ebmar

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Everything posted by ebmar

  1. View File [K1] Tariga Gender on Tamlen DLG Fix [K1] Tariga Gender on Tamlen DLG Fix This mod will fix the inconsistency with one of the Sith Student/Tamlen dialogue which describe Tariga as a female/she while in fact [by appearance and gender-check] Tariga is a male/he. In dialogue with Tamlen he will describe Tariga as a "he" now. In addition to that, this mod will also change Tamlen's display name to his specific [formerly Sith Student]. Don't worry about the voice-overs inconsistency; this mod takes care of that. It will now heard as "he" instead of "she", in addition to the aforementioned text fix. ------------------------------------------------------------------------------------------------------------------- With v1.0.0 release I aim to have the mod its standalone LIP, to perfectly incorporate the lip-sync. The current version fits very well with the vanilla LIP in use - though started from the change which is "he" section, there's a fraction of milliseconds differences between the lip and the VO. There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update 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 playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] then hit the [Install Mod ->] button! This will adds new entries to your game's dialog.tlk - where they stored strings of dialogues for the game. If you didn't wish the mod to do so you may want to cancel the installation This only been tested with the English version of the game; it is full working and leave no unwanted bugs whatsoever, so be advised then Uninstallation: run the installer [TSLPatcher.exe], and choose Uninstall option. Also, by keeping the installlog after the installation will help you to track which files goes to where Compatibility: will be compatible with mostly anything that is on the surface by now, though it won't be compatible with mods that share the same scope with it. For assurance of this mod to work, just install this mod much later after every mods has, or try to avoid mods that force-overrides shared content with this mod For this mod to be fully effective you should at least load a saved game before entering the Sith Academy [korr_m35aa] module The mod was play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: if you want to redistribute the mod - just go with it. Though less likely I will provide supports to any other place than DeadlyStream. And be kindly; give credits to where it's due. 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 credit BioWare & LucasArts with the release - particularly with the inclusion of the assets. An 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 played DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 & Inyri Forge for all their awesome work that I look up to - I learned a lot from their mod setup and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial - which guides me on packaging the custom module Fred Tetra for the amazing KotOR Tool Chrysocome and John Newbigin for dd stoffe for the magnificent TSL Patcher, TLKEd, ERFEdit, et cetera, and Fair Strides for later improves them VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF Werner Rumpeltesz for PlainEdit.NET Notepad++team for Notepad++ The Audacity Team for Audacity 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 for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun - and inspiring! :jarjar: -eb Submitter ebmar Submitted 07/08/2019 Category Mods K1R Compatible Yes  
  2. Version 0.9.0

