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Everything posted by N-DReW25
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Player Animations during conversation.
N-DReW25 replied to N-DReW25's topic in General Kotor/TSL Modding
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. 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. -
Player Animations during conversation.
N-DReW25 replied to N-DReW25's topic in General Kotor/TSL Modding
If it is the animation seen in these screens then yes, those are the ones I'm looking. (Atton and Tobin) 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) 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. -
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. This specific animation is the animation in TSL where the NPC is picked up off the ground and is choking in mid air.
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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.
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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!
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That one worked! Thank you, I still have the med bay to worry about though. 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.
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So I put that code into my onenter script and I got this error. In case it matters, here is the script I am trying to modify (It is a stunt module btw)
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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. 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. Would anyone know how to do any of these?
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Hello, you are indeed correct about the mod lacking some content as this is the 1.0 release. In the future, I hope to return to this mod and add another encounter once the boss fight is finished where the player learns about the origin of the GenoHaradan Boss, the history of the GenoHaradan between K1 and K2 and the fate of the GenoHaradan after K2. I do, in fact, have another script where the GenoHaradan resides in the Jekk Jekk Tarr for the boss fight, however, that won't come for a very long time unfortunately.
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That is because I haven't added it in yet. The Zhug utc files are "n_duro01.utc" for example and those are spread across the entire game meaning putting them in the override as I did for testing would break many Duro NPCs and putting the utc inside a .mod file wouldn't work because a 401dxn.mod file doesn't exist (Almost every module in TSLRCM is a .mod file except for this dxun module and the Korriban academy, because it crashes as a .mod) Considering GenoHaradan Legacy doesn't touch Dxun this bug is something else you've installed.
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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...
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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.
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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:
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Alright, so I recently bought a new PC and I installed Kotor 1 from Steam first, then Kotor Tool and then Kotor 2. As to be expected, doing it in that specific order was a poor idea as now when I try to get Kotor Tool to detect Kotor 2 it gives me an error which reads: Now I've had made threads regarding the registry before but this was for Kotor 1, the registry for that game was this quote I believe. With my directory being "C:\Program Files (x86)\Steam\steamapps\common\Knights of the Old Republic II" what would I replace "KOTOR" with?
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Mod Request - Endar Spire Jedi and Sith Drop Their Lightsabers
N-DReW25 replied to The Frozen One's topic in Mod Requests
Hello, I was not aware of this issue. In my mod, while you can get the feat at any point you cannot actually get it for free until you become a Jedi even though the option to get it exists for non-Jedi classes and the only Lightsaber on Taris the player can receive is Bastia's Lightsaber (Which I am tempted to remove from Taris). During my test play through of my mod I check to see if the bug exists and if I do find it I will be sure to remove that Lightsaber at some point (Because during my testing without giving the main PC a Lightsaber it worked fine). Thank you for bringing this to my attention. -
Mod Request - Endar Spire Jedi and Sith Drop Their Lightsabers
N-DReW25 replied to The Frozen One's topic in Mod Requests
Hard coded? Break your game? All a player needs to hold a Lightsaber is the proficiency feat. Without that feat, holding a Lightsaber is impossible aka it can't break the game. In my K1 Gameplay Improvement mod I've actually set it so that the player can get the Lightsaber proficiency feat and it would work (If they cheated in a Lightsaber before they rescued Bastila that is). But without using my highly experimental Gameplay Improvement mod, the "Jedi from the Start" not only gives you the feat but makes you a Jedi as well, in that case, making these Jedi drop their Lightsabers would indeed work. -
That was presumably the issue. The "Notch Steel Sword" uses a tag and resref "k37_itm_freedont" whilst "Ajunta Palls Blade" uses tag "k37_itm_ajunta" and resref "k37_itm_freedont". My guess is that a while back I put the "ajunta" tag as the resref instead of the "freedont" tag. Thank you all for your help.
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So I checked what I did to the blades and all I did was modify their stats, removing the blade utis from the override fixed the problem. I will see if it is possible to modify the sword stats without breaking Shaardan.
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Hello, in my K1GI Mod I am trying to fix a bug where the Sith Student Shaardan fails to spawn inside the tomb of Ajunta Pall regardless of whether or not you've spoken to Ajunta. The main issue I am having is that I am totally unaware of what actually spawns him, my guess is that when you are leaving you're meant to walk on a trigger which makes him spawn but for some reason he isn't appearing. Would anyone know what file spawns him in? Or if it would be possible to spawn him in via alternate means without breaking everything.
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Your favorite planet from the KOTOR games?
N-DReW25 replied to Mellowtron11's topic in Knights of the Old Republic General
For Kotor One, I guess it would have to be Taris. The planet, in terms of modules, is so large and full of a vast array of NPCs to make it feel alive. All the characters on Taris were unique (even if you literally saw clones of them all over the place) due to their beautifully written story and VO acting. Every level you progress to is different just like how every character describes it as, from the rich Upper City, to the Poor and Crime Ridden Lower City and the frightening Under city. During my first play through, I felt almost exactly like the NPCs in the game feel in their levels: Upper City is a safe area to hang out in the shops and Duel Ring, the Lower City made you fear for your life as seemingly every corner had thugs ready to murder you and the Under city made me literally not want to leave the Village because I thought the Rakghouls were A: OP asf and B: I believed would get the Rakghoul disease. For Kotor Two: I'd have to put my money on Dantooine, whilst I wasn't as Naive back when I first played Kotor 1, I really felt the same atmosphere I felt with Taris but with Dantooine. The VO and writing cements the concept that this is a run-down, seen better days, poor, weak planet which has little to no law keeping the innocent Settlers and farmers safe from greedy Scavengers and blood thirsty Mercenaries, the plot of the planet is short yet still fun and interesting. Other planets like Onderon literally forces you to play both Dxun AND Onderon without any option of leaving before you finish your main quest WITHOUT Atton and once you do finish the quest you need to go back AGAIN to fight in the Battle of Onderon. Nar Shaddaa is slightly better but makes up for it with other minor flaws to ruin it, compared to other renditions of Nar Shaddaa in SW games this Nar Shaddaa is boring asf. When I do try to finish all of the bonus quest of Nar Shaddaa I ALWAYS get Attons bloody "We got this message on the Comlink. Looks like trouble" notification which blocks me from finishing any quests until you finish the planets main plot, here I usually just use the "warp" command to get to wherever I need to go just before I get that notification. Then you have Korriban, which is short and somewhat bland if you don't have M4-78 (Which just makes Korriban a necessary inconvenience just to get to M4-78). Fighting those Hississ' with that bland fighting music and those horrible sound sets, that noise will haunt my dreams.