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Everything posted by ebmar
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[Updated to v1.0.1: April 16, 2023] What's New in Version 1.0.1? Includes the animated version: Each frame sized at x256 Consisted of 25 frames to a 5x5 layout sized at x1280 Set to cycle procedurally in-game at 12.5 FPS Has an alpha-channel that used for animated-scanline effects, which diffuse used mainly for diffuse-color Preview Blue - Movie-style [ANIMATED]
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Immersive AI Voice Acted "Make Mission a Jedi" mod
ebmar replied to EpicStoffer's topic in Work In Progress
Congrats with the attempt, @EpicStoffer -- impressed with what I've been hearing so far. I'm guessing that AI had troubles mostly with pacing, so maybe you can try editing the tempo. Is there an editor for it? Perhaps you can adjust so they are not in a rush when speaking words that followed by "it", as noticed from your latest splices there. But overall the quality is good. Nice! Was curious so I took an edit on how I'd like the whole sentence to be spoken, then maybe you can catch what I mean: unsureseelah04_test.mp3 -
Yeah, and--as you may well aware of too--in that case it should be directed to @DarthParametric especially for his `Fixed Hologram Models and Admiralty Redux for TSLRCM` mod. It fixes that part of the game, and without it most likely all attempt trying to retexture the [holo] overlays will end up unpleasantly. To be fair I played TSL only recently enough so I wasn't aboard the "x-ray faces and visible-eyeballs issues"-ship like it was couple years ago. But yeah, looking from playthrough footage on the net it looks pretty horrible. Thanks, glad that you see it that way. Actually the scanlines were also there in the vanilla, it's just they're different in several ways. Oh, you mean the greenish-K1-style like this? -- if yes then I actually planned to include it with the initial release, but hold-up until I find it necessary. Think I'll ship it with the next-update, since I currently working on the animated-version of the overlays as well, which pretty much goes like this: Yeah, I agree with you on that, and actually is in my interests regarding their version also.
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View File [TSL] eb's Holo-Overlays This mod changes the hologram-overlay texture used by TSL [mostly] for the holo-logs. It is mainly inspired by combination of movie-style and SWTOR's. Preview Blue - Movie-style [STATIC] Description This version uses a static-texture sized at x512. It has an alpha-channel used for scanline effects, which diffuse used mainly for diffuse-color. Blue - Movie-style [ANIMATED] Description This version uses an animated-texture sized at x256/frame It consisted of 25 frames to a 5x5 layout sized at x1280 It is set to cycle procedurally in-game at 12.5 FPS It has an alpha-channel used for animated-scanline effects, which diffuse used mainly for diffuse-color. Disclaimer What's seen in the preview is an end-result from also using a visually-affecting mod, that is DarthParametric's "Fixed Hologram Models and Admiralty Redux for TSLRCM". Requirement It is required for users to have TSLRCM v1.8.6 installed to their game for this mod to be working as intended. K2CP is not strictly-required, but is strongly-suggested to have as this mod were made with CP’s availability in-mind. See `Disclaimer` section above; hence it is required for user to also install the aforementioned mod to have the optimum result. Fixed Hologram Models and Admiralty Redux for TSLRCM - Mods - Deadly Stream Compatibility Compatible with any mods and builds -- long as not affecting `holotex`. It is advised for user to remove any instance of TGA, DDS, or TXI format of the said file in their `override` folder before install. Installation Install `holotex.TPC` to the `override` folder. Overwrite when prompted. Uninstallation Remove `holotex.TPC` from the `override` folder. Known Issues N/A Final Remarks There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, 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. Hope you enjoy the mod as much as I do! Redistribution Do not redistribute this mod or re-release it on any websites. I'd love providing direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use the assets to a project you will be releasing, please be kindly to ask for permission first -- that way I know what's up. Credits The Almighty Force. BioWare, Obsidian Entertainment, and LucasArts for "The Old Republic" video-game franchise. DarthParametric for past-present knowledge, and all his creation that I learn from. JCarter426 and Inyri Forge for all their work that I look up to. I learned a lot from their mods and been approaching a lot using their method. Fred Tetra for KotOR Tool. ndix UR for tga2tpc and tpcview. Cortisol for Holocron Toolset. All the Tool Makers wasn't mentioned -- can't make it without y'all! All streamers of DeadlyStream. All modders either active or inactive. DeadlyStream for being a home -- a place to hang-out, to discuss and hosting my work, and all their staffs for tirelessly improving-maintaining the site. DeadlyStream's #modding [Discord's] channel. -eb Submitter ebmar Submitted 03/04/2023 Category Mods TSLRCM Compatible Yes