    1,144 downloads

    [K1] Tariga Gender on Tamlen DLG Fix This mod will fix the inconsistency with one of the Sith Student/Tamlen dialogue which describe Tariga as a female/she while in fact [by appearance and gender-check] Tariga is a male/he. In dialogue with Tamlen he will describe Tariga as a "he" now. In addition to that, this mod will also change Tamlen's display name to his specific [formerly Sith Student]. Don't worry about the voice-overs inconsistency; this mod takes care of that. It will now heard as "he" instead of "she", in addition to the aforementioned text fix. ------------------------------------------------------------------------------------------------------------------- With v1.0.0 release I aim to have the mod its standalone LIP, to perfectly incorporate the lip-sync. The current version fits very well with the vanilla LIP in use - though started from the change which is "he" section, there's a fraction of milliseconds differences between the lip and the VO. There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update 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 playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] then hit the [Install Mod ->] button! This will adds new entries to your game's dialog.tlk - where they stored strings of dialogues for the game. If you didn't wish the mod to do so you may want to cancel the installation This only been tested with the English version of the game; it is full working and leave no unwanted bugs whatsoever, so be advised then Uninstallation: run the installer [TSLPatcher.exe], and choose Uninstall option. Also, by keeping the installlog after the installation will help you to track which files goes to where Compatibility: will be compatible with mostly anything that is on the surface by now, though it won't be compatible with mods that share the same scope with it. For assurance of this mod to work, just install this mod much later after every mods has, or try to avoid mods that force-overrides shared content with this mod For this mod to be fully effective you should at least load a saved game before entering the Sith Academy [korr_m35aa] module The mod was play-tested with KotOR 1 Restoration/K1R and K1:Community Patch/K1CP installed and is compatible with them Redistribution: if you want to redistribute the mod - just go with it. Though less likely I will provide supports to any other place than DeadlyStream. And be kindly; give credits to where it's due. 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 credit BioWare & LucasArts with the release - particularly with the inclusion of the assets. An 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 played DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 & Inyri Forge for all their awesome work that I look up to - I learned a lot from their mod setup and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial - which guides me on packaging the custom module Fred Tetra for the amazing KotOR Tool Chrysocome and John Newbigin for dd stoffe for the magnificent TSL Patcher, TLKEd, ERFEdit, et cetera, and Fair Strides for later improves them VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF Werner Rumpeltesz for PlainEdit.NET Notepad++team for Notepad++ The Audacity Team for Audacity 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 for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun - and inspiring! :jarjar: -eb
  3. Wow, the new one looks more lively. Only by the docking bay the place already looks like den of villainy - can imagine those barrels worth thousands of credits! Hahah.
  4. It works like a charm with the most recent version! I like what you did with the row number's column layout; it provides better control with the worksheet now. Most -if not all- function seem to be working properly. Though if may I have suggestions; there's a soothing feeling working with color transition between rows like its predecessor [white-grey transition]. And if not too much request I hope that you can work on the Exit (Ctrl+Q) hotkey to have it functioning. Many thanks for considering the feedback, and the update are very much appreciated!
  5. Greetings, Tool's Author! Congrats for the updates! The change-log looks promising, though I found an error even before the program started - Am I missing something with the requirement? Many thanks for considering this report, and looking forwards to a positive feedback. Edit: with the updated version which is v0.1.1.2, it works like a charm now. Thanks! Edit2: apparently its New Row (Ctrl+N) feature brokes, @VarsityPuppet - and many times it failed on save attempt. Needless to say the [updated] program lose its functionality right now, and I have to rollback to its predecessor [v0.1.0]. Looking forwards to a stable-updated-version! Edit3: the problems seem to be resolved with the most-recent update.
  6. [Updated to v1.1.2: June 25, 2019] What's new? It is now using in-game native TPC format with appropriate power of 2 scaling. It should appear better in-game as a result to that As using DXT1 compression it also less storage consuming. The former TGA should be around ~340 KB, this version TPC sized at ~43 KB
    One place that I always visit -only when this mod installed- on Taris is Zelka Forn's "Lab Personnel Only" room, where this awesome work belongs. One of those mods that will never get away from "to Install" list. I can't say much about it other than every bits are crafted with perfection. Permanent spot in the mod list has been filled. In-game screenshot:
  7. [Updated to v1.0.2: June 24, 2019] What's new? Implementing MOD/modular installation; which means this version will have Javyar's Cantina its unique BGM without having to replace the Anchorhead's - as they share the same BGM in their module With this version installed the game will have their each cantina [module] their own unique BGM
    An awesome update! The ears looks perfect to me; the render looks smooth from close range even on distance. In overall - everything looks better than it used to. Edit: appreciate the v1.3.0 to v1.3.1 update. Permanent spot in the mod list has been filled. v1.3.1 in-game screenshot:
  8. As far as I can recall it was the IDs and the rest of the row. I don't have them installed but I can switch around the 2DA later. I'll get you an update when I got one.
  9. I recall saw two row spaces [two consecutive rows with only ****] on your mod's appearance.2da - IIRC, perhaps that causes you the trouble. I mean, linking with your apparent problem which skips two exact rows - that seem to be likely. Did they only happened with ~600's? How about those at ~200's or ~300's - do they have the same number skipping? All clear. I'm at 783 rows now -without **** skipping- and didn't seem to having that issue. Which why I suspect them rows with **** could be the culprit for this.
