bead-v

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Everything posted by bead-v

  1. If you open the binary file in mdledit, you can edit the textures by using the Edit → Textures... feature. It will take care of problems like the new texture name being longer or shorter than the previous one...
  2. This worked for me: void main() { object oPC = GetFirstPC(); object oCarth = GetObjectByTag("carth"); AssignCommand(oPC, ClearAllActions()); location lPC = Location(Vector(86.3,147.0,0.0), 0.0); location lCarth = Location(Vector(85.9,145.6,0.0), 0.0); AssignCommand(oCarth, ActionForceMoveToLocation(lCarth, FALSE)); DelayCommand(1.0, AssignCommand(oPC, ActionForceMoveToLocation(lPC, FALSE))); }
  3. Have you also tried changing the location? If they are too close Carth may interrupt the PC's movement. So another thing you can try is putting a delay on the PC. DelayCommand(2.0, AssignCommand(oPC, ActionMoveToLocation(lPC, FALSE)));
  4. Here are some things you can try: 1. Add AssignCommand(oPC, ClearAllActions()); before moving the PC. 2. Add SetCommandable(oPC, TRUE); before moving the PC. 3. Use ActionForceMoveToLocation() instead of ActionMoveToLocation(). 4. Use a different location.
  5. Donc il n'y a que Carth qui bouge c'est ça ? Parce que t'avais dit avant que ça fonctionnait ...
  6. It bitches if there are more than 18 (though the error message still says 16, fixed now for next release). Since there is space in the mdl it can be safely compiled and decompiled with 18 bones, but tests have shown that 17 is the effective maximum. IIRC, the issue JC had with Handmaiden's shoulder (right handed vs left handed UVs) still persists, but I think it should work in most more general cases.
  7. I do not know exactly, but somehow you're supposed to mark edges as sharp/hard (ie. there will be no smoothing across these). Kotorblender should then translate this to smoothing groups on export. The _g meshes are the bones yes. I don't think you need to move them, but then I've never done something like this. I'd say don't moved them if possible. In most cases the animations are on the supermodels (s_male01, s_male02, s_female01, s_female02, s_female03), the bones are matched based both on their hierarchy and their names, so do not change that. The hierarchy matters for some things like alpha transparency (DarthParametric could tell you more about that), but I don't see any problem with having the hair as the child of the head. Although as far as I know, vanilla models are not structured this way, so maybe just stick to the usual design unless you actually need to change it. I do not have an answer to this one, sorry!
  8. You did everything right, except that Carth's tag is not "p_carth", it's "carth". You can check a creature's tag by opening their .utc with either kotor tool or a GFF editor. Also, it is useful for debugging to check whether your script is running, you can do this by writing: SendMessageToPC(GetFirstPC(), "Script is running!"); You should get the message to your Feedback window. If you do, it means the problem is not with running the script, so something must be wrong with the script if you are not seeing the result you want. Bonne chance
  9. 1. You should be using kotorblender, not neverblender. 2. If kotorblender/neverblender/kotormax doesn't allow it to be exported there may be something wrong with how your model is set up, which may have nothing to do with the conversion process.
  10. That model file is not in the correct format for the tools to process. It starts with "IDPO", which seems to be the binary MDL format for the Quake engine. All the tools for KOTOR (mdledit, mdlops, kotormax, kotorblender) are designed to work only with the Odyssey (ie. KOTOR) binary MDL and ascii MDL (basically a text file) formats, so it's no wonder you get all sorts of problems by passing the file through them. You will need to find a way to get your head model into max or blender first, then export with kotormax/kotorblender to get the ascii MDL, then convert that to binary MDL with mdledit/mdlops.
  11. Stumbled upon this by chance: https://www.gamesradar.com/uk/a-star-wars-knights-of-the-old-republic-sequel-is-reportedly-in-the-works-at-ea/ I have a bad feeling about this...
