N-DReW25

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Posts posted by N-DReW25


  1. 17 hours ago, Revanite42084 said:
    Exile as handmaiden - bugged atris fight.
    I recently installed the recruit handmaiden as female exile mod along with the compatibility patch for m478. Now I'm at the fight with atris with the exile but with the handmaidens dialogue. Then the fight between exile and atris gets stuck during the second phase. Does anyone know any way to fix this?

    If it helps I am using tslrcm/m478 enhancement and the compatability patch with handmaiden for female exile mods.

    When I go to dxun to finish the onderon questline before meeting the Jedi masters I get a prompt to take the handmaiden or not before starting the sith temple part. I chose to take the handmaiden.
     
    This is on Steam and I have Canonical female exile appearance, hk 47/hk 50 skin, Original Trilogy lightsabers, Jedi Council Coruscant, M478EP, TSLRC and handmaiden for female exile mod installed.

    Important question, you are playing on Steam but did you install the mod through the dowloaded installers (The normal way) or through the Steam Workshop (Subscribing to mods via Steam)?

    • Thanks 1

  2. During the quest to find the Jedi Masters in Kotor 2 you are able to learn varies Force Forms and Saber forms, these forms give the player benefits and disadvantages during combat. I was wondering, how many forms can the player learn and are these forms learned in any specific order or does the player learn them in a totally random order?


  3. 15 hours ago, KnifeMaster said:

    That's correct. Quite a few of the changes made to the PC version seem a little questionable - changing Xor, Bolook, the guards in Davik's estate, and this guy too.

    On the Xbox version, the "Attack of the Clones" syndrome was far worse than it is on PC. Did you know every Outcast in the Undercity either had like Rukil's head, Shaleena's Asian head or the generic Asian male head on the Xbox version? I bet they sought to fix up Davik's estate guards as they where all Yellow Rodians in the Xbox version but they forgot to fix up the Soundsets. I wouldn't call the PC changes questionable but they were sloppy and kinda rushed considering all they thought about was the diversity of NPCs so you don't just see green twileks and the same commoner every module but they forgot about the dialogue that supports their original appearances.

    • Like 2

  4. Rodian Messenger Restoration


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    Release Date: 03.10.2019

    Installation:
    Simply Copy and Paste or Drag or Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder, you can safely Override any files that may conflict.

    Uninstallation:
    Remove or Delete the files you copied from your Star Wars Knights of The Old Republic override folder

    Description:
    Once you recruit Bastila, a Twi'lek Messenger from the Exchange gives you a message from Canderous Ordo. In the game files, this Twi'lek's NPC file is named "tar02_rodianmsg" and has
    a Rodian Soundset, this suggests he was originally a Twi'lek. This was reported by KnifeMaster to the developers of the Kotor Community Patch, they chose not to include this fix
    in their patch as they felt modifying the dialogue from Twi'lek to Rodian was beyond the scope of their mod.

    Hence, is why this mod exists as a seperate download and created by me.

    Known Bugs:
    None that I know of but if there is please report it so I can fix it

    Incompatibilities:
    Is incompatible with anything that edits "tar02_messenger.dlg" and "tar02_rodianmsg.utc"

    Permissions:
    Do NOT claim credit for this mod and please ask me for permission if you want to use this in your mod

    Thanks:
    Bioware for such an amazing game, Fred Tetra for Kotor Tool, Obsidian for not deleting the textures and everyone who downloads the mod.

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE.


    • Submitter
    • Submitted
      10/03/2019
    • Category
    • K1R Compatible
      Yes

     


  5. 16 hours ago, chrispap said:

    Please make kotor 1 what we on kotor 2 i mean  make kotor 1 to  player with new graphic cards and new resulutions, of i  couese i mean to make kotor 1 game to work frame buffer and even cameras,  please make it happend and even make this game with controller.

     

    Thanks

    From what I can read of this, I will explain what you are asking for and why you can't have it. It is not because we wouldn't want these cool features but because these features are impossible to implement via a mod.

