Obi Wan Pere

Members
  • Content Count

    506
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Obi Wan Pere

  1. Glad to know it works with both KotORs!! Thanks for test!!
  2. 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.
  3. 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.
  4. @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?
  5. 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.
  6. Yeah, that's correct. It's mentioned in the text. Maybe I change of idea ...again
  7. 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...)
  8. View File Animated Placeables Pack (KotOR 1) INTRODUCTION Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them. The pack is not complete yet and do not cover all the things you can find along KotOR. I've worked just on some of the Placeables I'm using in my new Module. That means that in the future I could make bigger the pack adding new elements or new improvements. ------------------------------------------------------- NOTE ABOUT THIS MOD If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad. ------------------------------------------------------- The elements included are the Computer Panel (on floor) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time), the Computer Panel (wall), one Desk, the Workbench (the orange one, not yet the blue), the Foot locker and the locker (the Locker and Foot Locker are not animated). The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one. As I'm working on the Endar Spire I've included as well my animated sign of the Broken Doors. ------------------------------------------------------- INSTALLATION Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your 'KotOR\Override' folder. The files of the "After and Before" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ------------------------------------------------------- BUGS If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment. The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs). If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap. ------------------------------------------------------ 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. If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about. ------------------------------------------------------ THANKS To Deadly Stream ------------------------------------------------------ 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. ------------------------------------------------------- FINAL NOTE Made with love and funny to do it. Enjoy it!! Submitter Obi Wan Pere Submitted 02/22/2021 Category Mods K1R Compatible Yes  
  9. Version 0.9.0