  12. Search the forums next time before you post?
  13. Thanks for reporting that! It's because those scenes use the same scripts (and so do Sion's scenes at least on Malachor and possibly elsewhere, it would have broken them to). I was supposed to use the TSLPatcher to install them but I wasn't thinking, sorry! Anyway, this will happen with both versions of the mod. If anyone else is experiencing this, your options are: put the files into the override folder only after Sion's kolto tank scene and remove them after you escape the Harbinger OR remove the files and install v1.1 that will use the TSLPatcher and be up very soon! EDIT: The mod is updated! Sorry for the inconvenience!
  14. I think giving the named Quarrens unique appearances would already be a big improvement. Maybe what is needed more are Quarrens in non-exhange-boss roles. Who's the fourth named Quarren btw? Besides Slusk, Saquesh and Visquis ...
  15. Yeah, thought about that and tried it too. In the end I opted for a single-bladed lightsaber for the release version, but you can always take the .uti of a double-bladed one, stick it in the override as "lsbkresion.uti" and it will work. Yes.
  16. View File Kreia's Lightsaber / Long sword This mod modifies the scene on the Harbinger where Kreia leaves the party to face Darth Sion. There are two versions of the mod. In the Lightsaber option, Kreia will pull out a lightsaber instead of a vibroblade (a green single-bladed lightsaber by default) and will face Sion with that. After he cuts her hand off, the lightsaber is not seen again. If you want her to use a different lightsaber, copy the .uti file of the lightsaber you want, name it lsbkresion.uti and replace the one in the override folder. In the Long sword option, there will be a Republic Officer corpse near Kreia. Kreia will now pick up a Long sword from the corpse and use it to fight Sion. It could also have been a vibroblade, but I liked the Long sword better. (In this case it is not possible to change the sword, because it is baked in the corpse placeable model. I tried to do it using a character model and an equipped item, but it is impossible to control the creature's death animation if they are dead and it is impossible to make a creature non-selectable when they're not dead and are just using a death animation.) In addition, both versions of the mod give all of Kreia's weapons to the player as she leaves the party. The cameras have not been adjusted in any way. I tried to refrain from editing .dlg and .git files to keep this mod compatible with other mods editing this scene. I may address such issues in a future mod. Installation: Run TSLPatcher.exe. Uninstallation: (1) Use the 153har.mod file in the backup folder to replace the existing one in the Modules folder inside the game folder. (2) Delete lsbkresion.uti from the override folder (Lightsaber version only). If you installed mods after this one that affected the 153har.mod, this will undo their changes. To prevent this, you may use ERFedit to manually edit the existing 153har.mod instead of replacing it. Extract the following files from the backup 153har.mod, then add them to the 153har.mod in use: 153har.are (Long Sword version only) a_sioncut.ncs a_sioncut2.ncs Additionally delete the following files (Long Sword version only): k_153har_enter.ncs plc_rsldcrps.mdl plc_rsldcrps.mdx plc_rsldcrps.pwk plc_rsldcrpssw.utp This will remove this mod while preserving changes to any other files in 153har.mod from any other mods. Thanks: Fred Tetra: Kotor Tool tk102: DLGEditor, K-GFF GFF Editor JdNoa & Dashus: DeNCS @Sam Fisher: bringing the mod request to my attention. Permissions: You may do whatever you want with this mod, however if you redistribute it, please mention the original author somewhere. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter bead-v Submitted 12/17/2019 Category Mods TSLRCM Compatible Yes  
  17. Version 1.1.0

    7,809 downloads

    This mod modifies the scene on the Harbinger where Kreia leaves the party to face Darth Sion. There are two versions of the mod. In the Lightsaber option, Kreia will pull out a lightsaber instead of a vibroblade (a green single-bladed lightsaber by default) and will face Sion with that. After he cuts her hand off, the lightsaber is not seen again. If you want her to use a different lightsaber, copy the .uti file of the lightsaber you want, name it lsbkresion.uti and replace the one in the override folder. In the Long sword option, there will be a Republic Officer corpse near Kreia. Kreia will now pick up a Long sword from the corpse and use it to fight Sion. It could also have been a vibroblade, but I liked the Long sword better. (In this case it is not possible to change the sword, because it is