     

    New resolutions such as 1080p are already a thing, for both Kotor 1 and 2 you require a hack shown in this video (It is voiced in English so it may not be useful for someone who isn't fluent in the language😞

     

    The reason Kotor 2 has 1080p is because you own the Steam version of Kotor 2, Aspyr updated Kotor 2 on Steam so it has controller support and these new resolutions such as 1080p and 4K. 

     

    While you can get resolutions you cannot get Controller Support for K1, if you play Kotor 1 on an Android phone, tablet or iOS phone or tablet those versions do have controller support because Aspyr, the guys who updated K2 for Steam, made the port. The Kotor 1 port to these devices is exactly the same as on PC, you can even mod it with PC mods, and the best part is is that you can play it anywhere since you are technically playing it on your phone.

     

    But if you are playing on PC, there is nothing we modders can do to give you controller support unless you yourself use a third party software of some kind.

     

     

     

    • Like 1

  6. On 9/16/2019 at 11:52 AM, Talyn82 said:

    Okay I've been converting K1 modules to be used in K2, and need to find the textures for the Leviathan, Taris, and K1 Korriban.  I know they are in the ERF section but don't know where in that section they are.  Can anyone help?

    Couldn't you just use Thor109's Expanded Galaxy module modders resource for K2? It adds K1 modules to K2 to be used in mods, though I recommend being careful with it as it is loaded with other "junk" files from the Kotor game which are Kotor files but aren't necessary for the modules to work.


  7. On 9/23/2019 at 12:50 PM, Sith Holocron said:

    Think bigger.  Picture being able to cast any major actor or actress in a mod.

    Revan: "I was wondering if you had any interesting stories."
    Canderous in Donald Trump's voice: "You want to hear tales of my exploits? Of the wars I've seen and fought, the enemies I've seen die by my hand? Heh, sure, I'll humor you."

     

    Now that might cause copyright related problems, perhaps.


  8. 10 hours ago, DarthParametric said:

    K1CP is not a restoration mod. It's focus is on fixing bugs and other issues. Unlike TSL, K1 doesn't really need any restoration. Its cut content were almost all due to design decisions, not lack of time or money as was the problem in Obsidian's case. We prefer not to go against developer intent unless there is a good reason.

    While my mod may very well be a restoration I would like to point a few things which leads me to believe my Senni Vek mod does fit in with "developer intent". In the GenoHaradan fight on Tatooine are three unique utc files including "n_duros001.utc" which is Hulas the rodian (His soundset is also Duro instead of rodian, that alone can be a fix which can swing both ways), "tat_bounty.utc" which is the named human guy with Poison Blades and Durasteel armor and the third utc is "tat_senni.utc" which is a generic rodian guy with a Twilek male soundset. Obviously, this rodian was intended to be Senni Vek, the guy who gave you the GenoHaradan datapad in the first place, hence is why I made the mod (Other than changing tat_senni.utc into a green twilek with an Echani Combat suit to match the vanilla Senni Vek it doesn't modify anything else)

     

    (Btw, no evidence exists of the Twilek "Vek" on Manaan with the Sith Uniform being "Senni Vek". Ignoring his cut fight on Tatooine, Senni was going to appear in TSL as a Pazaak Den player so that means, at the very least, Obsidian at the time didn't think "Vek" and "Senni Vek" where the same.)

    • Like 1

  9. While I can't reply to this in full cause of my technical issue I'd like to say this would totally revolutionize modding when it comes to audio.

     

    As you said, we could make lost lines available like Bao Dur's sacrifice or Kreia's lost Atris lines but we could create totally new lines for party members. We could make vanilla Party members like Carth respond to custom party members like Maxis or Kay or even the mod that recruits Mekel could get new VO.

     

    We could add K1 NPCs to K2 and vice versa and have them respond accordingly, have Atton have a conversation with Carth etc. @Leilukin's same sex mods could have proper dialogue instead of splices or even new lines when previously they where impossible.

     

    Filters may be made redundant as well, why filter a single Mandalore line that had no filter when you could just replicate the filtered Mandalore voice and redo the line. Same goes for new Sith Soldier VO.

     

    Idk if this would ever go public as I bet online scammers and god knows who else would definitely capitalize on this sort of tech for bad purposes.


  10. On 9/13/2019 at 11:14 PM, DarthParametric said:

    You'll need to do a ClearAllActions on them first.

