Whyp

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Posts posted by Whyp


  1. Right, so, I'm trying to make a module. I cloned 401dxn, and everything related to reskinning it is more or less done, with the exception of a few things. One of those things is "fx_sand". In the module, it's basically used for the steam bits in caves and in other places. So I thought I could just rename the file in the .mdl files and make a new texture ("fx_sand" > "fx_nosand") like I did for the "fx_rain" ("fx_rain" > "fx_norain"). Oh, how wrong I was - it won't work no matter what I do. If anyone has any ideas on why that could be, I'd be grateful ^^


  2. anda.thumb.png.63f66e17a3d390bbf4d4fb6c9c531433.png

    Name: Anda Kressio

    Class: Sith Assassin (Exiled)

    Occupation: Gray Jedi

    Equipment: Light Robes, Starforged Lightsaber Staff (Amethyst Crystal)

    Age: 25

    Force abilities: Advanced Mind Trick; Force Stealth; Dark Flurry

    Biography: After being exiled from the Sith, Anda has been on the run. Hiding on Rishi for the first years after her exile, the thought of joining the Republic has crossed her mind on one than more occasion, however, she would rather stay independent. 
    LIKES: Secrets of the Force, Honor, Mercy
    DISLIKES: Titles, Killing the Weak

    • Like 2

  3. I've been wanting this for a while, and now that SWTOR port mods have been popping up... I decided to just request this.

    Basically porting over Lana Beniko's head from KOTFE. If you could port over the armor too, that would be nuts really. As long as I have Lana's head I'm happy lol.

    Anyone interested in making this a reality? XD

    Lana-Beniko-Close.jpg.b982c6f68523c70f840b6fc841205849.jpg (Model I'd like to be ported)

    • Like 2

  4. I see, however, when I place the mods textures into the override under 'PMHC04...' etc, it causes the game to crash. 

    Well, you see, the problems it THAT KotOR 2 has a different "collection" of heads than KotOR 1.

    However, please DON'T use the KotOR 2 model! It would create a lot of problems for you.

    • Like 1

  5. Kotor and Kotor 2 uses a different format, just moving TSL files into K1 will cause a crash. You'd need to convert the models though I wouldn't know how to do that.

     

     

    The head (In order to work with a male body) needs to be edited because a female head on a male body will cause it to move around retardedly cause it isn't designed for a male body model.

     

     

    Anakins textures are custom made thus no porting but you cannot use the excuse "They look original enough" to get away with porting. Porting is still porting and an excuse like that won't get you out of a ban if you are caught.

    I said it as in "If you make a new head, they can be used."


  6. O

     

    Its awesome to have some direction on how to do this, but I find myself stumped at where to even start. If there is anyone out there who would like to see this mod ported as much as I any further advice would be greatly appreciated.

    I have some bad news... Anakin's head model is actually a female head. PFHC05 to be exact.

    And the textures.... They look original enough.


  7. To warp the character you just need

    void main(){
    
    SetGlobalBoolean("EH_WARP", TRUE);
    StartNewModule(<name of the ebon hawk module with quotes>, <optional waypoint tag with quotes>);
    
    }
    

    Replace <...> with the appropriate string. This will warp the player to the specified waypoint on the Ebon Hawk. If you don't specify a waypoint, it'll use the default one. The setting of the global boolean is necessary to make sure that the conversation is triggered only in this case. Replace it's name with something you like and add it to globalcat.2da

     

    Then we need to start the conversation on board the Ebon Hawk. To do that, you can either modify the OnEnter script or create your own trigger. In any case, the added script part would look something like this:

    object oEnter = GetEnteringObject();
    object oDialogPartner = GetObjectByTag(<Add dialog partner tag with quotes>);
    
    if(oEnter == GetFirstPC() && GetGlobalBoolean("EH_WARP")) {
    AssignCommand(oDialogPartner, ActionStartConversation(GetFirstPC(), <dialog tag with quotes>));
    SetGlobablBoolean("EH_WARP", FALSE);
    }
    

    This of course needs to be inside the void main() {} of either the OnEnter or the trigger script. Once again, replace the <...> with the appropriate strings and the boolean name.

    The two conditions are to make sure that the dialog only starts when the player enters and that it only starts when warped here with the first script.

    Thanks!


  8. Have you tried turning off frame buffer effects and shadows, grass?

     

    I have problems with Kotor 2 on my win 8 PC, it's bad but not as bad as you are describing(still makes the droid planet unplayable (7 fps))

     

    Maybe it's a problem with the newer operating systems? Try running in compatibility or using a virtual win xp shell?

    1. Already turned off. 

    2. KotOR 2 runs like a charm on this laptop.

    3. I don't see the problem. Maybe it's because Odyssey 1.0 (K1 engine) wasn't made for high-end machines, while the updated one (Odyssey 2.0, KotOR 2 engine) was updated to 4K? IDK