ebmar

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Everything posted by ebmar

  1. ebmar

    tpcview

    A solid go-to tool! A perfect match for tga2tpc indeed. I agree with @DarthParametric that the author should at least -- But can't really see myself giving a review less than a ***** for this beauty. Thanks!
  2. Happy New Year 2020, DeadlyStream! May the Force be with you all.
  3. eb_HNY_2020.thumb.jpg.aea3791cf7251aff125c526ac0ba5d6c.jpg

    1. DarthParametric

      DarthParametric

      Who parties in heavy armour? Time to break out the bikinis. Although I guess the Rakata kind of already wear a one piece.

    2. ebmar

      ebmar

      If only I have more time [not actually planning this; working on it like half an hour ago and very much inspired by JC's Toolbox spawner], I'd have them punch their fist to the air a.k.a ANIMATION_FIREFORGET_VICTORY1, lol. And heavy armours is the new bikinis anyway, hahah.

      Edit: now that I think of it - it shouldn't be that difficult. Could have them the same OnHeartbeat script spamming the animation like forever. :pc:

    3. Sith Holocron

      Sith Holocron

      Is 2020 the year you finally play TSL?

  4. View File [K1] Temple Main Floor - Missing Lamps Fix [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb Submitter ebmar Submitted 12/31/2019 Category Mods K1R Compatible Yes
  5. Wow! Impressive progress on this one! Glad that I followed the thread [so that I can track this down], knowing that you don't/won't bother to update it with separate post for each of these updates. I haven't actually downloads any of these builds, but I'll try one later tonight. It looks very promising indeed!
  6. Version 1.0.0

