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Everything posted by ebmar
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Actually I'd suggest you to just edit the OnEnter itself rather than calling/execute it from your script. That way can remove the hassle from having to edit the relevant field on the ARE/IFO. Granted, one can just make a unique name for a script that used for executing the original and placing it to the Override, but I believe that'd do more problems than it solve. Understandable that there are some edge cases which the original can't be decompiled, but if necessary just go with the editing. Not really aside of other members' source, vanilla scripts and once in a while I visit NWN Lexicon for relevant answers that can't be found anywhere. And not to forget asking other members for insights is a great educational resources as well. Though I find the best way to learn is by decompiling any of the binary, and make your way reconstructing them as readable as can be with intelligible constants -- for example [to where they fit into]; int 1 to TRUE, float 0.0 to DIRECTION_EAST, int 5 to ANIMATION_LOOPING_TALK_NORMAL, etc.]. Oh, and comments [started by // then followed with one] can go a long way too -- as our masters @Qui-Gon Glenn once taught me as well --
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No worries, the pleasure's mine. Anyway, in case you missed the added comments you should change the filename of the executed script/k_pdan_13_areaold to something less/equal to 16 characters. The script will still compile and the ExecuteScript function will fires -- it's just there's nothing to execute 'cause the game can't read it. Appreciate you think of me like that -- but I know there's more about the [KotOR] scripting world that I didn't understand yet, hahah. But as what I have now wouldn't be possible if not with helping hands from other members in the communities. As for scripting syntax [usage of logical AND && / logical OR || / logical NOT !] I'd suggest you to check on this one -- Introduction to Scripting Syntax - Tutorials: Scripting - The International House of Mojo Forums (mixnmojo.com)
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Try this, this one compiles for me -- void main() { int sID_FOUND_BOD1 = GetGlobalBoolean("FOUND_BOD1"); int sID_light_crys2 = GetGlobalBoolean("light_crys2"); // Checks if BOTH quest requirements are met if(sID_FOUND_BOD1 == TRUE && sID_light_crys2 == TRUE) { CreateObject(OBJECT_TYPE_CREATURE, "dan13_jed99", Location(Vector(160.04f, 84.16f, 12.62f), DIRECTION_EAST)); } // Better change the executed-script name as it exceeds the maximum 16 characters the game could read ExecuteScript("k_pdan_13_areaold", OBJECT_SELF); } Your problem was--as the compiler said so -- Error: Variable "check" defined multiple times in the same scope Although to be honest I was surprised looking at your script initially - thinking that'd work and the problem was on something else. Would be cool if the compiler can support that idea, I guess. And yeah, it had something to do with the and function within a script.
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Malak end-game model change: Is such a mod possible?
ebmar replied to Mephiles550's topic in General Kotor/TSL Modding
Try this to swap Malak's appearance to his jawless one before the final sentences -- [K1]_Jawless_Malak_[End-Game]_BETA.7z Apparently it's fine as it is using the default jawless model/n_darthmalak02 -- as it already refer the regular model/N_DarthMalak as the Supermodel. Granted, the cape will clips with the floor but that to expected as it will require custom animations like Sithspecter's Revan's Flowing Cape mod -- which not something I could tackle. The script will work with a saved game inside the module so one don't have to re-enter looking for its first time. I don't provide the source with the archive but here's one to look at -- Nope, and I didn't plan working on one [said animations] in the meantime. -
Malak end-game model change: Is such a mod possible?
