DarthParametric

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Everything posted by DarthParametric

  1. Try // 382: Force the action subject to move to lDestination. void ActionForceMoveToLocation(location lDestination, int bRun=FALSE, float fTimeout=30.0f); DelayCommand(3.0, AssignCommand(oCand, ActionForceMoveToLocation(lCandRun, TRUE))); Or you can use a waypoint instead with // 383: Force the action subject to move to oMoveTo. void ActionForceMoveToObject(object oMoveTo, int bRun=FALSE, float fRange=1.0f, float fTimeout=30.0f); object oObject = GetObjectByTag("CREATURE_TAG", 0); object oWP = GetWaypointByTag("WAYPOINT_TAG"); AssignCommand(oObject, ActionForceMoveToObject(oWP, TRUE));
  2. It looks like there's a facing command in the script that jumps the player to the arena. There's also a separate facing script. I'll look at inserting that (or my own script) into the dialogue once I have a fixed version to upload.
  3. Ah, crap, that's a TSLPatcher bug. I thought it was only that it couldn't edit filenames with + and other symbols, but it seems it also completely nukes them when repacking an ERF. That's a problem. @Fair Strides help? Edit: Thanks to @A Future Pilot pointing me to a fixed version of TSLPatcher, this bug should now be resolved in v1.1. For anyone that downloaded the original v1.0 release, I have provided a separate patch that will inject the missing files back into the MOD.
  4. It is set to only copy the MOD file if one doesn't already exist. It will inject the changes into a pre-existing MOD file. As such, the included MOD is not pre-patched.
  5. View File Taris Dueling Arena Adjustment This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO Submitter DarthParametric Submitted 11/18/2018 Category Mods K1R Compatible No  
  6. Version 1.4

    33,884 downloads

    This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO
  7. Pretty much all of it aside from the scripts.
  8. No, disguises work perfectly fine with regular appearances.
  9. Trying out swapping out the terrible crowd sprites in the Taris arena with some from TOR. Also did some remodelling of the "stands" as well, resizing them and adding some glass barriers.
  10. Hypothetically. But only if you are willing to subject yourself to the Windows Store.
  11. No. They were dead anyway. At least now they will live long enough to ship Outer Worlds, and the contract with Take Two should prevent MS from screwing it up. Ditto Wasteland 3 from inXile. Enough deals are in place to prevent either ending up as Win 10 Store exclusives. But all bets are off after that. Both will be churning out exclusives for the Xbone in the future, so whether you are into action console faire determines your take on it. But we weren't getting another KOTOR 2, Mask of the Betrayer, or New Vegas anyway.
  12. No, the only thing that has changed is the description/readme. There is no material difference in M4-78 v1.5 vs 1.3 as far as Korriban goes, so there is nothing new in this mod.
  13. You have the wrong mod. This doesn't have anything to do with M4-78. It's just some model files you dump in the Override folder.
  14. Notepad++ is what you want to use, at least on Windows. Then you can use the Aurora MDL language definition and @JCarter426's NSS language definition.
  15. If your head is a player/party member head, you'll have to do a lot more work to integrate the mask into the model than just fixing the hook due to the way head textures and DS transitions work. Even if it's an NPC, fixing the hook is still probably more advisable. If you already added the hook correctly via editing the ASCII, then all you need to do is load that ACII via KOTORMax and position the hook properly. Typically you'd want to import a mask model, make its OdysseyBase a child of the hook, select the Move tool, switch its co-ord system to Parent, then zero out its position. Now you can select the hook itself and manually move it into the right position, using the mask as a guide. I'd suggest using something like the Verpine Headband (I_Mask_011) rather than a full face mask. Once the hook is positioned, delete all the mask bits and then export the head model. Or you could even just set the co-ord system back to World or View and copy the XYZ values of the hook into your original ASCII.
  16. Steam doesn't include it. GOG has it, but only as a separate "goodies" download I believe.
  17. Ah, just outside the door. The wall panel is DXN_Tmp3. The wall stone inset is TEL_rock02. The side stone floor is OND_fl03. The center floor strip is TEL_rock02.
  18. Interior or exterior? The former is 411DXN, the latter 410DXN. Edit. That would appear to be a reskin. That's not what the vanilla module uses, assuming this is 411DXN.
  19. Might help if you gave the exact location.
  20. I know there was at least one other one doing the rounds years ago on LucasForums. You could check Nexus Mods.
  21. One of the bearded mullet man mods it looks like. You could try the brown option of mine: https://www.darthparametric.com/files/kotor/k1/[K1]_Bearded_Mullet_Man_PMHC04.7z
  22. As I said earlier in the thread: Every time someone asks, I bump it back to the bottom of the list. Ask me again in a year's time.