    40 downloads

    INTRODUCTION Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them. The pack is not complete yet and do not cover all the things you can find along KotOR. I've worked just on some of the Placeables I'm using in my new Module. That means that in the future I could make bigger the pack adding new elements or new improvements. ------------------------------------------------------- NOTE ABOUT THIS MOD If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second ) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad. ------------------------------------------------------- The elements included are the Computer Panel (on floor) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time), the Computer Panel (wall), one Desk, the Workbench (the orange one, not yet the blue), the Foot locker and the locker (the Locker and Foot Locker are not animated). The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one. As I'm working on the Endar Spire I've included as well my animated sign of the Broken Doors. ------------------------------------------------------- INSTALLATION Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your 'KotOR\Override' folder. The files of the "After and Before" folders are not needed, they're only for to show the results. UNINSTALL Simply remove the files from your Override folder. ------------------------------------------------------- BUGS If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment. The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs). If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap. ------------------------------------------------------ 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. If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about. ------------------------------------------------------ THANKS To Deadly Stream ------------------------------------------------------ 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. ------------------------------------------------------- FINAL NOTE Made with love and funny to do it. Enjoy it!!
  10. Hi guys I'm trying to convert a NPC texture to a holo aspect in KotOR 1. I've downloaded a free version of GIMP (v2.10) but I never used it before and even following this tutorial: http://lucasforumsarchive.com/thread/209758 I get nothing not even acceptable. I'm not sure if I misunderstanding the instructions or what I'm doing wrong. The only one weird thing I've found is that the tut talks about Transparency degree to apply to the layers and in my GIMP version just there is an Opacity slider that I think could be related. Could someone lead me step by step for do it? Aside, when I created the NPC I gave it a new and unique Tag and TempleteResRef name but using this name in the texture it doesn't work, it just works if I use the original texture name with the new texture file. As to use the new texture I have to place it in the Override folder, the NPC always would use this texture along the game and I want use it just in a new Module I'm working on. I don't know but I guess I have to edit the 'appearance.2da' file and add the new texture. Anyone can confirm that? And, editing the .2da, just need I to copy (and paste it as a new one) the row of the original texture, change its label field to my texture name and, of course, the number of the row? I've read some tutorials but, or I missed things or I haven't found exactly what I'm looking for. I don't like to play with the .2da files, above all if I'm not sure what I'm doing and what can be broken later on in game, so, anyone can guide me in this task as well? Thanks in advance
  11. Mmm... Semantic matters? I agree. Perhaps you're beginning to see my point when I ask a clarification (and that I have to make a double interpretation, first from english, after -the most problematic for me- the scripts itself) and that never has been a secret that I have no idea of scripting, keeping in mind that 2 months ago I even didn't know how extract a file and 1 month ago I didn't know what kind of files they are and the function of the .nss/.ncs Anyway, honored to be a Padawan (even if you have to be the Master ...sometimes ). So I'd ask tons of patience and do not cross a line, often very thin. ----------------------------------------- Last night was too late for test in deep and today I've had to let it just after post, so neither. I have no tools for take videos in game and I don't think a screenshot be useful, just say that the graphics are corrupted until the NPC is decloacked. I didn't modify nothing, just renamed and placed the scripts in its slots. It'd hadn't to be related but seeing the video I see the same graphic glitch or very similar at the start (but no all the times). A "dancing" (as the character move) black screen covering almost all the scenario. So let me check if is a problem with the video configuration but I have to recompile again all the thing with these files.
  12. ------------------------------------ Besides, it doesn't work
  13. So I can spawn the NPCs in a Loc I'm sure is out of sight of the PC (and that do not active the combat mode) then apply the Stealth Effect, then make jump the NPCs to the desired Loc? that is the trick? And if it works as it has to do, the NPCs spawn in the desired Loc in Stealth Mode, and when "see/perceive" the PC they enter in Combat Mode (they're hostile from the start) deactivating the Stealth Mode, isn't it? And how apply the Stealth Effect?
  14. For evident esthetic reasons I don't want that the PC be facing the direction where the NPCs spawns (maybe I could try spawning first a smoke cloud in Fu-Manchu style but doesn't match with my idea of Star Wars ) so I've tried forcing the face direction of the PC but it doesn't work. void main() { location lLoc = Location(Vector(29.05,68.0,-1.27), 90.0); { object oPC = GetFirstPC(); AssignCommand(oPC, SetFacing(315.0)); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith03", lLoc); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc); DestroyObject(OBJECT_SELF); } } Besides that makes me think a thing that I had in mind some time ago but I couldn't get it work, that is that the NPCs be spawned (or loaded in the Module) in Stealth Mode, as they are in the Harbinger in TSL. Is it possible?
