DarthParametric

Modders
  • Content Count

    4,626
  • Joined

  • Last visited

  • Days Won

    523

Everything posted by DarthParametric

  1. Not really, other than that most actual conversations are in module-specific DLG files, not the TLK, in terms of the actual structure of a conversation (only the text strings are in the TLK). For that you'd be better off with DLGEditor - http://www.starwarsknights.com/mtools/dlgeditor_232.zip You'll still want the converted TLK if you plan on copying and pasting lines to a guide, but they are not stored in any human-friendly order, so you'll need the DLGEditor in order to have a logical way to peruse the branches of specific conversations.
  2. It's a collection of commandline tools. Assuming you are on Windows, you'll need to run it from a command prompt, AKA a DOS box. Running each tool without arguments will display their built-in help. BioWare TLK to XML converter Usage: tlk2xml [<options>] <input file> [<output file>] -h --help This help text --version Display version information --cp1250 Read TLK strings as Windows CP-1250 --cp1251 Read TLK strings as Windows CP-1251 --cp1252 Read TLK strings as Windows CP-1252 --cp932 Read TLK strings as Windows CP-932 --cp936 Read TLK strings as Windows CP-936 --cp949 Read TLK strings as Windows CP-949 --cp950 Read TLK strings as Windows CP-950 --utf8 Read TLK strings as UTF-8 --utf16le Read TLK strings as little-endian UTF-16 --utf16be Read TLK strings as big-endian UTF-16 --nwn Use Neverwinter Nights encodings --nwn2 Use Neverwinter Nights 2 encodings --kotor Use Knights of the Old Republic encodings --kotor2 Use Knights of the Old Republic II encodings --jade Use Jade Empire encodings --witcher Use The Witcher encodings --dragonage Use Dragon Age encodings --dragonage2 Use Dragon Age II encodings If no output file is given, the output is written to stdout. There is no way to autodetect the encoding of strings in TLK files, so an encoding must be specified. Alternatively, the game this TLK is from can be given, and an appropriate encoding according to that game and the language ID found in the TLK is used. To make your life easier, just download this batch file and drop it into the same folder as the tool and TLK. Double click it and follow the instructions. TLK_to_XML.bat
  3. You can convert it to XML with tlk2xml from Xoreos Tools - https://github.com/xoreos/xoreos-tools/releases
  4. You have to script it. There are examples in vanilla dialogues. I'll see if I can dig one up. Edit: I believe this is the command you need: // 143: Cause the caller to face vTarget void SetFacingPoint(vector vTarget); Perhaps something like: ActionDoCommand(SetFacingPoint(GetPosition(GetObjectByTag("CREATURE_TAG")))); Or a full example from TSL: // a_turnpcatton // This script turns the PC to face Atton. void main() { // Turn PC towards Atton. vector vAtton = GetPosition( OBJECT_SELF ); AssignCommand( GetPCSpeaker(), SetFacingPoint( vAtton ) ); }
  5. I wouldn't say it was a mistake. Rather, its intended function was likely taken over by LEH_Scre02.
  6. That shouldn't have anything to do with me. My understanding is that it is a vanilla bug.
  7. Ah, is it actually a height change? I thought from the thumbnail that it was a gap.
  8. So 106PER I guess. I'll take a look at it when I get the chance.
  9. A gap in the floor? Whereabouts specifically is that?
  10. Stunt modules are just cutscene-specific versions of a given module, although often they will use a custom layout to remove any excess rooms that won't be seen (for example, STUNT_07 is the Ebon Hawk stunt module used during the Taris escape cutscene). TSL does the same thing, they just use the standard level naming convention rather than using the "stunt" label (for example, 352NAR is the Goto's yacht stunt module used for the bounty hunter briefing cutscene).
  11. Someone on /r/gamedev posted this with the caption "UV Mapping Explained", which seems appropriate:

    https://i.imgur.com/1sq2TnN.gifv

  12. That's because that scene uses a stunt module, not the regular Hawk module. That would definitely point to there being some sort of mod issue with the Hawk module. See if you have a ebo_m12aa.mod file in your Modules folder and, if so, attach it.
  13. I believe that AMD has a framerate lock option incorporated into their driver control panel. See if you can find that and set it to 59fps.
  14. It's either covered over with a different set of panels, or they use a completely different model instead. From what I can tell, the turret module the game uses is M12AB, which uses models M12ab_MGT01 through to M12ab_MGT07. All of these models only contain a "modelhook", no geometry of their own. They also have animations, so I gather that is how they handle the enemy fighters. Hook them on to the dummies and then remove them when the game registers a hit with the turret. I guess the turret geometry itself must also be loaded this way, but there are no references in the layout or models themselves.
  15. The only models in either game that reference it are MGF_carthturret and MGF_turlights (the former comprising the majority of the turret window and surrounds, the latter being some additional computer panels), both in K1. Both would appear to be part of the turrent minigame, but I see no reference to them in any layout. Looking at mgf_ebonhawk.lyt, it only references MGF_turretcam. I would guess MGF stands for something like "Mini-Game Fighters".
  16. While that is no doubt why Bioware made him orange for the PC version, he is called green by Rickard at one point, hence the change. There's an alternative solution to the problem, which may be addressed at some point in the future.
  17. I can barely remember what happened yesterday, much less whenever that must have occurred.
  18. It's certainly possible, but I have no plans to port it. This is not a request thread.
  19. View File TOR Ports: Handon's Enhanced Waistline This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 09/20/2018 Category Mods K1R Compatible Yes  
  20. Version 1.0.0

    2,293 downloads

    This mod adds a new fat commoner male model, ported from The Old Republic MMO. It replaces the generic appearance used by Handon Guld on Dantooine, who, judging by the dialogue he is involved with, was originally intended to be an overweight character. Additionally, there are several other changes that have been made to the Calder Nettic murder investigation sequence: Handon now sports an injured idle animation to conform to dialogue mentioning he is holding his injured side Two erroneous fades to black in penultimate dialogue lines have been removed When the player solely accuses either Handon or Rickard, the other will now run off after being given permission to leave rather than standing around Master Bolook has had his appearance changed to a green Twi’lek to match one of Rickard’s lines of dialogue referring to him as a “green-skinned nerfherder” (apparently he was green in the original Xbox version, but was changed to orange for the PC version) N.B. - You will need to load a save prior to entering the Dantooine Grove for the first time in order for this mod to take full effect. Acknowledgements: This mod was inspired by Merkuri22's episode of her "KOTOR 1 Experience" series dealing with this quest Very special thanks to @JCarter426 for writing the custom scripts and doing lots of troubleshooting to get them working correctly Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Original models and textures ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  21. Got something you might want to add @A Future Pilot The vanilla green female Twi'lek has a couple of problems. TSLRCM fixes an issue with the model, but there is still a colour mismatch between the head and body. It seems like Obsidian made a texture fix for it, but forgot to use it and kept appearance.2da pointed at the original K1 version instead. Changing the filename of the fixed texture and popping it in the Override is a simple fix. TSL_Twilek_F_Body_Texture_Fix.7z
  22. Naturally I couldn't work on upgrading Wookiees without also devoting time to their mortal enemy: The textures are mostly still the base untinted brown colour at the moment.