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Everything posted by DarthParametric
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Zip up g_i_cmbtshot050.uti, spells.2da, and baseitems.2da from your Override and attach it.
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So that log suggests that while baseitems.2da was already present in the Override, spells.2da was not. Did you try deleting the item from your save in KSE, adding the re-installed version, then testing it again in-game?
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I'll need more information than that. Do you have the TSLPatcher install log? Might need to see a copy of your baseitems.2da/spells.2da as well.
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Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)
DarthParametric commented on DarthParametric's file in Mods
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It literally only has two animations - walk and pause (i.e. idle). You'd need to give it combat animations. It also has no hooks for either equipping a weapon, or firing an integrated weapon. In the latter case, it would also need an entry in droiddischarge.2da. Using TSL's C_SenBall as an animation source would be the only practical route. But even then I'm not sure that would work in the manner you seem to want outside of a custom animated cutscene (you wouldn't be deflecting bolts, you'd be smacking it directly with a glowstick).
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K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
That's an interesting trick, the ability to change from a 6'6" guy to a 4' midget. Truly a master of disguise. So what's the problem then? If you are using the Calo model already, you should just be able to script it to play ANIMATION_FIREFORGET_USE_COMPUTER the same as the vanilla scene does. -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
"Disguised" is pretty vague. I am assuming you are just literally using the Calo model, no? In which case it already has the animation. -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
If it's just the Calo animation you want to use, you probably only need to edit the supermodel and animation scale values. You need to be specific about what models you are using in order to explain how to go about it. -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
GMax/Max typically, yes. I'm not sure if Blender can handle animations yet. Depending on your preference, you might be able to get away with doing it just via editing ASCII models in a text editor. However, if you are talking about Canderous that introduces a wrinkle, because he is a large body size, which means animation scaling is required. So what you'll actually want to do is create a new intermediary supermodel with just the animation you want. Then you'd point the P_CandBB model to that as its supermodel instead of S_Female02. Your intermediary supermodel would, in turn, point to S_Female02 as its supermodel. -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
You would need to import the animation onto the model you want to play it and rename it as appropriate. -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
As I said in your previous thread, K1 doesn't work like TSL. You can only script the animations explicitly listed in nwscript.nss - ignore anything in the 2DA. If you want a custom animation you'll either need to use a stunt model specified in the DLG (which I'm surprised Bioware didn't do in the Calo example), or use the same hacky animation name swap trick if you want to script it. -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
Not unless you do the same sort of thing, preferably not using an important animation like usecomp. That's usually why people substitute the dance animation - it's one of the few scriptable animations that is pretty much never needed (unless you are making a Twi'lek stripper cutscene I guess). -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
Per nwscript.nss, animation 113 is ANIMATION_FIREFORGET_USE_COMPUTER. If you look at Calo's model, it has a single animation - usecomp. Seems even Bioware use the dance animation substitution trick (albeit using a different anim). -
Porting the Peragus Mining Droids to K1
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
They need entries added to droiddischarge.2da (as do all droids with integrated weapons). Also, make sure whatever blaster type you equip them with is the NULL variant (i.e. no physical model). -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
That's the byte code - what the actual compiled script looks like to the engine. You can have nwnnsscomp output it I believe (or at least it's an option for scripts that can't be decompiled), and ncsdis from Xoreos Tools will also convert all scripts into byte code. For scripts that can't be decompiled, you can often figure out what it is doing from the byte code and, depending on the complexity, try and recreate it manually. -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
When it actually fails to decompile, the only thing you'll see is a message in the status window down the bottom. -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
It has decompiled it, it is just warning you that its interpretation doesn't match 100% with the original. Generally you can ignore that. You can right click on it and have it show the decompiled code, or just close that tab and say yes when it asks if you want to save it as an NSS. -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
Ah, I thought it included it. Grab it here and copy the exe to the same folder as DeNCS.jar (ignore the included nwscript.nss and use the game-specific versions I mentioned before) - https://web.archive.org/web/20180820120330/http://www.starwarsknights.com/mtools/nwnnsscomp_st.zip -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
You'll want to use DeNCS (requires Java) - https://web.archive.org/web/20180820120330/http://www.starwarsknights.com/mtools/DeNCS.zip You'll need to supply it with a copy of nwscript.nss in the same folder in order for it to work. I would suggest making two folders with separate copies of DeNCS, and have the nwscript.nss for K1 in one, TSL in the other. I have come across the occasional script in K1 that won't decompile when using TSL's nwscript.nss. If you want to follow along with that cutscene specifically, I'd recommend starting with tar03_calo031.dlg as there are multiple different scripts used for the various shots. Btw, if you want different VFX you can browse through nwscript.nss to see what constant is required for the one you want. -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
You can either create a waypoint or use the co-ords directly, whichever takes your fancy. To do the latter: location lBlastPoint = Location(Vector(4.51,48.57,14.57), 0.0); Then you'd apply the effect with something like: effect eExplode = EffectVisualEffect(VFX_FNF_GRENADE_THERMAL_DETONATOR); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lBlastPoint); You should look at the Calo Nord cutscene in Javyar's Cantina (TAR_M03AE). It's quite instructive for this sort of thing. In that scene they also have Calo doing a throw animation and spawn a grenade model on the ground. -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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TOR Ports: Pureblood Sith Male Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
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Dialogue upon entering module
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
I was operating on the assumption that you already had a fully functioning module. But if you are starting from a completely blank slate, then yes, you'll need to add your OnEnter to the ARE. -
Dialogue upon entering module
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Then your OnEnter would probably be something like this, assuming you have an NPC with a DLG attached: void main() { AssignCommand(GetObjectByTag("NPC_TAG_HERE", 0), ActionStartConversation(GetFirstPC(), "", 0, 0, 0, "", "", "", "", "", "")); }