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Everything posted by ebmar
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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.
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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
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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.
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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
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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.
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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.
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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.
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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 -
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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.
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graphics [Query] Blending_xx Rendering "Issue"
ebmar replied to ebmar's topic in General Kotor/TSL Modding
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.- 13 replies
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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!
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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.
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Version 1.0.0
18,048 downloads
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 -
[Updated: December 16, 2019] Got a potential new entry for the Unknown World, and this time it's going to be a voice-overs' modified content. A sneak peek to what's coming - Nothing fancy about that - just a small nitpicking for things I wanted to feel in the game. I have worked on the installer but not yet working on the readme and stuffs, so, this project by theory still currently up floating in space. I hope this will be well received by the community because it's such a small mod but I think it could work well for anyone that is interested. See you all again when the time is right, and May the Force be with you. ____________________________________________ Update: and it has been released. Hope you enjoy it! Any updates of current development will also be posted in thread's introduction post.
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Bit of an addition to DarthParametric's elaboration earlier - Thankfully, @JCarter426 did write an extensive Analysis of the Combat Animations' tutorial to cover such lacks of description for K1 which should provide necessary information ones could need on this particular attempt.
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From the album: The Playthrough
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From the album: The Playthrough
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From the album: The Playthrough
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Thank you for the latest build of mdledit, bead-v! So - Just recently I did the test again with MDLedit v1.0.3, and compare both binaries by using HxD's Data comparison feature the result are indeed identical [accepting that's a valid method to do], which puzzles me also. Though I ain't really sure if the in-game result would be different as I haven't tested it. Thank you for the heads-up. I have lost the incorrect smoothing ones [as I don't feel the need to keep it back then], therefore, I'll be back with the relevant evidence when I got one in the future. May the Force be with you in your attempt on updating this wonderful program. I can't thank you enough for this.
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Congrats for the v1.8.0 release, guys! And thank you, to a full year of hard work.
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Entry#11: ActionJumpToLocation >= ActionJumpToObject Today I learned that to avoid T-posing of a jumped creatures, ones should use ActionJumpToLocation rather than ActionJumpToObject. Though they have a same purpose but the end-result look to be different some other times. I was having a trial-and-error experience with the HoloRakata/unk41_holo spawned outside the Elder Settlement [Lehon - South Beach/unk_m41ab]. Originally it was spawned by unk41_holo02 using CreateObject, thus having the holo spawned with a T-pose. I recognize the taste of the fruit for sometimes so I moved the spawn part one script earlier -with custom location- to have it with unk41_holo01 and jump the holo with the latter. The waypoint/UTW for initial spawn location already present, which is spawn1 - I have to go with ActionJumpToObject for convenience's sake to avoid fiddling with location's Vector for the jump. Alas, the T-pose still there. I thought I had to add a PlayAnimation before the jumping part [to override the T animation] but it didn't worked. So I look for a location to pair it with ActionJumpToLocation, as well as using it instead, and then - yeah, the T-pose's gone. I hope this information can be helpful to you, fellow Jedi. May the Force be with you.
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Help Editing Files With The Same Name
ebmar replied to ALPHA000102's topic in General Kotor/TSL Modding
You don't and won't find a dialogue file/DLG reference inside a GIT, ARE, and IFO [basically anything outside xyz_s.rim]. If in your case it's sc16_converse that you wanted to find, you'll need to browse for it through here - Vanilla: Kotor I \ RIMs \ Modules \ ebo_m40aa_s.rim \ Dialog \ sc16_converse.dlg Custom [if available]: Kotor I \ ERFs \ Modules \ ebo_m40aa.mod \ S \ sc16_converse.dlg I'd advise you to go against installing any templates stuff such as dialogue file/DLG to the Override, unless they're globals or something extracted from BIFs. Yes, you want that different name for the same files but you'll want them to have modular/MOD installation, using the updated TSLPatcher from K1CP setup and having something like this with the changes.ini - ;Name the physical DLG file/s to match with what's in the INI [GFFList] File0=sc16_converse_1.dlg File1=sc16_converse_2.dlg ;!Filename function will change the name's output [sc16_converse_1.dlg] !Destination=modules\ebo_m40aa.mod !Filename=sc16_converse.dlg [sc16_converse_2.dlg] !Destination=modules\STUNT_16.mod !Filename=sc16_converse.dlg Be advised, that the patched file/s should already existed in the relevant module. The said method won't work for a physical injection. -
Thank you for the heads-up! Nice and useful information to have there. I will surely take a considerate look on that, and see if I can make it works. Update: yup! Using local token #22 from stringtokens.2da proven to be working, @Salk. Therefore, I have this on the TLK string - I am no longer <him/her> now. Nice catch on that, and thanks again. It certainly does. It will prove useful in the long run [of modding journey].
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Ah! You're right. My logic was broken I thought the Script in the DLG fires soon as it was shown on screen, hahah. Again, thanks - as things are clear now. Much appreciated. Update: Eureka! @DarthParametric. The script works! I set the custom token value to 434, and do a search-and-find to the TLK for same instance. There are none apparently, though I hope there's no undetected LocalString 1 on my end that sneakily uses it, hahah.
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