baked in the corpse placeable model. I tried to do it using a character model and an equipped item, but it is impossible to control the creature's death animation if they are dead and it is impossible to make a creature non-selectable when they're not dead and are just using a death animation.) In addition, both versions of the mod give all of Kreia's weapons to the player as she leaves the party. The cameras have not been adjusted in any way. I tried to refrain from editing .dlg and .git files to keep this mod compatible with other mods editing this scene. I may address such issues in a future mod. Installation: Run TSLPatcher.exe. Uninstallation: (1) Use the 153har.mod file in the backup folder to replace the existing one in the Modules folder inside the game folder. (2) Delete lsbkresion.uti from the override folder (Lightsaber version only). If you installed mods after this one that affected the 153har.mod, this will undo their changes. To prevent this, you may use ERFedit to manually edit the existing 153har.mod instead of replacing it. Extract the following files from the backup 153har.mod, then add them to the 153har.mod in use: 153har.are (Long Sword version only) a_sioncut.ncs a_sioncut2.ncs Additionally delete the following files (Long Sword version only): k_153har_enter.ncs plc_rsldcrps.mdl plc_rsldcrps.mdx plc_rsldcrps.pwk plc_rsldcrpssw.utp This will remove this mod while preserving changes to any other files in 153har.mod from any other mods. Thanks: Fred Tetra: Kotor Tool tk102: DLGEditor, K-GFF GFF Editor JdNoa & Dashus: DeNCS @Sam Fisher: bringing the mod request to my attention. Permissions: You may do whatever you want with this mod, however if you redistribute it, please mention the original author somewhere. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  18. I'll get it to you when I have a moment That was a hint to the mods Maybe this will help:
  19. What have you done so far? Some time ago I started working on a "dlgedit" (for the same reasons you listed) in C++. ATM it can open/save dialog files, display them in a tree (which I wrote from scratch to maximize speed), it allows for copy/paste/cut/delete/create tree operations and most of the fields work, although not all are fully implemented yet. With it I made a GFF and a TLK library. If you're interested I can show you the code, either to use parts from it in your own work or to continue work on this tool (since I don't have the time right now. It is written using WINAPI, however... I can imagine that's not something you're interested in..). (this topic should probably be moved to the modding tools section?)
  20. If you get this, right click on the binary code and select View decompiled code in DeNCS. Now you can save the script. Good luck!
  21. If anyone is looking for information about how baseitems.2da and appearance.2da are tied together and what model and icon names the game expects, this is a useful post:
  22. All this would require is dialog editing. Since you seem to have a pretty clear idea about what you want, why not edit the dialog yourself? You do need to know where to find the right dialog, which can sometimes be a little tricky for a beginner, but then you can ask here (the above part is in k_hbas_dialog.dlg). Once you have the file, editing it is simple. Then just drop the file into your override folder.
  23. I'm guessing your talking about the state of affairs after importing with KOTORmax? Anyway, the animations aren't hardcoded, you can add additional keyframes that exceed the 16600 as you say. It's max that has the limitation of just one timeline, KOTORmax therefore loads the animations onto it in sequence. It has an animation editor through which you can keep track of which keyframes belong to which animations. You can simply add a new animation and assign the keyframes you want to it. Although, using the new animations in the game is a different story. I think in K2 it should suffice to list it in animations.2da and then it's possible to call it via script. But I'm not sure it's as simple in K1. You may delete the animations in the animation editor if you want. This means they won't be exported from KOTORmax. Once the model is exported, first you need to compile it back to binary. After that you either place it in the override folder or you put it in a .mod file (which represents a module). Modders generally never edit .bif, .rim and .erf files, we leave those as a source of the original files. For just a character model, you'll be fine putting it in the override folder. Also note that K2 will recognize files in the subfolders of the override folder, while K1 won't. Not sure what you mean with the training dummy.
  24. No idea what could be wrong, but you could try ERFedit.