DarthParametric

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Everything posted by DarthParametric

  1. That's because probably at least 75% of issues ultimately boil down to a scripting problem or using a scripting resolution. We'll consider it. We have made other similar changes in the past based on differences in a UTC. Added as issue #284. K1CP is not a restoration mod. It's focus is on fixing bugs and other issues. Unlike TSL, K1 doesn't really need any restoration. Its cut content were almost all due to design decisions, not lack of time or money as was the problem in Obsidian's case. We prefer not to go against developer intent unless there is a good reason.
  2. The meshes in a given model need the tangentspace flag, but the textures also need the appropriate TXI data. The diffuse needs: bumpmaptexture abcdef (replace with NM filename) and the normal map needs: isbumpmap 1 Normal maps can only be a RGBA/DXT5 TPC.
  3. I'm in the process of doing a new K1CP beta test and have documented some additional subtitle issues along the way. I'm not sure whether or not you already have these, but I figured I'd post them just in case. Taris Upper City South Apartments: Janitor's opening line. VO is "I just cleaned those floors" but subtitle is "I just cleaned these floors". Janitor's line about how to get to the Cantina. VO says "It'll take you out to the upper streets" but the subtitle is "It'll take you out to the Upper City streets". Janitor's line on DLG exit. VO says "The building doesn't clean itself, you know" but the subtitle is "This building doesn't clean itself, you know". Taris Lower City Cantina: Spelling mistake in Canderous' line "...I haven't heard about anyone breaking into the military base yet". Subtitle has it spelled "miliarty". Taris Lower City Apartments B: When confronting Selven, her line "No, I'm the one with the blaster pointed at you" ends with "What are you doing here?" but the subtitles say "Now - what are you doing here?". Additionally, when taking bounties in the Taris Lower City Cantina, if you ask Zax for more info about the individual bounties, he tells you he has has already put all the information about each of them in your datapad. But that is clearly not the case. Instead you just get a brief one or two line summary. There's nothing about the whole back story of Selven, for example. I'm not sure if you want to consider fleshing those out with extracts from Zax's lines. Edit: Some additions. Global: Canderous' personal quest line "The exhilaration, the euphoria" when talking about the Basilisk. Says "self-guided projectiles" but the subtitles say "self-guided projectile". Canderous' personal quest line "His strategies and tactics defeated the best of us. Even Mandalore himself was taken aback by the ferocity of his attacks, the tenacity of his defences and the subtleties of his plans." but the subtitles are "Revan's strategies and tactics defeated the best of us. Even Mandalore himself was taken aback by the ferocity, the tenacity and the subtlety of Revan's plans." StrRef 2301. This one is clearly intentional because of a VO snafu. They only recorded the line for a male Revan, so they fudged the subtitles to make it unisex. Taris Davik's Estate: At the end of the initial tour, Canderous says "...we can get the rest of your group off this planet" but the subtitles say "...we can get the rest of your group and get off this planet" If you lie to the Tarisian noble, he says "I'll buzz you" but subtitles say "I'll buzz for you" Tatooine Cantina: Bastila's line in the Helena conversation "I know. Thank you. I'm glad we talked, too" the subtitles say "I know, Mother. Thank you. I'm glad we talked, too"
  4. Unless it's a company hitting them with copyright infringement, I doubt Valve will bother doing anything.
  5. They will typically do a takedown within a few days of a report.
  6. It has been reported by multiple people as I understand it. Unsurprisingly, Valve is not interested in doing anything about it.
  7. I couldn't say. But looking at k_sup_grenade should be instructive for how grenades work.
  8. Traps should just use a Reflex save. If successful you take only 50% damage.
  9. I was more interested in where DLGEditor is pulling the numbers/names from.
  10. That's a smoothing issue. Try the updated version in the Github link to see if that fixes it.
  11. Rather than removing the line, I'd suggest you try setting the speaker for it to dan13_vandar and see what happens. There doesn't appear to be anything notable about the node otherwise that should cause skipping. And check that the file for the line physically exists in \streamwaves\m13aa\vand17\.
  12. That line is perfectly fine.
  13. It would appear these are retextures of the N_JediCounM/F models, and as such they lack the FreeLookHook (since they were never intended to be used by players). Based on a hex comparison, the included models are just straight duplicates of the vanilla models that have been renamed, not custom/edited models. As such, the OdysseyBase names weren't changed, which at the very least likely generates an error log in the game's directory, and may possibly cause issues in some circumstances. The solution is to decompile the models and add the hook nodes (and rename the OdysseyBases at the same time). Since these are just vanilla models, there are no issues with editing/rehosting someone else's content. Try these. I have transplanted the FreeLookHooks (and also the MedalHooks) from the regular PxBIM models. [K1]_Fix_For_DK_Robe_Replacement_FreeLookHook.7z
  14. All body models have a FreeLookHook which is where the 1st person camera attaches to. The body model in that mod either put it in the wrong spot, or possibly it lacks one altogether so the camera just attaches to the HeadHook. Either way, the model would need editing. It's up to the author to fix, or you'll have to do it yourself.
