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Everything posted by DarthParametric
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That feeling when you discover that one of your sever hosts has apparently just vanished into the ether, taking ~10 years of SVN databases with it (and your last remote backup is several months old).
Merry Christmas indeed.....
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Nah. Although that would have been the preferred case if I had to pick one.
I have local backups in either case, so it's not the end of the world, just annoying.
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Get ncsdecomp working properly and you'll be our new best friend.
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
The game needs per-module LIP files for lip sync. Since Selkath use one of the generic fake alien VOs, it should be easy enough to take existing LIP files from one of the Manaan modules and create a new XYZ_loc.mod in the lips folder that matches your module name. As to the animations, all the creature/monster anims will need to be renamed to their human version equivalents. Some of them should be easy, since they will probably just have CR in front of the same name, but the combat ones will likely be completely different. Since you want to do new anims, this might be a good opportunity for you, since, as you have probably noticed, Selkath lack most of the anims regular humanoids have, so they can't use anything but basic blaster pistol or unarmed attack anims. If you want to make 20 or 30 custom combat anims, then the Fighting Selkath idea could turn into a proper actual thing. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
My guess would be that this is probably due to hard-coded animation settings tied to its model type, as specified in appearance.2da. They are using creature/monster animations, for which there is presumably no provision for anything beyond the basic talk animation. You could try changing the modeltype value for the main Selkath NPC rows, (Alien_Selkath_01/02/03, rows 40, 259, 260) from L to F and see what happens. I'm not sure if that will work, and it will presumably break most of their other anims, at least the creature ones anyway, but one hurdle at a time. -
Default Player Character names?
DarthParametric replied to JayDominus's topic in General Kotor/TSL Modding
It's hardcoded. There's an inbuilt generator that uses name fragments that is part of the exe itself.- 1 reply
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I would suggest DeNCS is the most in need of a replacement, since it chokes on a number of scripts. You should start by looking at what progress Xoreos has made on their decompiler (along with other tools for the various Odyssey formats) - https://github.com/xoreos/xoreos-tools
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
Never overwrite the MOD files manually. That will break your game. Skipping pre-existing ones is intended behaviour. TSLPatcher will inject the changes to the existing one. If you have been doing that, then yes, you probably will have to not only restart, but scrap everything and start with a clean install. -
wiki [K1/TSL] RandomAccessMemory
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
A good example of why you'd want to use the K1CP code rather than the above is when Bastila is removed during the early part of Dantooine. If you try to get a non-player party member there, you can inadvertently grab her, and accidentally move her out of position. JC added code to prevent that, after I ran into that very problem with an earlier version of the party herding functions.- 46 replies
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wiki [K1/TSL] RandomAccessMemory
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
I think you'd be better off lifting the party member code from K1CP. It has greater control.- 46 replies
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Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
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No, it's just outside the scope of K1CP. You can see if some of my earlier WIP stuff, like the LS ending cutscene, that I was using JC's TSL robes and there were no issues (beyond any stunt models not having animations for TSL's extra bones).
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Steam will let you create a new Library that you can install games to wherever you want. Open up Steam, in the menus up on the top left go to Steam -> Settings -> Downloads. Click the Steam Library Folders button up the top. Click the Add Library Folder button and choose or create a new folder somewhere. Now go to the main Library game listing and right click on KOTOR on the list on the left. Choose Properties -> Local Files -> Move Install Folder, select your new library from the drop-down list, then click the Move Folder button.
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- 305 comments
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Help with lightsaber sounds
DarthParametric replied to Datrussian's topic in General Kotor/TSL Modding
Should be possible, since you want it for an NPC and not the player, so you don't have to deal with it being upgradable, which might otherwise throw a spanner in the works. -
Help with lightsaber sounds
DarthParametric replied to Datrussian's topic in General Kotor/TSL Modding
The saber on/off sounds are defined by the item type. So by default, all sabers use the same sound. The only way to have unique sounds for a given saber is to create an all new item type in baseitems.2da. -
Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
I'd suggest using the human TALK_FORCEFUL, which is tlkforce in S_Male02, as a guide. -
graphics [Query] Blending_xx Rendering "Issue"
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
If it's the same issue as ebmar posted when sabers are are not properly occluding other objects then that's just an inherent render order issue the engine has that affects both games. Likely a deliberate move on Bioware's part, as JC pointed out.- 13 replies
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graphics [Query] Blending_xx Rendering "Issue"
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
This thread was about an issue in K1, so it has nothing to do with Aspyr's adjustments to TSL. If you are talking specifically about the hilt issue, no, that was never fixed (and is only fixable by Aspyr, so it is never going to be fixed).- 13 replies
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Backstory and Roleplaying Enhancement Mod Wish/Idea
DarthParametric replied to SeaBee's topic in Mod Requests
That's the entire point. As Bastila herself tells you right afterward. She wasn't interested in your answers, she was interested in how you answered. The other responses are needed because of this.- 9 replies
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
You'd have to talk to @Salk about that. I got the impression that there were some DLGs that called it. -
[K1 & TSL] Fix Ebon Hawk shader and UVW issues
DarthParametric replied to Sith Holocron's topic in Mod Requests
Yes. The lightmap is 003EBOp_lm0 and the specific mesh is Object191 in 003EBOp. Rather than editing the lightmap itself, it's usually better to adjust the lightmap UVs of the specific mesh with issues. Edit: Something like this would probably work: I don't believe bead-v made any adjustments to this particular model in the TSL Ebon Hawk fixes mod, so it should be compatible with that at least. We'll probably add this to K2CP when we get around to updating that in 2023. But in the meantime try this: [TSL]_003ebop_LM_Adjustment.7z -
Modifying all ready existing TLK entries [TSL]
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Sure, you can append new ones and edit any relevant entries to point to them instead. Might be more work. And depending on what, specifically, you are editing, it might actually be less compatible than the hard TLK overwrite.