    
    AssignCommand(oTarget, ClearAllActions());
    AssignCommand(oTarget, ActionPlayAnimation(1234567, 1.0, -1.0))

    You could try something like ANIMATION_LOOPING_PAUSE for 1.0 or something like that.

    With this, I do believe I have achieved what I was looking for.

     

    Thank you for your assistance.


  11. 5 minutes ago, DarthParametric said:

    Yeah you'd ideally want to specify the three animations across three DLG nodes, just like is done in the Hanharr/Mira scene. You could try scripting it, but I suspect that would have problems between each animation. Cobbling it together as a stunt animation would probably be the best bet, since you could adjust the scene exactly to make sure you get proper alignment (unlike what is shown in your Sion screenshot), but that would require 3DS Max shenanigans and static cameras for the entire scene.

    Fortunately for me, my scene with this animation is where an NPC uses the Force to levitate choke the PC like with Tobin (I used the Atton scene to demonstrate the animation I wanted, not the scene I was trying to make. Sorry for the confusion).

     

    2 hours ago, DarthParametric said:

    The good news is though that you can script those animations simply by adding 10K to the value shown in DLGEditor, assuming you can't add it directly to the DLG. Using:
     

    
    AssignCommand(oTarget, ActionPlayAnimation(11425, 1.0, -1.0))

    will play the same animation Atton is using in your screenshot. But you'll also want to bookend that with being picked up and dropped, assuming you are going for that specific sequence.

    Tbh, I didn't even see this last bit. I have an issue where as soon as the player picks a reply option he suddenly just falls to the ground and doesn't perform an animation even if the dialogue reply has another script which is supposed to raise him again,  I suspect the reason he prematurely drops is because of the "-1.0" (As long as any party members under the effect don't speak, they will remain afloat). Setting the "-1.0" to "9999.0" fixes that but I do suspect that "9999.0" is a timer meaning in about 2 real life hours the animation would stop, the problem with this is that the animation won't stop even if I try to force the player to perform a new animation. 

     

    Would you know of any means I can force the player to stop?


  12. 2 minutes ago, DarthParametric said:

    But all that aside, what you have pictured there with Sion/Atton is not the Force Crush animation, those are the Hanharr/Mira cutscene animations. On the supermodels, the animation Atton is using is named CUT026L while the one Sion is using is named CUT022L. Looking at 303mira.dlg, the interesting thing is that Mira's middle looping animation (CUT026L) doesn't have a proper reference. Hanharr uses 1421 LIFT_CHOKE_HOLD but Mira uses 1425 SIT_CHAIR_DRINK. The only three animations on her body model are CUT025 / CUT026L / CUT027 (being picked up, looping in mid-air, being dropped), so it doesn't appear to be an animation override (since sitting in a chair drinking is animation animloop02 on the supermodel).

    Oh, alright. I have investigated a little bit and I think 1024_LIFTED_CHOKED is the animation to begin the choking animation while 1425_SIT_CHAIR_DRINK appears to be the continuation choking variant and 1026_CHOKED_DROPPED appears to be the end of it.

     

    1 hour ago, DarthParametric said:

    Scripting animations in TSL requires adding 10,000 to the ID in animations.2da. So 10460 in the script is animation 460, i.e. Damage_Force_Crush. The 121 in the first line is a constant in nwscript.nss, ANIMATION_FIREFORGET_FORCE_CAST. I'm not exactly where the animations in a DLG are pulled from. The second half of the list, the ones that start at 10006 (DEAD) come from dialoganimations.2da, but I don't know what the source of the 1xxx numbered ones is (it doesn't match up with animations.2da). There are also names for ones in the 10xxx range that are starred out in dialoganimations.2da. Perhaps @JCarter426 can chime in with some insight on this.

    I tried adding "11024" to the script and as it turns out it worked. The choking and rising animation played out but since the choking and floating animation is a separate animation the player simply went back to its normal idle position.


  13. 33 minutes ago, DarthParametric said:

    I don't know if a DLG will respect anims specified directly on a reply node. I seem to recall in K1 not having any luck with that. But you should be able to script it.

    The Sith Lord power Crush?

