DarthParametric

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Everything posted by DarthParametric

  1. That procedure should work. Post your edited MOD for someone to check.
  2. Well probably best to establish if there is a problem first of all. But assuming there is, you can only have a single head per appearance row, so there's no way to avoid mixing body models using different supermodels if you want that outfit to be wearable (other than a disguise).
  3. Not if it was a full body model as I suggested, where the head is part of the same model. If it is a parts model, like regular clothes/armour, then the head will use whatever supermodel is specified in its model, independent of the body it is attached to.
  4. Hrm, there may be issues then if mixing a head with the vanilla K1 anims with a body with TSL anims. I guess you'll need to test it and see how it goes.
  5. Since she'll need a unique appearance row for this as the DS Grove look (I'm assuming that's the intention anyway), I'd advise changing the names of JC's ported TSL supermodels to something unique (e.g. s_strmjuh_m01, s_strmjuh_f01, etc.) and redirecting the robe model to whatever the renamed equivalent is. Since the head will need to point to them too I would just make it all a single full body model. If you do it that way then you can make it a simple copy and paste option between the too naked and not naked enough versions with no further install requirements. And you won't be overriding the global supermodels which cuts down on potential clashes/incompatibilities, and enduser questions.
  6. Hah, I have to laugh about all those people on Reddit crying about covering her up. If you do want to do an overlaid robe option though, I'd suggest looking at @JCarter426's TSL robes port Cloaked Jedi Robes and grabbing the modder's resource bundle and using that. You should be able to take something like this: and make it work over the top of your existing model, albeit likely with some positional tweaking required. The hooded version is an addition I added for my Dark Jedi Wear Robes mod, which you are free to use as a basis if you wanted a hood option (although you'd have to lop off her top knot and make it a full body model).
  7. No. If you look at the vanilla file, they are commented out, so there was nothing there to begin with. TSL's is the same. Edit: I would advise that you install Notepad++ and grab JCarter's NSS language definitions. That will make reading and editing scripts a whole lot easier.
  8. Yes, a decompiled NCS will never exactly match the original source. That's impossible. The more extensive and complex the code, the greater the difference will be. What you will also be seeing is a heap of stuff from the includes that are only referenced in the source, but have to be pulled in for the binary script. A single function in the original source like GN_DetermineCombatRound(); will probably result in several hundred lines of added code in the decompiled source. Giving the 3rd party script a cursory once-over, it looks like he has completely removed events KOTOR_HENCH_EVENT_ON_PERCEPTION (2002), KOTOR_HENCH_EVENT_ON_COMBAT_ROUND_END (2003), KOTOR_HENCH_EVENT_ON_ATTACKED (2005), and KOTOR_HENCH_EVENT_ON_DAMAGE (2006).
  9. There's always interest. Progress is just gated by the tools so it gets put on the backburner.
  10. Btw by donate I assume you mean buy a premium account? That's all I can see rather than an actual donation option.
  11. Perhaps you should have a more prominent option for people to donate? Maybe some sort of benefits? Cosmetic DLC?
  12. You don't need to decompile most global scripts (like k_ai_master) as their official source can be found in scripts.bif (in KTool BIFs -> scripts.bif -> Script, Source).
  13. Ah, well there you go. I probably should have dug a bit deeper. But the proposed approach may still prove useful for other use cases.
  14. Search for CM_Baremetal.tga/.txi/.tpc in your Override folder. Delete them.
  15. In the same DLG. I'd run it on a prior node though so it is already set beforehand. The logical choice would be whatever the starting node is, or one directly afterwards. Although maybe the tokens are set in the save? The ones in k_con_tokens don't appear to be set every time after all.
  16. Not by default in K1 I don't believe. However, you could script it using a custom token object oPC = GetFirstPC(); int nSex = GetGender(oPC); if (nSex == GENDER_FEMALE) { SetCustomToken(666, "her"); } else { SetCustomToken(666, "him"); } Then your TLK line would be something like I am no longer <CUSTOM666> now. I'm not sure what the upper bound of custom tokens is though. You can check k_con_tokens for vanilla ones. Look like they go up to at least 45, so you'd need to be above that.
  17. Just be aware that only Trimeshes can be Danglymeshes, not skinned meshes. If it is currently part of the head you'll need to split it out to a separate mesh.
  18. The boxes are the constraints for each vertex with a weight greater than zero. You're best to switch to the "scaled by weight" option. You can select a vert or group of verts and hit the "read values" button to see what their individual weights are. You can also weight selected verts with the options in the top half of the tool's panel (the options are similar to skin weights, either relative or absolute). As you can see, only the lower two rows of verts in her topknot have any weighting, so it's almost imperceptible in-game. I would guess that was done to prevent clipping into the back of her head/neck, since there is no collision. With your more vertical hair mesh, you could have more of it with weighting, just probably reduced in magnitude (or dial down the global Flex value in the modifier's base settings) since it is much closer to the back of the head.
  19. KOTORMax has a built-in tool for it, although as I recall it incorrectly sets a minimum weight of 1, whereas your anchor points need a weight of 0 to be static. I don't think there would be any practical way of doing it in Blender. Although it's ultimately just vertex painting, so you might be able paint it in Blender and then export it as an FBX or something to get it in to Max.
  20. Make sure you look at other hair danglymeshes so you can add a bit of life to that topknot. I don't think her vanilla one uses it.
  21. My standard policy is that any time someone asks when something is coming out, I delay it for another 12 months. So thanks for taking the pressure off. See you in 2020.
  22. You'd have to add a CD version registry entry pointing to the GOG install: https://deadlystream.com/topic/4568-kotor-tool-wont-work/?tab=comments#comment-47386
  23. Presumably you were right on the cusp of folder depth with the first one, and the extra length of M4-78 put it over the edge. Google "Windows MAX_PATH" if you want to know more.
  24. Then in that case, where are you installing from? What is the full path of where the installer is located?