DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. Judging by Bastila's face, you need to dampen (or just remove) the transforms for the brow bones.
  4. 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
  5. It would require a female version of the anim.
  6. 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
  7. Start by attaching the installlog file generated in the same folder the installer is in.
  8. It was using your modder's resource binary model as the source. @Salk try the revised attachment above.
  9. Hrm. Try this and see if there is any change. If not, there could be something going on with playing it in a conversation. I was only expecting it to be played by background NPCs that loop it and nothing else.
  10. Maybe make a superdupermodel that sits above S_Male01. Although you'd still have the need for compatibility patches if multiple people were releasing different versions of that.
  11. The glass is available in the prior downloads both Alvar007 and I provided. Take your pick. You'll need to equip a null weapon in the right hand, since the glass needs to be equipped in the left hand. I'd make sure that they also have the Proficiency All feat.
  12. After removing the position keys for the mouth (f_rmc_g/f_lmc_g/f_Rlm_g/f_Llm_g/f_um_g) @Salk: Here are the supermodels, vanilla and @JCarter426's TSL robes versions (via the modder's resource). Both include two copies of the animation. The first is named WELD so that it can be scripted for creatures using ANIMATION_LOOPING_WELD, and the second is named ANIMLOOP04 so it can be scripted for placeables (i.e. how existing cantina patrons are done) using ANIMATION_PLACEABLE_ANIMLOOP04. Obviously the TSL robes-compatible version will not have any support for the added TSL bones, since they don't exist in the K1 rig it was created for. @Alvar007: For future KOTOR work you will want to look at changing your scale/unit settings in Blender (and/or Maya if you are also using that). I had to scale up the model by 1,000%, which is kind of a headache when dealing with animated meshes. KOTORMax does not like exporting transformed objects. Regarding exporting FBXs from Max, select the trimeshes, go to Animation -> Bone Tools and enable the Bone On checkbox. They should then be converted to regular bones in the FBX. Edit: Wait, you wanted to go the other way, from FBX back to MDL. As I said above, scaling added some extra wrinkles, but the basic procedure is to create a new OdysseyBase (since the original will be converted to a null/dummy), link everything to that, set the animation name, frame numbers, etc. in its Animation panel, export. Then you can just copy and paste the anim block from the ASCII to a copy of the original model. K1_Standing_Drinker_Stunt_Model_Edit_Alvar007_Version.7z
  13. My test stuntman is very happy with the results.
  14. I'd expect that to be a Blender issue rather than a model one. There are plenty of longer anims in stunt models. There are existing supermodel anims longer than your anim's 11 seconds (I think one of the Pause anims is like 16 secs long). If you can export a longer version as an FBX I can convert it in Max and see how it goes.
  15. This compiles, but you'll need to edit the placeholder StrRefs to their proper values. k_pkor_pillar01.nss
  16. Ah, custom string tokens, I forgot about those. You could try using the GetStringByStrRef function: // 239: Get a string from the talk table using nStrRef. string GetStringByStrRef(int nStrRef); So the amended script would look something like: case 13: string1 = GetStringByStrRef(123456); break; You'd presumably want to use TSLPatcher to add the new strings via an append.tlk and then have it dynamically inject the StrRefs into the script source via memory tokens and compile it during the install. The TSLPatcher manual covers all this. It's actually odd that they didn't do something like that themselves, since the game was multilingual from the start (that's the entire point of the TLK setup).
  17. Have what? This is not an enduser/player resource. It's an animation for static NPCs. Unless you are creating your own mods there's nothing to be had.
  18. What script is that? That is not a script function that I am aware of.
  19. But you'd have to stop modding K1 and actually play TSL first to get any use out of it.
  20. Nice work. I'd probably pad the length a bit to space out the swills a bit. @Alvar007 I exported the one I was working on as an FBX if that helps you look at it in Blender or wherever. Although that version I tried to merge in the pelvis/leg movement from one of the idle anims, which resulted in some foot sliding. K1_Standing_Drinker_Stunt_Model_Edit.7z
  21. The Ebon Hawk pretty much does what you are talking about. It swaps out the current skybox mesh based on what planet you are on. It's usually handled by globals (K_CURRENT_PLANET I think), but in the case of the landing on Lehon they use a separate module, so it's pretty simple. Looking at the regular (ebo_m12aa) Hawk's OnEnter, k_pebo_skybox, would be more informative. Or actually, since it is literally just #include "k_inc_stunt" void main() { ST_SetEbonHawkSkyBox(); } looking at ST_SetEbonHawkSkyBox in k_inc_stunt should give you a guideline to follow.
  22. No, you can't dynamically change the LYT. What you could do though is animate the skybox change, which would let you do it all in the same module.
  23. You'd need a custom skybox model, but otherwise that's just a LYT edit that uses the Module A layout for everything else. As to NPC placement, that's just GIT editing. You can see exactly this sort of thing being used in the vanilla games where they use stunt modules that are just reused bits of full modules.
  24. You'd need to edit appearance.2da and change the clothing model/texture assignments (modelb/texb) in their specific added rows.