    If it is the animation seen in these screens then yes, those are the ones I'm looking. (Atton and Tobin)

    nnnnn.PNG.a103d554c9894ae4dfe966ca9a5be641.PNG

    I do have a script here where an animation does play via said script though I cannot seem to find the ID value for the generic Force Crush animation "10460" in the dlg editor where the animations generally are located... yet alone the animation I'm looking for (The animation ID seems to be 1024 in the dlg but not for the script)

    Quote

         DelayCommand(3.0, AssignCommand(oDarthNihilus, ActionPlayAnimation(121, 1.0, 2.0)));
        DelayCommand(3.0, AssignCommand(oDarthNihilus, ActionWait(4.0)));
        DelayCommand(3.0, AssignCommand(GetFirstPC(), ActionPlayAnimation(10460, 1.0, 3.0)));
        DelayCommand(3.0, AssignCommand(GetObjectByTag("VisasMarr", 0), ActionPlayAnimation(10460, 1.0, 3.0)));
        DelayCommand(3.0, AssignCommand(oMand, ActionPlayAnimation(10460, 1.0, 3.0)));

     

    Would it be possible to modify this script with the correct ID I need and make it so the animation plays indefinitely until a second script later on removes it and/or overwrites it with the "dropping" animation which would free the player from this animation.

    v vnmnm.PNG


  14. Hi, I was wondering if it would be at all possible to have the player character perform animations during a conversation with an NPC. What I want is for the player to play an animation during the entirety of an NPC line but also perform the same animation during the "reply menu" like the one shown down below.

     

    img-33.jpg

     

    This specific animation is the animation in TSL where the NPC is picked up off the ground and is choking in mid air.


  15. 4 hours ago, Todd Hellid said:

    Why won't someone help me?

     

    16 hours ago, Todd Hellid said:

    Won't load

    You couldn't have said that any vaguer.

     

    Are you on a new PC?
    Do you have any mods installed?

    What exactly isn't loading?


    There are some essential questions that need to be answered before anyone can give you a solution.


  16. On 9/4/2019 at 9:35 PM, DarthParametric said:

    Yeah:

    
    	object oPCDummy = GetObjectByTag("MEDBAY_PC", 0);
    	object oBedWP = GetObjectByTag("InvisibleLocationMarker", 0);
    	location lBed = GetLocation(oBedWP);
    	int nPCApp = GetAppearanceType(GetEnteringObject());
    	effect eDisguise = EffectDisguise(nPCApp);
    	
    	oPCDummy = CreateObject(OBJECT_TYPE_CREATURE, "c_medbaypc", lBed);
    	ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDisguise, oPCDummy);
    	AssignCommand(oPCDummy, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_PRONE, 1.0, (-1.0)));

     

    I've managed to get eveything set up in the script and the git file and everything has worked out perfectly.


    Thank you for your assistance! 


  17. 12 minutes ago, DarthParametric said:

    Ah, whoops. The room variable is a string, so it needs to be:

    
    PlayRoomAnimation("003EBOq", ANIMATION_ROOM_SCRIPTLOOP11);

     

    That one worked! Thank you, I still have the med bay to worry about though.

     

    1 hour ago, DarthParametric said:

    The med bay bed is potentially a bit more tricky, due to the finicky nature of walkmeshes. You should be to use the prologue's example as a guide if you simply want to show them already laying on the bed. If you want to actually show them walking in and laying down, that would require a custom stunt animation.

    So what I want to do is show the Exile lying down on the bed, the Exile will not be going anywhere during the duration of this scene. From my quick examination of the prologue, it uses a dummy NPC with a commoner's appearance and a "<FullName>" as its name, my guess is one of the scripts (probably the onenter script) is the script which sets this dummy to look like the PC based on whatever they chose at the main menu.


  18. 1 hour ago, DarthParametric said:

    The first is easy enough. If you have a look at the SetBackground function in k_inc_hawk, you'll see that hyperspace is Case 10, or in other words room animation scriptloop 11. So in your custom module OnEnter, you can simply set

    
    PlayRoomAnimation(003EBOq, ANIMATION_ROOM_SCRIPTLOOP11);

    The med bay bed is potentially a bit more tricky, due to the finicky nature of walkmeshes. You should be to use the prologue's example as a guide if you simply want to show them already laying on the bed. If you want to actually show them walking in and laying down, that would require a custom stunt animation.