  15. I wouldn't say bugged, given that it was an intentional decision by Oldflash, but yes it is a little undersized when you compare it to the vanilla hilt mesh. But he sized it based on diameter in order to prevent it clipping through the hands. The clipping of the blade planes is due to the positioning, as the hilt is also a little high and the emitter is a little small even for the scale of the rest of the hilt.
  16. You're thinking of KOTOR Tool. MDLOps is a completely standalone model compiler/decompiler.
  17. You can use the existing TSLPatcher exe from 1.7 (nothing has changed on that front), but the public 1.8 repo currently doesn't include any binaries - no compiled scripts, models, textures, modules, etc. Because we don't currently have blanket permissions from the various contributors to host outside Deadly Stream, the public repo only has the config, readmes, and script source. That may change in the future, but for now public access to the full release will only be via Deadly Stream as and when it is updated. Have a look at the comments for the KOTOR Font Tool. That's as good as you are going to get.
  18. It's part of Oldflash's Movie-Style hilts mod - https://www.gamefront.com/games/knights-of-the-old-republic/file/movie-style-replacement-lightsaber-hilts If you just want that hilt, just only use that model and its textures. You'll need to recompile the model in order to use it in TSL. You'll have to use MDLOps v1.0 for that, since MDLEdit chokes on models compiled with ye olde versions of MDLOps, such as this one.
  19. You'll need to do a ClearAllActions on them first. AssignCommand(oTarget, ClearAllActions()); AssignCommand(oTarget, ActionPlayAnimation(1234567, 1.0, -1.0)) You could try something like ANIMATION_LOOPING_PAUSE for 1.0 or something like that.
  20. Yeah you'd ideally want to specify the three animations across three DLG nodes, just like is done in the Hanharr/Mira scene. You could try scripting it, but I suspect that would have problems between each animation. Cobbling it together as a stunt animation would probably be the best bet, since you could adjust the scene exactly to make sure you get proper alignment (unlike what is shown in your Sion screenshot), but that would require 3DS Max shenanigans and static cameras for the entire scene.
  21. Scripting animations in TSL requires adding 10,000 to the ID in animations.2da. So 10460 in the script is animation 460, i.e. Damage_Force_Crush. The 121 in the first line is a constant in nwscript.nss, ANIMATION_FIREFORGET_FORCE_CAST. I'm not exactly sure where the animations in a DLG are pulled from. The second half of the list, the ones that start at 10006 (DEAD) come from dialoganimations.2da, but I don't know what the source of the 1xxx numbered ones is (it doesn't match up with animations.2da). There are also names for ones in the 10xxx range that are starred out in dialoganimations.2da. Perhaps @JCarter426 can chime in with some insight on this. But all that aside, what you have pictured there with Sion/Atton is not the Force Crush animation, those are the Hanharr/Mira cutscene animations. On the supermodels, the animation Atton is using is named CUT026L while the one Sion is using is named CUT022L. Looking at 303mira.dlg, the interesting thing is that Mira's middle looping animation (CUT026L) doesn't have a proper reference. Hanharr uses 1421 LIFT_CHOKE_HOLD but Mira uses 1425 SIT_CHAIR_DRINK. The only three animations on her body model are CUT025 / CUT026L / CUT027 (being picked up, looping in mid-air, being dropped), so it doesn't appear to be an animation override (since sitting in a chair drinking is animation animloop02 on the supermodel). The good news is though that you can script those animations simply by adding 10K to the value shown in DLGEditor, assuming you can't add it directly to the DLG. Using: AssignCommand(oTarget, ActionPlayAnimation(11425, 1.0, -1.0)) will play the same animation Atton is using in your screenshot. But you'll also want to bookend that with being picked up and dropped, assuming you are going for that specific sequence.
  22. I don't know if a DLG will respect anims specified directly on a reply node. I seem to recall in K1 not having any luck with that. But you should be able to script it. Although in both cases the actual node isn't what you see in the pic above, as you haven't chosen it yet. You may actually need to insert some dummy nodes that fire an animation beforehand so they are playing while the player waits to make a choice. Or fire the script on the previous entry with a delay so it starts once the NPC's VO finishes. The Sith Lord power Crush? Edit: Ah, LIFTED_CHOKED.
  23. The textures weren't a fix. The pink was intentional to see if that shows up in the line. A different colour might have been better. As to the model, whoops, forgot to enable the headlink. This should be fixed: <removed> Edit: It doesn't warrant a formal DS release, since this is not a universal problem, but if anyone else needs it, you can find it here - https://github.com/DarthParametric/TSL_Atton_Head_Black_Line_UV_Tweak/releases/latest
  24. Based on the UV layout, It sure seems like the same problem. First step, throw these textures in your Override and see what the line looks like. <removed> After that, you can delete those and then try this model with slightly altered UVs with the vanilla textures. <removed>