Obi Wan Pere

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About Obi Wan Pere

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  1. Thanks for the help and the video, it's the first time I try that. So, the page just accept links and cannot reproduce directly an uploaded video file? -------------- Glad you like it!!
  2. View File (KotOR 1) Speeders "Kitt" style INTRODUCTION At first I just wanted improve the aspect of the dashboard of the Bikes and Speeders. Working with the project I saw an ideal place in the image and thought that It'd be funny add a singular feature to the Speeders that recalls one of the most known cars seen in TV. Here it is. NOTE: There is another different Speeder that I haven't modified yet and I don't remember where is found. The ones modified here are the seen for the first time in Taris. (BTW, the "junk" bikes are not modified, it's just ...junk). INSTALLATION Unzip with 7z the downloaded file. Each vehicle has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/vehicle(s) to your 'KotOR\Override' folder. The files of the "After Before" and "Result" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ----------------------------------------------------- BUGS If you don't see David Hasselhoff jumping into a Speeder, nothing to worry about. ------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. ------------------------------------------------------ THANKS To Deadly Stream (Oh, well... alright, alright... to the Knight Rider as well) ------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. Submitter Obi Wan Pere Submitted 04/06/2021 Category Mods K1R Compatible Yes  
  3. Version 1.0.0

    21 downloads

    INTRODUCTION At first I just wanted improve the aspect of the dashboard of the Bikes and Speeders. Working with the project I saw an ideal place in the image and thought that It'd be funny add a singular feature to the Speeders that recalls one of the most known cars seen in TV. Here it is. NOTE: There is another different Speeder that I haven't modified yet and I don't remember where is found. The ones modified here are the seen for the first time in Taris. (BTW, the "junk" bikes are not modified, it's just ...junk). INSTALLATION Unzip with 7z the downloaded file. Each vehicle has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/vehicle(s) to your 'KotOR\Override' folder. The files of the "After Before" and "Result" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ----------------------------------------------------- BUGS If you don't see David Hasselhoff jumping into a Speeder, nothing to worry about. ------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. ------------------------------------------------------ THANKS To Deadly Stream (Oh, well... alright, alright... to the Knight Rider as well) ------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file.
  4. In my last Playthrough (summer '19) I used it with TSLRCM (v1.8.5) and M4-78 with no problems and I think it was tagged as compatible. Maybe @Malkior forgot update the compatibility tag when updated the page. In the changelog says that is the same version was already uploaded.
  5. @DarthParametric There is a problem in the Endar Spire that I cannot identify. With any NPC used, spawned or loaded from the start, the result is the same, almost all screen in black (while is still cloacked) until the NPC is damaged/decloaked. On contrary, with the first attempt in Taris apartment the thing works. It's hard to see but can be seen the "distorsion" while the NPC is still cloacked. I've installed K1 on another computer and the result is the same.
  6. Hi guys I'm trying to add a (mini) quest in K1. I'm following these threads but I don't get to make it works. https://web.archive.org/web/20121204062653/http://www.lucasforums.com/showthread.php?t=143372 https://web.archive.org/web/20121204063138/http://www.lucasforums.com/showthread.php?t=205386 If I've understood correctly, attaching the Quest to a Dialogue It's not needed activate the Quest via Script but doesn't work. (Or at least doesn't work completely). It's not heared the "Ding" of the warning nor the symbol that has been added a new quest in the upper left corner of the screen but opening the journal the Quest is there but the name and description are "blank". I attach a screenshot of my edited "global.jrl" and the Dialogue, if someone can see any error. In the Dialogue Quest Box/field I've tried with both the number of the Quest Struct and the Quest Tag with the same result.
  7. Glad to know it works with both KotORs!! Thanks for test!!