    So I put that code into my onenter script and I got this error.

    Capture.PNG.373a3f79735c38c4fb30a738189ede4a.PNG

     

    In case it matters, here is the script I am trying to modify (It is a stunt module btw)

    Quote

    void main() {
        object oEntering = GetEnteringObject();
        if ((oEntering == GetFirstPC())) {
            if (GetLoadFromSaveGame()) {
                return;
            }
            if ((GetGlobalNumber("650DAN_Revelation") == 1)) {
                SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0);
                NoClicksFor(2.0);
                PlayRoomAnimation(003EBOq, ANIMATION_ROOM_SCRIPTLOOP11);
                if (IsAvailableCreature(4)) {
                    SpawnAvailableNPC(4, Location(Vector(52.04592, 44.41086, 1.80089), 123.975));
                }
                object oPC = GetFirstPC();
                AssignCommand(oPC, ClearAllActions());
                AssignCommand(oPC, ActionJumpToLocation(GetLocation(GetObjectByTag("WP_hk47_cut_1", 0))));
                object object8 = SpawnAvailableNPC(0, GetLocation(GetObjectByTag("WP_301_player", 0)));
                object object11 = SpawnAvailableNPC(7, GetLocation(GetObjectByTag("WP_301_kreia", 0)));
                object object14 = SpawnAvailableNPC(9, GetLocation(GetObjectByTag("WP_301_mand", 0)));
                ApplyEffectToObject(1, EffectHeal(500), object14, 1.0);
                object object17 = SpawnAvailableNPC(1, GetLocation(GetObjectByTag("WP_301_disc", 0)));
                object object20 = SpawnAvailableNPC(2, GetLocation(GetObjectByTag("WP_gspawn_mand", 0)));
                object oTalker = CreateObject(64, "talker", GetLocation(GetWaypointByTag("WP_hologram")), 0);
                AssignCommand(oTalker, ActionStartConversation(oEntering, "pcdead_ebo", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));
            }
        }
    }
     

     


  19. Hello, I am trying to accomplish two things for a custom cut scene aboard the Ebon Hawk. 

     

    First of all, I want the Skybox outside the Ebon Hawk to be the Hyperspace animation like the one seen below. 

    img-18.JPG

     

    The second one I imagine would be slightly harder, I want the player character to lie down on the Med Bay bed like Visas does when she is recruited.

    img-102.JPG

     

    Would anyone know how to do any of these?


  20. On 8/3/2019 at 2:08 AM, Sith Holocron said:

    Really?

    One time for me it took so long for one of my old mods to get approved that by the time it was approved it didn't appear on the front download page because so many people had put their own mods after mine which all got approved at once. It was like my mod was born only to get buried in the "Download Section Graveyard of old mods".

     

    Then there was that one mod by @ebmarwhich replaced the Tach grunts with Homer Simpson saying "Uh oh, here comes a train" for April Fools Day... mod got approved April 17th... 


  21. 2 hours ago, Sithspecter said:

    Just to clarify, you can’t use two load screens for the same module. These are both options for the same module. It wouldn’t make sense to use one in another area that isn’t the street.

    Thank you everyone for your thoughts. If anyone else wants to chime in, I am still undecided.

    Why not just have the winner be included in the mod and have the loser be included in an optional loading screen mod or something.

     

    Btw, are you still going to use the vanilla style blue loading screens? Because whilst your coloured screens are amazing if I wanted to play with just K1R, the unofficial patch and Sleheyron those coloured loading screens will look out of place.


  22. 1 hour ago, Mellowtron11 said:

    There was a Rhen Var mod?? Using which maps and modules?

    Back in 2006 Darth InSidious was making this "Rhen Var" mod which consisted of reskinned M4-78 & HK Factory modules, I know he has uploaded some pics of the old mod on his gallery somewhere here but whether or not he's actually making it is unknown.

     

    Here is a fAnTaStIc 2006 trailer of the mod in its 2006 quality:

     

    • Like 1
    • Haha 1
    • Light Side Points 1