DarthParametric

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Everything posted by DarthParametric

  1. Where are you trying to install it to? Some Steam Workshop directory buried deep under a bunch of sub-directories?
  2. You'll typically also want to set a boolean on the trigger, or destroy it after it has triggered, assuming it is intended to be a one-and-done event. Alternative options include checking the creature or object that is assigned the conversation for a boolean, or checking a global boolean/number, as appropriate. Here's one example: #include "k_inc_utility" int HasNeverTriggered() { int bReturn; if (UT_GetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01) == FALSE) { bReturn = TRUE; UT_SetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01, TRUE); } return bReturn; } void Main() { object oDLGOwner = GetObjectByTag("DLGOwner"); object oEntering = GetEnteringObject(); if (GetIsPC(oEntering) && HasNeverTriggered()) { AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } } You can also cut out the middle-man and just do it like this: void Main() { object oDLGOwner = GetObjectByTag("DLGOwner"); object oEntering = GetEnteringObject(); int SW_PLOT_BOOLEAN_01 = 0; if (GetIsPC(oEntering) && !GetLocalBoolean(OBJECT_SELF, SW_PLOT_BOOLEAN_01)) { SetLocalBoolean(oTarget, OBJECT_SELF, SW_PLOT_BOOLEAN_01); AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } }
  3. TSL allows for upgrades like underlays. There might be some buffs in the upgrades you can't normally use for robes that you could add as base properties. Also look at what the other named robes do for ideas.
  4. Should be a bunch of separate items as I recall. That's why she comes up with that "talk to me if you want to refocus it" crap. They need to destroy the one you have and give you a new one.
  5. They do, I just switched the menu via an ini edit on a LS save to get the screenshot. The player menu will load whatever the appearance of the current "player" is (so should be HK during the droid factory, etc.).
  6. Yeah I'm aware of it. It irks me every time I go through the training sequence. It's not something we'll bother with for 1.8, but you should add an issue for it and maybe we'll deal with it in 1.9. I've never looked at it in sufficient detail to know offhand if it could be alleviated with a simple starting conditional and an added node or two, or whether the whole DLG would need to be rebuilt (which is a serious pain in the ass).
  7. Also DLG editing presumably, assuming you want someone (or something - T3 often gets roped into this sort of thing) to handle the resetting/levelling up item switching in an interactive manner.
  8. Per the description - "Adds extra disguises to the party and interrogation scenes in the Upper City North Apartments."
  9. No, there are no plans to incorporate that into K1CP. However, I did make a mod for that for someone else which you may be interested in - https://github.com/DarthParametric/K1_Taris_Sith_Uniform_Disguise_Extension/releases
  10. Delete the instance of the item from your save with KSE before adding it again after updating any details, including the icon.
  11. I was never working on a head mod, just playing with the textures (or playing with textures other people had already played with). I have no interest in it. There's nothing stopping someone else from doing it.
  12. I would suggest trying to use Blender is going to lead to you not having a very good time. I don't know that the KOTORBlender script is up to the task of exporting animations in the proper format. It's a pain in the ass trying to get Max to do it. Maybe you could get a workable solution with some manual editing of the ASCII, but I'd suggest experimenting with something simple first to see how it goes. Be aware that, generally speaking, you can't just add "new" animations. The game has a hard-coded limit on the specific animations it will accept for combat and so forth. What exactly are you wanting to accomplish?
  13. Looks like the issue is probably due to the item using the Revan's Robes model slot. I have just sent something to @Stormie97 to test out that theory. If it works then a fix should be easy enough to implement.
  14. Just copy any TXI data from the end of the TPC. It is stored as simple ASCII strings.
  15. It's possible, although requires a fair bit of screwing around to mate to the KOTOR heads. I did experiment with a mirrored Arcann mask at one point though: And various other ones. But nothing was ever put into a releasable state fit for public consumption, and I have no time to spare for it at the moment. Maybe over Xmas I'll release a modder's resource pack of models and someone else can deal with turning it into an actual mod.
  16. Got a suggestion for the astromech in the pool room in the Taris Black Vulkar base. The option says that you can reprogram it to move into the pool and self-destruct, yet it requires repair parts. I think a better option would be something like "Jury rig the droid's motivator to force it into the pool, then self-destruct". I think the original line is StrRef 36253 "Program droid to crawl into pool and self destruct. (<CUSTOM44> repair part(s))"
  17. Similar, yes. Interchangeable, no. Models especially must be recompiled for the specific target game.
  18. You can't just chuck K1 stuff into TSL. That's what is causing your crashes.
  19. The walkdist/driveanimwalk changes only affect the player rows, not the party member rows. It's not that causing it.
  20. GMax is a cut down version of Max 4 (circa 2000), and thus lacks a lot of features from even decade-old Max versions. If you can create an academic account then there's no reason not to take advantage of it and grab Max. Smoothing isn't the only issue the Blender script has, so if you plan on any future model work you really have little choice about using Max/GMax, and if you have the option of the former it's a no-brainer.
  21. Creating an academic account requires an EDU email address.
  22. It explicitly says no public distribution, so yeah that's out. I would suggest you get GMax from Turbosquid (free) and use that to fix the smoothing groups. Without a finished I/O script, Blender isn't up to the task of dealing with KOTOR models.
  23. Depends on the nature of the mod and what permissions he prescribed. From the screenshot it just looks like the vanilla model. What's the actual mod?
  24. I don't know how Blender does it, so I can't really help on that front.