DarthParametric

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Everything posted by DarthParametric

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. 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.
  9. Then in that case, where are you installing from? What is the full path of where the installer is located?
  10. Where are you trying to install it to? Some Steam Workshop directory buried deep under a bunch of sub-directories?
  11. 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")); } }
  12. 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.
  13. 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.
  14. 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.).
  15. 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).
  16. 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.
  17. Per the description - "Adds extra disguises to the party and interrogation scenes in the Upper City North Apartments."
  18. 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
  19. Delete the instance of the item from your save with KSE before adding it again after updating any details, including the icon.
  20. 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.
  21. 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?
  22. 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.
  23. Just copy any TXI data from the end of the TPC. It is stored as simple ASCII strings.
  24. 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.