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Version 1.0.1
417 downloads
This mod changes the hologram-overlay texture used by TSL [mostly] for the holo-logs. It is mainly inspired by combination of movie-style and SWTOR's. Preview Blue - Movie-style [STATIC] Description This version uses a static-texture sized at x512. It has an alpha-channel used for scanline effects, which diffuse used mainly for diffuse-color. Blue - Movie-style [ANIMATED] Description This version uses an animated-texture sized at x256/frame It consisted of 25 frames to a 5x5 layout sized at x1280 It is set to cycle procedurally in-game at 12.5 FPS It has an alpha-channel used for animated-scanline effects, which diffuse used mainly for diffuse-color. Disclaimer What's seen in the preview is an end-result from also using a visually-affecting mod, that is DarthParametric's "Fixed Hologram Models and Admiralty Redux for TSLRCM". Requirement It is required for users to have TSLRCM v1.8.6 installed to their game for this mod to be working as intended. K2CP is not strictly-required, but is strongly-suggested to have as this mod were made with CP’s availability in-mind. See `Disclaimer` section above; hence it is required for user to also install the aforementioned mod to have the optimum result. Fixed Hologram Models and Admiralty Redux for TSLRCM - Mods - Deadly Stream Compatibility Compatible with any mods and builds -- long as not affecting `holotex`. It is advised for user to remove any instance of TGA, DDS, or TXI format of the said file in their `override` folder before install. Installation Install `holotex.TPC` to the `override` folder. Overwrite when prompted. Uninstallation Remove `holotex.TPC` from the `override` folder. Known Issues N/A Final Remarks There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, 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. Hope you enjoy the mod as much as I do! Redistribution Do not redistribute this mod or re-release it on any websites. I'd love providing direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use the assets to a project you will be releasing, please be kindly to ask for permission first -- that way I know what's up. Credits The Almighty Force. BioWare, Obsidian Entertainment, and LucasArts for "The Old Republic" video-game franchise. DarthParametric for past-present knowledge, and all his creation that I learn from. JCarter426 and Inyri Forge for all their work that I look up to. I learned a lot from their mods and been approaching a lot using their method. Fred Tetra for KotOR Tool. ndix UR for tga2tpc and tpcview. Cortisol for Holocron Toolset. All the Tool Makers wasn't mentioned -- can't make it without y'all! All streamers of DeadlyStream. All modders either active or inactive. DeadlyStream for being a home -- a place to hang-out, to discuss and hosting my work, and all their staffs for tirelessly improving-maintaining the site. DeadlyStream's #modding [Discord's] channel. -eb -
Here's in-game footage of the issue as happened on my end as well: https://user-images.githubusercontent.com/50026566/214293743-f4ea4c72-da97-4cde-ba16-e4d9e292c6e6.mp4 The responsible file is `emrhatch.DLG`. Had it fixed locally by moving `a_stoptele` from `EntryList3` to `ReplyList1` -- which is a script that should switch the BGM back to Peragus'. You can check the details as posted over TSL-CP's repo here: https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues/88#issue-1554925084
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ambientmusic MOD:[TSL] "T3-M4 Found the Ebon Hawk"s Theme
ebmar replied to ebmar's topic in Mod Releases
[Updated to v1.0.2: March 03, 2023] What's New in Version 1.0.2? Utilizes `a_bg_music` script to stop the BGM temporarily so it's not overlapping with the ambient-track. Note: It is safe now for user to install this version on top of any currently installed version. It supersedes and overrides their functionality so compatibility is much ensured. -
ambientmusic MOD:[TSL] "T3-M4 Found the Ebon Hawk"s Theme
ebmar replied to ebmar's topic in Mod Releases
[Updated to v1.0.1: February 28, 2023] What's New in Version 1.0.1? Utilizes `AmbientTrack` field from the relevant DLG instead of calling the track via a custom-script. As a result this version doesn't include a custom-script installation. Using original audio file instead of custom. As a result this version doesn't include a custom audio. 2DA and TLK patching is redundant and isn't used. Note to v1.0.0 user: Do NOT install v1.0.1 [and above] on top of current installation. There's no functionality difference between them, so you're fine keeping it still. Only do so from a clean install. -
Can you attach the mod setup? I'd liked to have a look if you don't mind. Edit: As we discussed this over DC I think it'd be beneficial to have it documented here as well:
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Hmm... wonder why it's not working for me then, which plays the hyperspace-backdrop instead. Looks to me the texture has been set up as accordingly though.