ebmar replied to Mephiles550's topic in General Kotor/TSL Modding
Yeah it's possible to switch his appearance with the fade-in/out script that's currently available on the cutscene's setup. I think one can try porting the animations from the default model to there [or only change the reference of the supermodel]. I did working on a mod [not much been achieved though other than the appearance - as it stands now] that use the jawless model as well, and had the cape animations working -- Pretty sure it's sufficient with the regular-custom model -- we'll see about it. Edit: My post a bit late than JC, but yeah -- this one's define whether or not stunt model's needed -- -
Likewise -- much appreciate your effort on this tool as well. 🍻 Anyways, looks like I'm going to keep you busy here with another report, regarding the recent update in particular, hahah -- The editor looks like can read the SSF well, however -- KotOR Tool unable to read the exported file, therefore I assume the exported-edited ones from your tool's broken. Until this moment the only tool I trusted on editing the SSF was K-Tool, so that's something I took into consideration as well. These new features seem to be working properly. Awesome -- thanks for bringing this feature to life -- and working. 👍 Not sure what you mean by this. Is it support external tools now? Because I noticed it's not supported with the former version. Yes, there's a tab to switch between the internal and external but your tool fail to open one. Feedbacks: Likely you'll have to revisit your built-in GFF editor, as it broke the edited file. I was editing a UTI with yours and it's not working in-game while using K-GFF works I see that you try to support MDL decompile, but not sure what the decompiler you have with the tool there. I tried decompiling a model and it broke -- no texture-reference/bitmap node exported with the ASCII and with that alone one can tell it's not working properly. Unless you had it working to its fullest capacity I suggest you to disable that feature in the meantime. Granted, the Extract Textures feature worked though, so that's a good feat to have at least [although you had a typo there -- Textuers, so you might want to fix it on the go 😛 Probably sorting the ResRef ascending-by-name by default should be a feature to have? I think many would like to have that Having external-tools-support working soon sounds like a good option as well before you can have your built-in editor working optimally That's all for now -- and as usual, I'll catch up with you later. Much thanks for considering this -- cheers. 🍻
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Greetings, author -- First, congrats for the release -- and an outstanding texture work to top that as well! 👍 Second, just a quick feedback from me that I think you may consider doing MOD/module installation using TSLPatcher [the updated-one bundled with K1CP] to install/patch the UTCs. Dropping them to the Override will likely cause incompatibilities -- not only with other mods, even with the vanilla game itself because the game known for using same UTC among separated modules but having different setup for feats, DLG used for the conversation, scripts, inventories, etc. Granted, you know your mod better than I do -- and if you think it's fine as it is now [that probably you already done a thorough play-test to them], that's your call. Much thanks for considering this -- cheers. 🍻
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Greetings, author -- Introduction: First, a good start for allowing the tool to read users'-end Override -- liking that feature already - among any other improvements from the ol' KotOR Tool. Granted, it's far from perfect as there are still bugs around. However, nothing but promising sign one must say. 👍 Report: Second, I'm giving you heads-up about an oversight with the built-in 2DA editor which it mistakenly read-and-write visualeffects.2DA. What your tool does was it reads the row [label] based on index instead of the actual number [int?] each rows has. For example, supposedly [and by using KotOR Tool] VFX_ARD_LIGHT_YELLOW_10 has 5000 with the (Row Label) which also used for scripting constant -- but then your tool read [and write] it as 130 hence breaking the table and obviously the game as well. On top of my head that's the only 2DA I'm aware of that needs attention - there are others probably, but that's the only one I had encounter the issue with. Therefore, along with this report I hope you able to resolve the issue. Feedback: I might be part of the minority that's using subfolder in TSL's Override -- however, I still wish you can make the tool able to read them also. I think that'd be a cool feature to have. 😁 Think that's all for now. I'll get back to you with reports/questions later -- 'cause one thing at a time, I guess. Much thanks for considering this. Cheers.
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Looking good here. I liked how it reads users'-end Override, and able to detect images format [I did put a JPG to there as part of a conditional for a mod I'm working on] among any other stuffs as well. Think I'm going to familiarize myself with navigating through this tool for awhile, and looking forwards to see it in action. Neat work so far! 👍
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Something I've been working on recently --
SpoilerYup, "Defense of the Turrets" -- HK-47's very owned fighter-simulation, hahah.
Can say all the [basic] mechanics are done. Anything's left probably some polishing to the textures, and maybe other things -- who knows, sometimes unexpected ideas [or errors, urgh] comes pretty late in the process.
P.S. For the load-screen I'm using ajdrenter's "Very Nice! Load Screens for KotOR" [which based on JackInTheBox's] as the template for the frame. Credits to the respective authors.
Edit:
- DarthParametric kindly provided me as well the load-screen template for KotOR High Resolution Menus-compatible option
- Featured as well MadDerp's Widescreen Cockpit fix with the mod. The author allowed to use the assets from their mod -- therefore credits to the respective author
[Update02: 02/02/2022/PM]
Spoiler-
Interesting idea. Maybe after training in this fighter-simulation, players will stop hating the mini-game :)
Can you adjust the brightness of the sun or change some of the colors? With blue seen-through cockpit, blue spaceships, the light from blue star turn the picture in one disturbing blur half of the time.
I know that blue holograms are the trademark of the SW, but even Star Maps had yellow, orange and greenish parts. -
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Interesting idea. Maybe after training in this fighter-simulation, players will stop hating the mini-game :)
Yeah, we'll see about that, hahah.
