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Everything posted by DarthParametric
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
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K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
I need to test the version with Juhani present, since this is a DS save so she's dead. And some of the other player reply choice permutations. Once that is done the scene setup/DLG fixes will all be done (the latter of which are for K1CP - see the vanilla scene here), but the holo/monitor side of things may need some further work. And I think I will adjust the timing of the monitor switch so it happens as Mission says "T3's picking up massive power fluctuations on the ship's sensors" rather than right at the start of the previous line where he is beeping. That way it will look like her air typing is actually bringing up the information. -
K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
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K1 Post-Lehon Crash Hologram Musings
DarthParametric replied to DarthParametric's topic in Work In Progress
The crashed Hawk has its own module that's used while you are on Lehon (ebo_m41aa vs the regular ebo_m12aa). That's the only reason I bothered with it, since placeables are out due to the K1 row limit bug, so it was done as room model. That meant altering the layout, and I didn't want to screw with the regular Hawk. For the monitors you could conceivably do the same thing and handle it the same way - the OnEnter checks the current status and plays the appropriate room animation. For the hologram, it plays something like the above videos, then once you repair the hyperdrive it switches to a version that shows a solid green hyperdrive in the hologram (i.e. plays a different room animation). Once you head to the Star Forge you go to a stunt module for the appropriate Dodonna message, and that uses the regular Hawk layout (and different scripts), so the hologram is gone. Regarding Salk's now edited message, there are two different hologram Hawk models used. The first two videos use a more simple Hawk model from TOR (it's one of those mini pets). The third and forth videos uses the actual K1 Hawk, scaled down (thanks to @JCarter426 for saving me the trouble of having to kitbash it). -
Based on a suggestion by @ebmar, I have been fooling around with some holograms for the Ebon Hawk after it crashes onto Lehon. I'm not sure if it will actually amount to anything, but here are some "sketches" that I have been posting in the /r/kotor Discord.
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Hyperspace and Med Bay scripts
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Yeah: object oPCDummy = GetObjectByTag("MEDBAY_PC", 0); object oBedWP = GetObjectByTag("InvisibleLocationMarker", 0); location lBed = GetLocation(oBedWP); int nPCApp = GetAppearanceType(GetEnteringObject()); effect eDisguise = EffectDisguise(nPCApp); oPCDummy = CreateObject(OBJECT_TYPE_CREATURE, "c_medbaypc", lBed); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDisguise, oPCDummy); AssignCommand(oPCDummy, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_PRONE, 1.0, (-1.0))); -
Hyperspace and Med Bay scripts
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Ah, whoops. The room variable is a string, so it needs to be: PlayRoomAnimation("003EBOq", ANIMATION_ROOM_SCRIPTLOOP11); -
Hyperspace and Med Bay scripts
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
The first is easy enough. If you have a look at the SetBackground function in k_inc_hawk, you'll see that hyperspace is Case 10, or in other words room animation scriptloop 11. So in your custom module OnEnter, you can simply set PlayRoomAnimation(003EBOq, ANIMATION_ROOM_SCRIPTLOOP11); The med bay bed is potentially a bit more tricky, due to the finicky nature of walkmeshes. You should be to use the prologue's example as a guide if you simply want to show them already laying on the bed. If you want to actually show them walking in and laying down, that would require a custom stunt animation. -
Well in truth, local strings - be they in DLGs or UTIs, etc. - are probably sufficient in 99% of cases. But if you want to follow best practice then adding strings would be the proper approach. Then if someone ever wanted to translate your strings, all they need to do is alter the append.tlk, not directly edit every file (which, I'm sure you'll agree, is a real pain in the ass in the case of DLGs). As to the how, it's not particularly difficult. Have a read of the PDF that comes with TSLPatcher and it should cover most of what you need to know.
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You need to pick up your copycat game by changing your avatar to a picture of an Exile in a black t-shirt shrugging. It could still have the Mythosaur logo on it. Tsk, tsk. That's what you get for being a dirty local string user and not properly appending new strings to the TLK.
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Changing the animations will affect all other astromechs. Fortunately the generic astromechs use a different model, C_DrdAstro, so physical changes to the T3 model won't affect the others.
- 5 replies
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- custom model
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He had an arc? All I have seen so far is a petulant, emo loser.
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If you are going to jump the shark, go full retard huh?
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So does anyone that uses Steam want to report this idiot uploading a laundry list of other people's TSL mods to the Workshop?
https://steamcommunity.com/id/2CRI/myworkshopfiles/?appid=208580
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It wasn't me that found it. I don't use Steam more than necessary. @Snigaroo mentioned it in the /r/kotor Discord. I figured I'd put the call out here to try and get some traction on getting them taken down (jack all on Valve's part so far though it would seem, unsurprisingly).
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The Steam workshop for Kotor 1 & 2 should just be an empty page with nothing but a URL for Deadlystream anyway.
And ya, thanks for the heads up, DP.
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Well K1 doesn't Workshop support, so it's fine. It's just Aspyr screwing things up by including it is their hackjob of a TSL Mac port, which they also pushed for Windows (unsurprising given apparently it's not even an actual port, just the Windows version in a Wine wrapper).
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I seem to recall we talked about it at one point.
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There will be issues because K1R dumps some stuff in the Override that is module injected in v1.8. It will require a compatibility patch presumably.
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Why NOT to use the Steam Workshop
DarthParametric replied to Snigaroo's topic in General Kotor/TSL Modding
One will override the other/s, certainly, but that is still a workable arrangement in limited circumstances. It's why the majority of other mods on the Workshop are player appearance mods, because as long as you install one after TSLRCM and don't use any others, you won't have any problems, as the overriding files (2DAs, primarily) are based on the versions from TSLRCM. -
Why NOT to use the Steam Workshop
DarthParametric replied to Snigaroo's topic in General Kotor/TSL Modding
No, it is set. Priority is in order of installation, newest first. Not strictly true. As per the above, you can set the load order by what order you install in. Or you could edit the ACF file in the base Workshop folder that defines it. -
It is. Currently only a single NPC uses it though I think, one of the background NPCs in Javyar's cantina on Taris.
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Probably not advisable, but it would need to be tested to determine for sure.
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There are no binaries included in the public repo, just changes.ini and script source. 1.8 is currently in closed beta. A public release is probably at least a month away.