    150 downloads

    [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb
  7. Here to confirm that it does working indeed - The animation went very smoothly and well timed. Cool stuff, @Alvar007! Thank you for the handiwork. Big thanks also to DarthParametric for compiling the supermodel and JCarter426 for the resource.
  8. Woke up to this being released at the top of my feed. What a time to be alive, hahah. 2020 here I come!
  9. Thank you much for the insights! Appreciated by a lot. Looking very forwards to make it useful.
  10. That sounds promising! So I looked at K1CP's k_pebn_remove which is Ebon Hawk - Unknown World crash-landing module's OnEnter, and saw this - PlayRoomAnimation("m12aa_01q", 7); and it looked like something that I'd need in conjunction with conditionals. Is that the right script to use with? And if I'm about to do that, would it be as simple-as-it-looks by changing the string SRoom with the custom skyboxes model?
  11. I have tackled that [and thought if there's any script function to change the LYT/model reference? That'd be wondrous], the problem is this - I don't know, I expected the way the NPC placed in B should be like it had to with A, just before entering C. I thought the game did it dynamically[?], or should I have a SAV edit having a copy of A's SAV as B's in the first place. Will try though. 🤔
  12. Greetings, and Happy Holidays, fellow Jedi! I have a question which - There is a custom module [B] which is copy-paste from vanilla [A], and the only difference is the skyboxes texture it uses [and that I assume no alternatives other than to make a custom module it based on]. I wanted the PC to warp to B from [C] -which is a custom module also- but upon arriving, the NPC placement is different from A and looks like it's having different state of boolean too. Can anyone help me with guessing what could be wrong or missing to make it work as expected? The procedure of warping should be something like this: A --> C --> B Much thanks for considering this.
  13. Adding what JC have elaborated earlier - Such as player's armour. With textures like PMB-- and PFB-- [and pretty much everything that has B modeltype in the appearance.2da] they will need the TXI to properly show the environment map or transparency state controlled by the texture's alpha channel, and I'm quite sure that the area textures needs them too. Though, with exception - such as Mandalorians and pretty much every droids that has F modeltype [full body model], their envmap column by default appointed to CM_Baremetal, therefore, the game handles them independently. Another stuffs that don't need additional TXI is customized lightmaps [still, with vanilla naming convention], as each of their TXIs are stored in the game files [BIFs \ lightmaps--.bif \ Extra Texture Info]. If you don't feel like making the TXIs from scratch, feel free to grab and include them with your mod from this modder's resource, @Selphadur. Though that only covers creatures and armour, but will prevent some problems from occurring, at the very least.
  14. Now this - looks 🔥! Seems like a game-changer right there. I'd definitely following this one up, and mindfully consider having this in my future playthrough.
  15. Greetings, @NikaAlexandrov! Hope you don't mind me migrating our discussions, as I prefer to do the troubleshooting on this support thread, as it meant to. So, to answer your question - You will need either Fred Tetra's KotOR Tool or VarsityPuppet's 2DA Editor Alpha. Updated With KotOR Tool - 1. Open the program, access the 2da button in the upper-left tab and then Ctrl+O to load the appearance.2da located in your Override 2. Look at row 378 which label column pointed as Unique_Trask, and see; does its texa and texb columns appointed to N_RepSold? 3a. If not, you could try changing whatever value in there to N_RepSold, and then Ctrl+S to save the change - see if it works 3b. If yes, then try to remove the TGA and leave only the TPC version [which came from this mod] - see if it works With 2DA Editor Alpha - 1. Open the program, and then Ctrl+O to load the appearance.2da located in your Override 2. Look at row 378 which label column pointed as Unique_Trask, and see; does its texa and texb columns appointed to N_RepSold? 3a. If not, you could try changing whatever value in there to N_RepSold, and then Ctrl+Shift+S, overwrite the former to make the change - see if it works 3b. If yes, then try to remove the TGA and leave only the TPC version [which came from this mod] - see if it works
  16. Hmm. Been a long while since the last time I use that mod so I'm not sure how far it changes things. Hmm, perhaps you can look into the appearance.2da and see row 378 which is Trask's; does its texa and texb columns appointed to N_RepSold? If yes, then it's OK to remove the TGA and leave only the TPC version [which came from this mod], but if not - then some workaround is waiting ahead, and I need your report on the said value.
  17. View File [K1] Legends - Elder Droid's Unique VO This mod replace the default voice-over used by the Elder Droids with the Legends rendition. # Background # It was one fine evening when I take a walk inside the Elder's Settlement. I wonder how them droids sounds like, and then... why do they sounded like T3? So I wanted to experience something else, then I remember back in the Ancient Ruins of Dantooine there was a similar droid there that has something different with it. Apparently it was speaking Rakatan's language that the PC did not recognized. I decided that I had to incorporate that with the droid then, hence the making of this mod. # About this Mod # This mod replace the default voice-over used by the Elder Droids with the Legends rendition. The sound was made using an inverted Rakatan's voice-over with added droid-like filters on top of it. By concept it gave an idea that the droids were speaking an epitome of language that the PC did not understand [in Bastila's voice], resulting in addition of changing the spoken line of the droids. It also changes the bubble-bark conversation to a cinematic one. For a distinctive look at what the mod does, here is the preview - # Final Remarks # There's always room for improvements; critiques, comments, suggestions, questions and feedbacks for the next update are very much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: Choose the UNINSTALL option in the installation menu Additionally you may want to remove eb_elderdrd_ANGM.wav from the streamwaves folder Compatibility: For maximum compatibility, install this mod at the latter stage of your mod's build Will not be compatible with any mods that hard-overwrite the Elder Settlement/unk_m42aa module Pay attention to the patcher's warning messages upon installing the mod. If it tells you that it found an instance of k_hdroid1_dialog.dlg and unk42_elddroidXYZ.utc in the Override folder, then there might be a compatibility issue indeed For this mod to be fully effective you should at least load a saved game before entering the Elder Settlement [unk_m42aa] module The mod is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to BioWare & LucasArts with the release - as without them the enjoyment would be non-existent. A bit of appreciation to this lil' peasant work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for past-present knowledge which allows me to create mods and for all his outstanding creation that I am a fan of, also for the WAV header-converter stuff which makes the included custom VO went functional JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool The Audacity Team for Audacity Chrysocome and John Newbigin for dd stoffe for the magnificent TSL Patcher and Fair Strides for improving its features tk102 for K-GFF and DLGEditor Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor -eb Submitter ebmar Submitted 12/06/2019 Category Mods K1R Compatible Yes