QuoteCan you adjust the brightness of the sun or change some of the colors? With blue seen-through cockpit, blue spaceships, the light from blue star turn the picture in one disturbing blur half of the time...
Noted the suggestions -- thanks for the feedback. I'll see what I can do with that.
To be fair I'm not being too nitpicky regarding aesthetic direction on this project -- so any constructive inputs are very much welcome indeed.
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Probably, but won't be anywhere soon sorry to say. As in its current state I won't say they're compatible, just to be safe -- but long as they don't change the reference of the icons the default hilts were using then for the most part the icons from this mod will work. And for that make sure to run the TGA/DDS/TXI cleaner script [_cleanleftovers] first to prevent incompatibilities.
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Aaand, you're apparently right -- Thanks for the heads-up -- I wouldn't know if you didn't brought that up. 👍 Yeah, didn't planned on as I'm not playing JK enough to know about it -- such coincidence. But yeah, resources I had were all from Star Wars' games - so if anything it'd came back looking like one. Please - don't be. 😛 -- and you should done some to your hilts now that you're aware of it, hahah. Sometimes simple stroke outlining the hilts can make differences. Also for the most part I can't take the credits all for myself as they're consisted of others' work; VP and FG with the models, DP with the textures and renders, as well Magnetiicz with the ported TOR assets used as BG bits. Anyway, much thanks for the compliment. 🍻
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[Updated to v2.0.0: January 19, 2022] What's new? Rebranding; new logo, new name 22 new Cool Saber Icons scaled at x128 in uncompressed-TPC format -- covering all the available icons [including the unobtainable Malak's] in vanilla game New hi-poly hilts rendered [by DarthParametric] using VarsityPuppet's "Hi Poly Tin Cans" [ported to K1 by Fallen Guardian] New enhanced textures using DarthParametric's "Alternative Textures" New background-bits using combined TOR assets ported and provided by Magnetiicz User-friendly TGA/DDS/TXI cleaner and mod-uninstaller for convenience purpose Optimized installation using TSLPatcher [allowing automatic backup-data for presented TPC in the Override]
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Greetings, mod's author -- I was having questions about the whooping 400.66 MB file size for a portraits mod -- then I DL-ed it, and see why. Firstly, those are some awesome work of arts there -- hats-off to the artist for that. 🍻 Second to follow is -- speaking as a fellow modder as well an end-user, I think ~400 MB for portraits mod is tad too large. I see here because they're scaled at 2K which is an overkill--portraits-wise--as they will be downscaled and fixed at around x256 in-game [at most], even when playing at 4K [IIRC]. I suggest you to scale them down to around x256 -- it's going to be fine. If you're hesitant on loosing fine details then you can go for x512 or even 1K if you're feeling it, but 2K's just too much. Nonetheless, appreciate your work on setting up this mod. 👍 Much thanks for considering this -- cheers. P.S. Considering using [uncompressed with mipmap 0 on the TXI] TPC format will be much appreciated as well [though not required] as it'd provide better performance with minimal-to-none loss of quality. If you're up for it, tga2tpc is the needed tool.
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[Update: 01/17/2022/PM] What's coming in v1.0.2? Rebranding; new logo, new name -- New Cool Saber Icons -- In-game preview [L-to-R] -- Mantle of the Force & Heart of the Guardian, Double-Bladed Lightsaber, Malak's Lightsaber, Item-list overview. Icons' credits: VarsityPuppet and Fallen Guardian for VP's Hi Poly Tin Cans - KotOR 1 which models used for rendering DarthParametric for sabers' textures and renders Magnetiicz for "Ui_Icons_Swtor" which ported TOR assets used and combined for the sabers' background bits Mods appeared with the preview: ajdrenter's "Pretty Good! Icons for KotOR" JackInTheBox's "HD MENUS AND UI Assets" xander2077's "Vanilla Masks Overhaul" Stay tune to be updated [for the official release] and/or follow the thread for notifications! 😁
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Wish I could test the content but I don't really have the time for that, but I'm interested in checking the [patcher] setup [for you] if you don't mind -- particularly before someone do the play-test. P.S. also having issue with letterbox-scaling on my end as running the game at 1366x768 so, that's another reason I can't do the test as well.
