jedi Captives on the Star Forge
DarthParametric replied to DarthParametric's topic in Mod Releases
Probably easier to just go into the install folder and delete the TLK in the base directory, the Override directory, and the Modules directory. Then in Steam you can do a local file integrity check and it will redownload the missing files. If you are using an edited exe for widescreen, just make sure to move that outside the game directory first, then you can put it back afterwards (so you won't need to patch it again). -
MOD:Diversified Jedi Captives on the Star Forge
DarthParametric replied to DarthParametric's topic in Mod Releases
I did tell you not to reinstall the mod over the top of itself. Ideally you'd want to nuke the entire install and start over entirely fresh - including deleting all your saves and starting a brand new game. You've not only got the minor Dantooine NPC problem, which on its own would be salvageable with a save edit, but you've also broken placeables.2da which is now suffering from wrap-around due to the row limit bug. That is going to cause problems throughout the entire game. -
Revan and Meetra heads ported from SWTOR
DarthParametric replied to Canderis's topic in Mod Requests
There are probably a few bits and pieces discussed here. You'll need to go to Xentax and read the big TOR threads which discuss what tools you need and how to use them. -
MOD:Diversified Jedi Captives on the Star Forge
DarthParametric replied to DarthParametric's topic in Mod Releases
So the backup is fine, and as far as I can tell this mod should be the last one in the build list that patches the TLK, assuming you followed the suggested install order. So the cause is presumably this mod, but I have no idea how it happened. If you can check what other mod backup folders also contain a dialog.tlk that would be helpful. In the meantime, you can extract the attached into your game's base folder, replacing the broken TLK. Fixed_TLK.7z Edit: The attached file has the added strings from the mod. The backup won't have those, so you are using that then if you click on the captured Jedi the DLGs will report StrRef errors. The attached should prevent that. Because of the placeables.2da row limit bug DO NOT reinstall the mod over the top of itself. -
MOD:Diversified Jedi Captives on the Star Forge
DarthParametric replied to DarthParametric's topic in Mod Releases
Did you keep all the installers and the folders they were extracted to? Any of them that uses TSLPatcher should have a backup folder. Since the strings from this mod have been correctly appended to the end of your TLK, I suspect the problem occurred before it was even installed. This can be ascertained by attaching the backup dialog.tlk from this mod's install folder for me to have a look at. Checking other folders for TLK backups could help pinpoint the root cause, which is why knowing the install order is important. -
MOD:Diversified Jedi Captives on the Star Forge
DarthParametric replied to DarthParametric's topic in Mod Releases
Somehow your TLK has been nuked. Every string has been changed. There are also some other strings related to Twi'lek VO. It is very strange. TSLPatcher cannot directly edit existing TLK strings, only add new ones. This shouldn't be possible, in theory. Please list your OS, a full list of every mod you have installed (and ideally the order they were installed in), and how you went about installing them. For the sake of brevity, it may be better to attach a text file with the mod list. -
MOD:Diversified Jedi Captives on the Star Forge
DarthParametric replied to DarthParametric's topic in Mod Releases
DLG files don't contain any text. It's all in the dialog.tlk file. The mod appends some strings to the end of the TLK. It shouldn't affect anything beyond the specific instances on the Star Forge. Zip up dialog.tlk in the game's base directory and attach it here. -
KOTOR1 - Easy model replacement?
DarthParametric replied to DiscountWanderer's topic in General Kotor/TSL Modding
Edited 2DAs go in the Override folder. If you have mods installed you may have a copy of appearance.2da in there already, in which case you should edit that one. -
KOTOR1 - Easy model replacement?