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Greetings author, I need your confirmation if this screenshot -- -- supposed to present the Peragus' escape sequence backdrop? Much thanks for considering this.
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Greetings, Firstly, congrats with the release of the tool -- and much thanks for sharing it with the community. Anyway, I wonder if it's possible for the patcher [in the future] to have something like #GetIntbyString# capability? Basically it'd try to get a ROW/INT value inside a 2DA -- that instead of adding a new row it checks for a value and inject it to the script. So let's say I have this script here -- -- hoped that gave you the picture, and sorry for any misleading caused by it. The reason for it is to make it possible to update a script that contain old token/value, without having to add new rows to a 2DA. Much thanks for considering this.
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View File [TSL] "T3-M4 Found the Ebon Hawk"s Theme This mod plays an ambient-track to complement "T3 finding the Ebon Hawk" cutscene in Peragus' Hangar Bay. Preview Description It edits the entire cutscene to not-skippable, then sets the ambient-track to `mus_s_positive` -- an original audio file that’s located in `streammusic` folder. It also stops the area BGM momentarily for 11 seconds to not have the AT overlaps with, should then it play back again. Requirement It is required for users to have TSLRCM v1.8.6 installed to their game for this mod to successfully working – both in installation process and in-game. K2CP is not strictly-required, but is strongly-suggested to have as well as this mod were made with CP’s compatibility in-mind. Compatibility Should be optimally-compatible with any mods and builds -- long as not affecting `hangcam.DLG` and `mus_s_positive.WAV/MP3`. Note: It is safe now for user to install this version on top of any currently installed version. It supersedes and overrides their functionality so compatibility is much ensured. ** -- for installation instructions, run the installer [Install.EXE]. Known Issues N/A Final Remarks There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, 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. Hope you enjoy the mod as much as I do! Redistribution Do not redistribute this mod or re-release it on any websites. I'd love providing direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use the assets to a project you will be releasing, please be kindly to ask for permission first -- that way I know what's up. Credits The Almighty Force. BioWare, Obsidian Entertainment, and LucasArts for "The Old Republic" video-game franchise. DarthParametric for past-present knowledge, and all his creation that I learn from. JCarter426 and Inyri Forge for all their work that I look up to. I learned a lot from their mods and been approaching a lot using their method. Fred Tetra for KotOR Tool. stoffe for TSL Patcher and Fair Strides for the updates. tk102 for DLGEditor. Cortisol for Holocron Toolset. All the Tool Makers wasn't mentioned -- can't make it without y'all! All streamers of DeadlyStream. All modders either active or inactive. DeadlyStream for being a home -- a place to hang-out, to discuss and hosting my work, and all their staffs for tirelessly improving-maintaining the site. DeadlyStream's #modding [Discord's] channel. -eb Submitter ebmar Submitted 02/06/2023 Category Mods TSLRCM Compatible Yes
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Module issues with holocron tool set
ebmar replied to spideyseth's topic in General Kotor/TSL Modding
This could be an issue with the tool itself, and I'd suggest you to ask for support in the relevant tool's [support] page here -- -- as you'll get better chance getting the desired solution from the tool's author. Good luck! -
Version 1.0.2
244 downloads
This mod plays an ambient-track to complement "T3 finding the Ebon Hawk" cutscene in Peragus' Hangar Bay. Preview Description It edits the entire cutscene to not-skippable, then sets the ambient-track to `mus_s_positive` -- an original audio file that’s located in `streammusic` folder. It also stops the area BGM momentarily for 11 seconds to not have the AT overlaps with, should then it play back again. Requirement It is required for users to have TSLRCM v1.8.6 installed to their game for this mod to successfully working – both in installation process and in-game. K2CP is not strictly-required, but is strongly-suggested to have as well as this mod were made with CP’s compatibility in-mind. Compatibility Should be optimally-compatible with any mods and builds -- long as not affecting `hangcam.DLG` and `mus_s_positive.WAV/MP3`. Note: It is safe now for user to install this version on top of any currently installed version. It supersedes and overrides their functionality so compatibility is much ensured. ** -- for installation instructions, run the installer [Install.EXE]. Known Issues N/A Final Remarks There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, 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. Hope you enjoy the mod as much as I do! Redistribution Do not redistribute this mod or re-release it on any websites. I'd love providing direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use the assets to a project you will be releasing, please be kindly to ask for permission first -- that way I know what's up. Credits The Almighty Force. BioWare, Obsidian Entertainment, and LucasArts for "The Old Republic" video-game franchise. DarthParametric for past-present knowledge, and all his creation that I learn from. JCarter426 and Inyri Forge for all their work that I look up to. I learned a lot from their mods and been approaching a lot using their method. Fred Tetra for KotOR Tool. stoffe for TSL Patcher and Fair Strides for the updates. tk102 for DLGEditor. Cortisol for Holocron Toolset. All the Tool Makers wasn't mentioned -- can't make it without y'all! All streamers of DeadlyStream. All modders either active or inactive. DeadlyStream for being a home -- a place to hang-out, to discuss and hosting my work, and all their staffs for tirelessly improving-maintaining the site. DeadlyStream's #modding [Discord's] channel. -eb -
Greetings, so there's HK model [P_HK47.MDL/MDX] included with the archive and there's no documentation of what it's doing there. Can you help elaborate on that? Thanks for considering this.
