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Everything posted by DarthParametric
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[KotOR] Help with adding a sleeping (prone) NPC
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Creatures can only spawn where there is a walkable walkmesh. Placeable beds will have nonwalkable walkmeshes (to prevent you clipping into them). If this is TSL, your best bet would be to create a new placeable that uses a full body model creature. You don't want to do this in K1 for a publicly released mod because of the placeables.2da row limit. -
Ah, so that was your doing. I wondered why that suddenly happened seemingly out of nowhere. I pray the deal gets altered further.
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If the IDs were starred out I would guess that is what is causing grief. Never do that.
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Yeah, that's it. Personally I'm all for an open season policy, or at the very least other Star Wars games, but the powers that be have deemed that verboten. Thus porting something from Overwatch is a good way to get yourself banned no doubt. If you have a problem with it, you'll have to take it up with dark overlord @Tyvokka.
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The Key Ops tool is the one you want for what you want to do. You need to select everything in the scene before activating it, then when the window pops up hit the Auto button in the mapping section. This sets the source and target nodes to the same. Then in the top panel you simply set the operation type to Move, and on the righthand side input the frame range and the target frame you want the new range to start at. Note that this will overwrite any existing keys in the target frame range, so make sure it is empty. Also make sure you adjust the new frame range in the OdysseyBase's animation list, or they won't be exported. Edit: I just realised you meant adjust the position value, not the physical position of the keys on the timeline. Whoops. Depending on how complex the animation is, it might be easier to just edit the ASCII. Can you provide more specific info?
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The IDs were starred out? Or just the rest of the row? The latter should be irrelevant.
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Yeah there's basically a row limit beyond which the engine will wrap around back to the beginning of the file. I had thought the appearance.2da limit was higher than that, but it wouldn't surprise me. Bioware only needed to account for their required vanilla row count after all. Obsidian addressed this in TSL (although I'm not sure how far they raised the limit), but you are out of luck for K1.
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You can either transplant the hair mesh node/s from the mod's model to my model, or transplant the head mesh node from my model to the mod's model. Should work either way.
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Ah, the second one adds a mullet. No, there is no alternative solution, since the model skin weights need editing. You'll need to contact the author of the second mod and advise them to fix it themselves, or choose between fixed deformation or changed hairdo. You could fix it yourself if you know what you are doing, but it would require either editing the model in Max/GMax, or possibly doing some swapping of nodes in an ASCII model.
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The model has some bad deformation. It's nothing to do with mods, it's a base game issue. This will be fixed in the next version of the K1 Community Patch, but for now you can download a fixed model from this post.
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K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
Yeah it might be possible to move her in the previous wide shot perhaps. But while she would be masked better in that angle, the problem is still the same. Namely that there is no sufficient animation to get her from her starting point to where she needs to end up. Hence why I was doing it offscreen. Edit: This needs some further adjustment, but how does this strike you as a general concept @bead-v? -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
I altered that shot because I moved Dodonna in all subsequent shots, and reframing the Vandar shot was the most expedient solution to hiding that change (since you see where she ends up in the vanilla Vandar shot). I'm not super thrilled with the end result myself, but there's only so much I can do with the available assets. Here is a shot-by-shot breakdown of the changes. https://imgur.com/a/bgVV92z -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
So not exactly what I was originally intending, but I have been cleaning up the Light Side ending for inclusion in K1CP. Here's where it is at (note that the skybox is one of @Kexikus 's mods, the robes @JCarter426's and are not part of the changes): And for anyone needing a reminder, this is the vanilla cutscene: -
Saucy. Makes me want to port some of TOR's Lehon props and textures, as I think that is some of the best looking stuff they ever did.
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Not quite. It just means it will also attack anyone flagged as STANDARD_FACTION_HOSTILE_1 in addition to the usual friendly factions. Combatants won't attack members of their own faction. A good example is the Dark Side ending to the Sandral-Matale Feud quest, where the two sets of droids are set to HOSTILE_1 and HOSTILE_2 so that they attack each other and the player.
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The head model itself specifies the base texture per-mesh. If you are recompiling it with MDLEdit, opening the texture list and double clicking the name should allow you to rename it.
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Like most modern AAA games, TOR uses Wwise to store its audio, both VO and music.
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/r/KOTOR Subscriber Survey, Deadlystream, and Modding in the Community
DarthParametric replied to Snigaroo's topic in News
Tsk, tsk, look at all those Steam users. It's good news for @Effix though I guess, since it seems like about 75% of the mods on the Workshop are by him. That must more or less make him the most popular modder by user/download count outside the TSLRCM crew. It's not surprising that the Nexus remains popular, despite being even more barren now after losing all the stolen Gamefront files. Aside from sheer inertia and mindshare of the site itself, I think the average user just wants the convenience of something like the Nexus Mod Manager (or "Vortex" now I guess). It's why the Workshop is so popular. It's easy and requires little effort on their part. Maybe @Tyvokka should put some Deadly Stream ads on the Nexus. I'm sure Dark0ne wouldn't object at all. -
K1: Map notes - Add/Remove/Edit
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Edit the GIT in KGFF. Edit: Actually, there's this: // 386: Set whether oMapPin is enabled. // - oMapPin // - nEnabled: 0=Off, 1=On void SetMapPinEnabled(object oMapPin, int nEnabled); I suppose it's the Waypoint's tag? I guess someone needs to try it in-game.