DarthParametric replied to DiscountWanderer's topic in General Kotor/TSL Modding
You'd need to edit the normalhead reference in her appearance.2da row. The number is the row ID in heads.2da. Her default value is 5, which points to P_JuhaniH. If you wanted to switch it to a Twi'lek you could use values of 61 (twilek_f), 63 (twilek_f02), or 65 (twilek_f03). You'd probably also want to replace her portrait, po_pjuhani. -
My "Play'MULTI-MOD'through"
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Unless you are specifically intending to edit global files, you should never put anything in TSL's Override folder. Obsidian reused resrefs throughout modules, meaning even objects that are per-module unique will likely share a resref with a completely unrelated object in another module. And often across multiple modules. Unlike K1, module injection is typically a necessity for most TSL mods.- 116 replies
-
- tslrcm
- compatibility
-
(and 3 more)
Tagged with:
-
My "Play'MULTI-MOD'through"
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Your mod throws a generic UTP into the Override. That will replace all instances throughout the game. There are likely dozens, if not more. You need to create your own new custom container, or find an existing unique container to spawn your items into, or use various scripting options to do a one-time spawn into a generic container in the desired module.- 116 replies
-
- 2
-
- tslrcm
- compatibility
-
(and 3 more)
Tagged with:
-
Using void DuplicateHeadAppearance(object oidCreatureToChange, object oidCreatureToMatch); You'd need to create two dummy UTCs, one male, one female, each equipped with the glass and null blaster and with the Proficiency All feat. Then under a fade to black you'd jump the PC somewhere out of sight and spawn in the fake of the appropriate sex, clone the PC's head onto it and duplicate their equipped armour/robes/clothes. The meat of your script could look something like this: object oPC = GetFirstPC(); object oFakePC; object oBodyItem = GetItemInSlot(INVENTORY_SLOT_BODY, oPC); location lSpawnPoint = Location(Vector(1.1,2.2,3.3), 0.0); if (GetGender(oPC) == GENDER_FEMALE) { oFakePC = CreateObject(OBJECT_TYPE_CREATURE, "FAKE_PC_TEMPLATE_FEMALE", lSpawnPoint, FALSE); } else { oFakePC = CreateObject(OBJECT_TYPE_CREATURE, "FAKE_PC_TEMPLATE_MALE", lSpawnPoint, FALSE); } if (GetIsObjectValid(oBodyItem)) { object oNewOutfit = CreateItemOnObject(GetTag(oBodyItem), oFakePC, 1); AssignCommand(oFakePC, ActionEquipItem(oNewOutfit, INVENTORY_SLOT_BODY, TRUE)); } DuplicateHeadAppearance(oFakePC, oPC); Then once that scene is done, under another fade to black you destroy the fake PC and jump the real PC back into position. Obviously this only works for pure cutscenes. You can't do it for a conversation requiring PC responses (at least during this part of it).
-
You'd only need the glass, since the other one is just a null object to allow dual wielding. But a stunt anim, even if used for a single node, would require static cameras for the entire scene. Any shots with dynamic cameras freak out if you use a stunt anim anywhere in the convo based on my prior experiments. And of course someone would actually have to make the stunt anim.
-
I'd just go with the clone option. Although regarding the saber being ignited, you can use the SetLightsaberPowered function to override it. Just make sure you disable it straight afterwards or their saber/s will be stuck off permanently.
-
For the latter, none of the functions for giving/creating/taking/destroying items on a player have any feedback suppression options. But you could try this perhaps: // 763. SuppressStatusSummaryEntry // This will prevent the next n entries that should have shown up in the status summary // from being added // This will not add on to any existing summary suppressions, but rather replace it. So // to clear the supression system pass 0 as the entry value void SuppressStatusSummaryEntry(int nNumEntries = 1); You probably also want to spawn a couple of invisible placeables which you can use to store the values of any equipped weapons so you can re-equip the player afterwards. If you need an example, you can check out what K1CP did to hide the player's weapons during the Taris swoop platform cutscenes, scripts k_ptar_playermec, k_ptar_swoop0, k_ptar_swoopnew, k_ptar_brejikatk. Your other option is to create a stunt player that duplicates the player's appearance. Hide the PC offscreen and have the stunt player do the drinking scene.
-
Judging by Bastila's face, you need to dampen (or just remove) the transforms for the brow bones.
-
Here's an FBX of the animation scaled to the female rig if that is of use @Alvar007. Although I suspect the rig will be of more use than the anim itself, due to it being baked out to a zillion keyframes. I guess you'll need to retarget the source anim? Alvar007_Drinking_Anim_Female_Scaled.FBX
-
It would require a female version of the anim.
-
OK, thanks to @JCarter426 sharing his dark secrets, I think this should work. Start by pasting fresh copies of JC's supermodels into the Override to make sure you've cleaned out the old broken junk. Then try this. K1_Standing_Drinker_Stunt_Model_Edit_Alvar007_Version_TSL_Robes_v3.7z
-
- 31 comments