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Howdies beloved staffs and site owner/s, I'm thinking if DS can provide a Requirements \ Mods requiring this file drop-down list similar like our neighbor has. I'm certain that'd go a long way making things easier both for the mod authors and end-users. Much thanks for considering this -- cheers! 🍻
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I do need advise on a mod that I am creating.
ebmar replied to DeathScepter's topic in General Kotor/TSL Modding
If I recall correctly - Hunters Run's "Operation Kill Bastila Remade" add a new feat to the 2DA called "Bastila's Disguise", and it worked as the mod intend to. One can try looking at the setup or asking him to elaborate. -
[Updated to v1.0.1: January 06, 2022] What's new? Fixed the alignment theme looping issue by changing how it works * Two new installation options -- TOR and TSL style without the SFX Tweaks to the uninstaller P.S. As in v1.0.1 [and above] the mod will not be using ambientmusic.2DA, and with that two of the previously installed WAV to the streammusic folder will be redundant. You can safely remove eb_theme_dsalign.WAV and eb_theme_lsalign.WAV from there if you want * There's a catch to the looping fix however -- which now the SFX playback as mono instead stereo like previously and it overlaps with the [area] music playing in background. Anyhow, it needs to be done to workaround the edge-case that break things like in v1.0.0
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! Attention Mod Users ! -- [ FIXED as in v1.0.1: January 06, 2022 ]
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Using KOTOR Tool to modify dialogue?
ebmar replied to LordCybot's topic in General Kotor/TSL Modding
That's a generic-global script, so using KotOR Tool go and look for -- Kotor I \ BIFs \ scripts.bif \ Script, Source \ -- that's where you'll find one and those that are similar. Here's how it looks -- Edit: Late to know that you had it figured out, lol. By the way, glad that you did. -
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Congrats for finishing up the Dark side ones -- and its awesome release! Looking forwards to have it on my game and see the beauty of it. 🍻
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Thanks for the heads-up, and yeah -- that actually something I consider as well - as we all know there are some module-specified scripts doing that, but I hesitant on taking further actions to accompany them with this mod [as you know it well -- there'll be lots of work for that 😛]. Granted, my mistake for not acknowledging it with the Known Issues of this mod. I'll keep that noted for an update.
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View File [K1] Alignment Fancy Bits This mod adds fancy VFX and SFX alignment change both to the dark side and light side in two available style; TOR and TSL. -= BACKGROUND =- Not much of a background -- just my curiosity fueled with @DarthParametric's invaluable insights and assistance trying something never been done [at least to release stage until this mod was attempted] and documented previously to K1 based on its successors; The Sith Lords and The Old Republic. -= ABOUT THIS MOD =- TOR style -- adds IN-cutscenes VFX and SFX based on TOR's TSL style -- adds POST-cutscenes VFX and SFX based on TSL's TOR style no SFX -- adds ONLY IN-cutscenes VFX based on TOR's TSL style no SFX -- adds ONLY POST-cutscenes VFX based on TSL's * Preview [v1.0.1] -- To its VFX base it's using ported TSL models and texture [for the dark side ones] provided by DarthParametric. As for the SFX, I had them ported from TSL -- originally comes as mus_s_darkshort and mus_s_lightshort. -- provided as well user-friendly uninstaller for convenience purpose. -= KNOWN ISSUES =- TOR style -- at some potential cases [depending on how the cutscenes were set up] the SFX and/or VFX won't show up if the camera/frame far-off from the Player. In SFX's case -- because Players' presence on-screen's needed as they're the medium for the SFX output TSL style -- as using a spawned placeable's OnHeartbeat [which checks for and] to trigger the VFX and SFX for ONLY every ~3 seconds, they will not fired instantly. Delays are to be expected with this one. Also, as I didn't include ratio check to DS and LS gains sometimes you'll see LS status with DS' VFX/SFX and vice-versa. That often happens if there are multiple alignment sets in one continuous cutscenes There are module-specifics scripts that alter the alignment which is outside the scope of this mod -- at least at this current stage. With that in mind sometimes you won't see the mod's working although there are alignment change's happening -= 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! -= INSTALLATION =- Run the installer, pick only one of the available options then hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _uninstall folder -- make sure to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets etc and/or anything that hard-overwrites 2DAs coming from this mod. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic DarthParametric for ported TSL assets, indispensable insights and assistance on this project as well the past-present knowledge, and his creation that I took learn from. He helped me as well with providing some useful information for the uninstaller Sdub for bringing my attention to v1.0.0's game-breaking issue -- hence the mod's update JCarter426 for SithCodec and Odyssey++ -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool bead-v for MDLedit ndix UR for tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development which essential during mod's early stage creative-process - eb Submitter ebmar Submitted 12/23/2021 Category Mods K1R Compatible Yes