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Questions About using Subdirectories for TSL
ebmar replied to Elwood288's topic in General Kotor/TSL Modding
Quite opposite to what DP suggested -- I'm not encouraging you to use it, but if you know what you're doing--at least locally--it's worth a try. I'm using it along my TSL build, and are comfortable with. I'd enthusiastically use it for K1 as well if only it supports it, which apparently not. Be advised that I'm using GOG version of TSL, so I can't tell if things works the same with others [Steam, retail, etc.]. And to answer your questions -- Yes, you can for TSL but only one level apart, IIRC -- for example; Override \ GUI -- and not Override \ GUI \ Menu Only if you think you need to, or most importantly -- can. From my documentation should only be 2DAs and JRL. Whatever suited you, really. This is how my [TSL] Override's lookin' for reference -- -
UTI is for Items [weapons, armors etc.], UTC is for Creatures [NPCs, etc.]. No, make it a habit to put back module-specific templates back to their own MODs/modules, such that one you mentioned above. You can use ERFEdit as the external-tool to work on it. As with Holocron Toolset @Cortisol might have better answer as I haven't tried the feature yet.
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For this type of change one will have to load/enter the module the first time to have it work. So in this case you'll need to load a [saved] game anywhere before landing on Dantooine. The basic idea is to have the game load the [object] templates before they're spawned into the module, otherwise they still carry the previous data prior to the edited ones. No you don't, and never have to edit the RIM -- ever, at least in K1. The game prioritize MOD over RIM, so any change you make to the MOD will take precedence shortly -- that, if you load it right. One will not need to edit RIMs' 'cause they're critical for rollbacks and/or debugging without having to reinstall the game.
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Yeah, more or less. Basically,--speaking as an end-user of the format--I'm quite certain there are no differences regarding TGA vs TPC colors, pixels' positioning/orientation in such it'd make them details changing shapes or something -- and even if there's one there can only bits of jaggedness/artefacts at parts. However, I guess that's inevitable regarding how compression works -- like almost in general. But again, there are probably edge-cases like you experienced -- which I never had one, and that can be down to many things such as the [conversion] process itself.
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tpcview takes account on rendering alpha-channel with the diffuse/texture, so that black area appear transparent there as it's applied with alpha-mask purposed for envmap in-game, if I call this matter correctly. Therefore, I don't see any issue regarding tga2tpc's TPC end-result -- particularly in this substance.
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Force jump unarmed/using other melee weapons
ebmar replied to constantinople33's topic in Mod Requests
That's not advisable -- as in your case then the baton will have Vibroblade's soundsets/SFX as defined in the baseitems.2DA [weaponmattype] -- unless you intent on having that. A rather proper route will be by adding new entry for it -- using one of the dual-wield melees as the template and edit the fields where necessary. However, it seems possible to use the current baton's ID and changing the value of weaponwield from 1 to 2 to match the other DW melees. Although I haven't tried to see if it's working [properly] or not. As JC said the game check for the specific lightsaber item types for FJ to function. Granted that your idea should work [like having a sword pointed to the saber item type], but you can't do much about the SFX--and its other specific traits--unless you don't give much concern about them.