  15. Yes. I think that is precisely what I read. Just pointing that in the E.S. you have to keep in mind that the cardinal points doesn't match and it can be confusing. ------------------------------------------------------------------------------------------------ If can be useful for people that find the same problem. I've set another Trigger but due its position in the Module I've needed set it as "On Exit" instead "On Enter". Most of times it works fine but I realized that, once inside the area of activation, if I wait some time and a random NPC (in my case a droid walking between its waypoints) gets inside then outside before I do it, the Trigger was not working properly. So I've changed the "Entering" instances of the Spawn Script for "Exiting", and works fine. void main() { object oExiting = GetExitingObject(); location lLoc = Location(Vector(29.35,104.59,-0.07), 270.0); if (GetIsPC(oExiting)) { CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith03", lLoc); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc); DestroyObject(OBJECT_SELF); } } Edit: btw, it's no so simple as <<ah, as it's an "On Exit" Trigger the Script must be "Exiting Object">> although seems so it's no so easy. It's related with how and when the Script gets the Object or/and different/multiple Objects. In this case the "Exiting" form fixed my issue.
  16. Perfect!! I read some time ago that the map orientations can differ from one module to another. Specifically in the Endar Spire's map and its North pointing "Up" (so South is "Down" of the map, bla, bla...), 0.0 is South and, e.g., West is 270.0
  17. Here again with another little question. I'm searching here and there but I've found nothing about. How can I change the orientation of the spawning NPCs? I'm trying changing it in the Location/Vector line of the Spawn Script and I think that the variable is in radians but it doesn't work.
  18. I've found things about Spawn Increment (in 'k_inc_utitility') and spawns the number of (...) (in 'k_inc_dan') but I've been unable to reproduce it in the script I need for to spawn 2 Objects. When my mouse was already looking me terrified fearful to have to learn to fly I tried something by my own. Sure it's not the most accurate manner but it works, even with different Tag Objects, and at least I can use it even if only for tests purposes until I learn to make correctly a script. void main() { object oEntering = GetEnteringObject(); location lLoc = Location(Vector(25.0,81.0,-1.27), 0.0); if (GetIsPC(oEntering)) { CreateObject(OBJECT_TYPE_CREATURE, "trig_test", lLoc); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc); DestroyObject(OBJECT_SELF); } } (I have could not try yet with the transition script).
  19. ---------------------------- Oops!! A doubt reading the instances. Where says "StartNewModule" I guess doesn't mean "Start" and have to run the entire Module again and means that the game engine loads the Module (as was the last time we were there if we have been there already). In fact, my transition must make me come back to a Module that I have already run. In a Playthrough the sequence would be 'Command Module' (end_m01aa) --> Starboard Section (end_m01ab) --> 'My Module' --> Come back Starboard Section (end_m01ab) --> then Taris.
  20. Oh, yeah, I knew that. It's just that I dont' want fight (and sometimes die) every time I warp to the module for to check something... ---------------------- The set of the exit/transition doors of "end_m01aa" module to "end_m01ab" are "end_door11" and "13.utd". Double clicking (or extracting) the files, "11.utd" is the only one with a script attached, "k_pend_door09", but I don't find it in the Kotor Tool-->(module)-->Script Compiled list. ---------------------- I'll check the exemples asap!! THNX again
  21. @DarthParametric I have some troubles to identify by its name useful Scripts that could help me but I'll try again later. By now the idea is spawn the NPCs in pairs with the NPCs close each other. The spawned NPCs are (is) hostile from the start (well, will be, by now just stands there asking what the h... is doing...) and has no attached dialogues but thanks for the warning (if I'm able to remember it) for future talking spawned NPCs. Due the problems building new walls in existing rooms around the exit/transition doors (my first attempt) and adding existing rooms as news (specifically the one with the exit/transition doors)(my second attempt) I have to settle with a (not so attractive as the first attempts) simplest solution. I've placed close to the end door of the passage a Placeable button panel and I've attached a dialog to it. According the choice (use/do not ) this dialog must fire the transition script.
  22. Working!!!!!!!!!!!!!!!!! Thanks!!!!!!!!!!!!! Yes, the Trigger is "On Enter". The PC is alone so the spawned NPC should be the responsible to fire again the Trigger before is destroyed. It's logical but I didn't realized that random NPCs, even the spawned one, could activate the Trigger. Some days ago I had a lot of troubles trying to set the coordinates of the poligon that activates the Trigger so I reused an existing one and I still have to attune these coord. What I mean is that was a problem that, seeing the positions of the Objects, I'm almost sure I would not have seen with the correct coordinates (and it has helped to avoid future headaches). This is the format I used: void main() { object oEntering = GetEnteringObject(); location lLoc = Location(Vector(25.0,81.0,-1.27), 0.0); if (GetIsPC(oEntering)) { CreateObject(OBJECT_TYPE_CREATURE, "trig_test", lLoc); DestroyObject(OBJECT_SELF); } } By now I feel more comfortable if it's not imperative use Booleans. ------------------------------------ Now the doubt. How can I spawn multiple NPCs -with the same tag- with the same Script? Is enough add a different coordinates line? -------------------------------- Ehmm... well... and another question I'm fighting with the last hours. I need make a Script for a Transition Module. I think is needed the "Jump to Location" Script but I don't know how to do it. I guess I need the name of the destination module but I'd need set different entry coordinates instead the usual for that Module. THNX in advance