  18. Thanks, much appreciated. That one is deliberate by design as there are two variants of male textures inside. One is the version which seem as red as it should like the vanilla, and the other one is more of dark oranges bright oranges. I'd gather that you're using the latter. It should affect Trask and all Republic Soldier NPCs/that are wearing ones, such as - This mod shouldn't do anything that makes his armor blue, because nothing's blue that came with the mod. I'm pretty convinced that you have Yavin IV mod installed on your end. Well, there's no mod around that changes Republic Soldier's armour to blue other than the said mod as far as I can recall, hahah. P.S. And if it does, you may want to remove any instance of N_RepSold01.tga from the Override, and not the TPC version [the latter format should be what's included with this mod] - see if it works.
  19. Oh, I see. Yeah, that makes very sense. Anyway, many thanks for the insight and assistance, as using K1CP code does wonder. I have updated the relevant post with the updated script that is using K1CP's #include.
  20. Thank you for the heads-up! Yeah, I was always gets reminded myself about K1CP's party-herding method when I had to face party members teleporting matters. I'll look into how it works, and adapt myself to it.
  21. Entry #14: GetNearestCreature > GetPartyMemberByIndex Here to archive [and to not make the knowledge somewhat lost - buried by walls of threads] for @JCarter426's roundabout workaround on party members' control, and not to forget on crediting @eNoodles for brought the issue up in the first place - thank you, guys! So, I was on an attempt to spawn the PMs to a fixed locations by module's OnEnter. The problem occurred when I was spawning them with GetPartyMemberByIndex as they were not properly located. Such as using this - will make the PC spawned at a location not as configured by the script. But then, by changing those instances of GetPartyMemberByIndex to this; as JC elaborated on his post - // Participants object oPC = GetFirstPC(); object oPM1 = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_NOT_PC, oPC, 1); object oPM2 = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_NOT_PC, oPC, 2); the PMs does spawned at the location as configured with the script, as well as the PC. I was lucky had stumbled to that post earlier because like about hours later, I had to face this particular script issue. Hope the information can be helpful to you, fellow Jedi. May the Force be with you. ____________________________________________ Update: with input from @DarthParametric I have reconstructed the script using the wondrous #include taken from K1CP. The updated script should pretty much looking like this -
  22. Entry #13: [Success] VS [Failure] I have been wondering why do this skill check that I put on the DLG won't fires, even though the appropriate script has been put on its Active value. Then I dig through some vanilla DLGs, and realize some -if not most of them- did not actually does the check, and they're only gimmick. Such when the reply node does the [Persuade] thing, then there's no branch following it actually, there's only a gimmick node that tells you're [Success] with the action or [Failure] in other instance. I thought that was how the thing goes, and long-story-short lately I have learned from Dia's DLG/tar02_dia022.dlg that, apparently to have a successful persuade check on a conversation, the [Success] node [that has the skill check on its Active] should be put on top of the [Failure] ones [that requires none]. It won't work the other way because it would directly call the the latter. Hope the information can be helpful to you, fellow Jedi. May the Force be with you.
  23. No worries, I also tag TSL with the thread actually, so I think it's still somewhat relevant. I was also having that thought as I read your post, though as pointed out by DP and JC - and an overwhelming fact that occurs on my attempt - I had decided to live with it.
  24. Greetings, fellow Jedi. May the Force be with you. In k_inc_utility there's a UserDefined events called HOSTILE_RETREAT which I was told it refers to UT_ReturnToBase that also belongs to the aforementioned script. I'm in an attempt on reconstructing one, that is part of k_punk_restrig and wanted to ask if this script seems legit or does the opposite - [Oops, the script has been removed as the wrong one was posted and the right one has been lost in eternity.] Details are commented on the script My concern is; the nwnnsscomp does compile the script, but to see if it's working or not is kind of hard to produce [and I haven't actually seeing it]. The relevant roaming Rakata which is unk42_rakbreed01 rarely moves towards the exit of trigger's geometry. So I'm down to a guessing game and that is not convincing. Many thanks for considering this. ____________________________________________ Update: oof, after countless of trial-and-errors and insightful thoughts from @DarthParametric on #mod_development at Discord, I finally able to come to a resolve. First of all, scrap the above script - my modification to UT_ReturnToBase was all garbage, and is nowhere near working, lol! The idea on having oExiting replacing the role of OBJECT_SELF was all wrong. In short, it should have fired by the creature's OUD itself. Therefore, in the end I'm using this with the k_punk_restrig - and having each creatures their own customized ScriptUserDefine to have something like this - By then, the script worked as intended. Eureka!
  25. Entry #12: Rakatan "SWAG" Idle Animation VS ANIMATION_LOOPING_TALK_NORMAL Rakatan "SWAG" idle animation has been in exposure lately, either for its attitude or a grieve to look at. For one that doesn't like it there's a good news which is partially possible to work around that by having something like this with their OUD [preferably with the idle ones, not that is roaming the area/having something like k_def_ambmob on their ScriptSpawn] and the relevant DLG's EndConverAbort/EndConversation - //::////////////////////////////////////////////////////////////// //:: Rakatan Idle Animation Removal Workaround //::////////////////////////////////////////////////////////////// /* Fired by Rakatan UTC's *ScriptUserDefine* and relevant DLG's *EndConverAbort/EndConversation* to override their "SWAG" idle animation. P.S. Left-hand raising talking animation is to be expected and kind of awkward to see as no one it refers to. */ //::////////////////////////////////////////////////////////////// //:: Constructed By: ebmar //:: Constructed On: December 08, 2019 //::////////////////////////////////////////////////////////////// void main() { /* Play the *talking* animation that lasts 1000 seconds/prac- tically forever to permanently override the idle animation */ PlayAnimation(ANIMATION_LOOPING_TALK_NORMAL, 1.0f, 1000.0f); // Subsequently calls the defined EUD ActionDoCommand(SignalEvent(OBJECT_SELF, EventUserDefined(0))); } I recently using that to all the Elder Councillor in the Elder Settlement module, though, as commented above; the left-hand raising animation is to be expected while possibly no-one they talked to, which is kind of awkward to see sometimes. But that should do it in the meanwhile. Alternatively it could be fired with the creature's ScriptSpawn, though from what I tested with the Council it breaks the module's load, not sure with them commoners though. Hope the information can be helpful to you, fellow Jedi. May the Force be with you.