  8. Ok. I send them you via PM -------------------------- I think I know what happened with the Twilek Jedi aspect. Adding the new Row, really wasn't placed the last of the .2da file. I don't know why but Kotor Tool doesn't let me paste nothing as a new line if before I havent' inserted one (new, empty) ...but doesn't let me insert at the end (as last Row), I've to insert in the space of an existing Row. So the new line inserted it's not the last. It's the penultimate. I thought the number was enough but seems that the order of the lines is important too. I say because I've had to reedit the file for send it but I've let the new Row just below the original one. Ehmmm... just say that I've found Selkath with Lightsabers that I hadn't placed there... Anyway, with the new Row placed the last, the NPC stays with its original aspect.
  9. I'm having a lot of problems. Adding the new Row doesn't work, the NPC appears with the appearance of a Jedi Twilek. The Row label, raised 1, has to be 512 so the total is 513. All that makes me thing if is there a limit of Rows in the 'appearance.2da' as there is a limit in 'Placeables.2da' file. From here and just for test I'm using the original Row for changes. There are 4 columns/fields with the original name: - label - race - modela - texa ('race', 'modela' and 'texa' has the same name, label has a different name) If I just change to the new name the 'label' it doesn't work (NPC appears with its original aspect). If I change 'label' and 'texa' (or 'label' and 'modela', or 'label', 'texa' and 'modela'), same thing, original aspect. If with any combination I change 'race' I get CTD.
  10. @Effix I've made a search in the Source .nss looking for "Holo" if it could exist as Effect "as is" but just found references about Bastila's Holocron. Looking for "Transparency" I've found nothing. I don't know if KotOR uses this Effect (e.g. with Bastila's Holo aspect) or how it's masked/got with other effect(s). My knowledge about scripting is very limited but is possible add an Effect to a NPC via Script. --------------------------- The NPC is wearing its own mask and hood by default. In that case, I still need add a head in the 'head.2da' file? I guess no but I'm not sure. Rewind/remind: - For get the "new" NPC I need add a line in the 'appearence.2da' file. - As I just want to get a new aspect of an existing NPC, 1- I can copy the entire Row of that NPC, 2- Paste the Row as a new one and change the Row Label number (e.g. if the total is 511, set the new Row Label as 512)(I don't know how say in english "add 1 to the total" but the idea is here) 3- And now the doubt, what field(s) have I to change to the new name? just the Label?
  11. Yeah, that is why I said could be related. Thinking about, maybe I have to invert the values given in the tut, where says e.g. 70% of Transparency, in my GIMP version could be 30% of Opacity. I'll try with that. I'm working in a new Module where will appear this NPC and I'd need apply to it the Hologram aspect, so I need retexture it, isn't it? but if I just place the new texture file in the Override folder the NPC always will use the Holo texture along the game. For avoid the NPC use always this texture I created the NPC with its own unique Tag and Template, as a complete new NPC with its own appearence, this is why I thought I have to add the new texture to the appearence.2da file. Maybe I'm wrong. It's the first time I do something like that. (Mmm... I don't know if exists the "Holo" Effect that could be applied via script). -------------- I already had seen this video days ago, before start to try with the GIMP and the Holo texture. I'll check it again. About the backups, sometimes I have to add a number for to have multiple backups of the same file if I'm working on it... The problem is not that, it's if I could broke something in the file unnoticed and keep (and think) that the file is ok and find onward problems without to know where they come from. Tell me I'm too much careful but if I'd have to pilot an airplane, I can make mistakes with the angle of the flaps but I'd preffer to know before that I need extract the landing gear instead landing without it ...just for to learn I was needing it.
  12. Yeah, that's correct. It's mentioned in the text. Maybe I change of idea ...again
  13. Glad you like it!! Thanks!! I haven't installed TSL now and I can't check it. As it's just image files accompanied with its corresponding .txi files for the animation I think it should work but I cannot asure it. I've seen other graphic MODs that work with both KotORs. From here I can just elucubrate about that both games be using the same texture image and use the same file names for the same objects and it'd be a long story. About names you could simply rename them but if are used different texture images, e.g., you could find that the eyes of a NPC are placed in its knees... Anyway, I can asure that I haven't placed an autodestruction device if the KotOR version is not correct, so you always can use these files in K2 and tell us the result. I'm very sorry not be more helpful now. (Btw, my "humor sense", that has its own life, although for different reasons, also apologizes...)