  10. Hmm, you could try with this - Open kotormax.ini from this path [by default] gmax \ scripts \ KOTORmax Try to make sure having this on your end usemax=0 Not really sure if it was set to 1 or already 0 but I recall having encountered that too. But again, vaguely remembering how it was.
  11. Go with the [+ MDL Loading] - choose Import Geom Only and Import. I have edited mine as I realized there was lack of information there with the initial ones.
  12. Cool! Glad to see things are working very well in the end [minus the Dark-side transition issue]. I will then documenting and attaching the DS transition fix authored by @DarthParametric on Discord > r/kotor here; be back with an update later [or you can just sign-up there and see the post directly yourself]. Edit: to fix the UV you will need an additional tools which they're 3D modelling program -gmax and 3ds Max are most recommended for this- and KOTORmax. Steps are - Convert the latest PMHC01 binary to ASCII Run gmax with KOTORmax installed On the left toolbar there should be a button to load the ASCII, written as [+ MDL Loading] - choose Import Geom Only and Import then To have the texture shown [with the model] I usually put the relevant texture/TGA with the same folder as the loaded model - so you'd want to do that too. There must be another [legit] way on doing that but I don't know how. 🙃 Don't forget to reference the hair mesh, which is Object01 to reference PMHC01 as the bitmap instead of PMHC04. You can do that by following this - Done with collapsing stuffs we're going to export the model now. Select the blue box under the head model; it's called OdysseyBase that you'll see it's written on a box in the top right corner With OdysseyBase selected - you'll see Odyssey Base Params underneath and down below you'll find Export Geom only button. You know you're very close for a result so you'll know what to do, heheh The exported format [again] will be an ASCII. So you may want to convert them to binary with MDLedit, and rename as appropriate That pretty much sums it - just let me know at which part things are confusing or lack of necessary information.
  13. Ah! You should not load the MDX but instead the MDL from the menu; the app will load them both automatically. I'm still experiencing this few times, heheh - rookie-in-haste mistake. 😛 The only converting process were when; Converting from Binary [MDL/MDX] to ASCII - to transplant the hair node Converting from ASCII back to Binary [MDL/MDX] a.k.a the in-game format model; because the game only accept MDL/MDX format for things to work
  14. Don't! The first rule of general modding is; never change the extension, hahah. Keep the extension as-is [on exporting] and only rename the file. Edit: apologize that I might have confused you with a / on MDL/MDX there. My intention was to have you read PMHC01.MDL & PMHC01.MDX.
  15. Greetings, Mod's Author! A nice addition to the game! Particularly for role-play purpose as described. Though, apparently if our main-character went Dark side, the mesh [Object01] use PMHC01 as its default bitmap instead of PMHC04 for a proper hair appearance. Looking forwards to a positive feedback regarding this report, and many thanks for considering this.
  16. Thank you for the insight - much appreciated. Edit: I managed to get the models merged - so, here's how things goes: Prepare your tools; MDLedit and Notepad++ Prepare the models from this post and the long-haired model Download this - K1Supermodels_Vanilla.7z We need the Supermodel for recompiling from ASCII to Binary to work [step 14] - so put all of them at the same folder with the head models I'm going to index 1 for DP's model and 2 for the long-haired/valten7's Organized the files [including make a backup] as you see them fit, just make sure you know which one is which We're going with the hair transplant method in this case we're going to copy the hair nodes to the other model Load 1 and 2 with MDLedit and save them as ASCII Open 2 ASCII with Notepad++ and find this node using find command - node trimesh Object01 That is the hair node's header we'd want to copy all the information to the other model Block and copy all the nodes until you find the end of the node - endnode You can transit them for temporary to a new opened tab on the notepad Open 1 ASCII with the notepad and find this node using find command - node skin head Stop right there - that's what we would use as a mark to where we'd want to paste the hair node we copied earlier Make a space above that node and paste all the hair node we copied earlier there so more or less this is what you'll get on screen - node trimesh Object01 parent head_g ... ... ... ...35 0.91469 endnode node skin head parent PMHC01 ... Them three-dots means the information inside the ASCII/model Save the ASCII Load the hair-transplanted 1 ASCII with MDLedit and save it as Binary - overwrite when prompted. Be advised that you'll get warnings if you don't have the Supermodels in the same folder with the ASCII Pretty much done - next is to copy the binary model -which should be named as PMHC01.MDL & PMHC01.MDX- and paste them to the Override, and overwrite when prompted I think if you're following the instruction very clear you can have the wanted result. Just let me know at which part you got stuck/that is confusing. I should apologize if indeed the instruction are not very clear and is confusing. 🙃 The end-result is not without [possible] issue. If our main-character went Dark-side the hair texture went back to PMHC01, which will show a broken appearance on the hair mesh. We can discussed about that later after the attempted result above is actually working.
  17. Greetings! If I go with the ASCII route, should I only copy the hair mesh and paste it to the other model to transplant the hair? Many thanks for considering this.
  18. ebmar

    East Central

    You're welcome! Whoops! Yeah, I forgot to tell that it was ported from TSL, so you'd need a functioning model for that to use it in K1. Here's a model that has been ported/converted as appropriate, but not yet assigned/purposed to the game - [K1]_TSLPorted_Sith_Commando_Model.7z
  19. ebmar

    East Central

    Good evening! It's a vanilla Sith Commando texture. You can find it in KotOR2/TSL's game file; tagged as N_SithCom02. Though I'll just attach the TGA here - TSL_Red_Sith_Commando_N_SithCom02.7z
  20. Though am not sure that the [crashed] model I used, which is TSL-ported Swoop monitor model had a 0 polies' geometry. 🤔 That does makes sense, but then again - this is a placeable model, so it shouldn't be listed in the layout file, I think. Though worth to try referenced it into the list just to make things sure. And many thanks for the feedback - much appreciated.