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Everything posted by eNoodles
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Just wanted to publicly thank SH for giving me You Don't Know Jack Vol. 2! Good on him to give it away rather than resell the code (He wanted you guys to know he wasn't joking about giving away games)
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I can confirm I have the same issue as bead. Didn't want to make the same exact post, but yeah.
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View File Sith Tracker Trio Funny Dialogue Warning: This is a joke mod; if breaking immersion/suspense of disbelief even the slightest bit isn't your thing, this mod is not for you. This mod was requested by Sith Holocron (request thread). If you replay the game a lot and find the "Lord Malak was most displeased..." guys comical, this mod will add to that and allow you to make fun of them, freshening up the experience. The third time you meet them you will have 6 new dialogue options to say to them. They all have fully voiced responses. You can meet them at Tatooine (Anchorhead), Kashyyyk (The Great Walkway) and Manaan (instead of 3 Dark Jedi, there is a Dark Jedi Master and 2 Selkath apprentices at the Sith base, but he says the same line so...). There are some peaceful outcomes where you can talk the Sith into leaving you alone. However, some responses will only aggravate them, and they will still attack you. HK-47 will also mock them if he is in your party at the time. Note: The sixth dialogue option will only be available after you complete the Leviathan. It is the only serious dialogue option. This mod should be compatible with anything that doesn't change the Dark Jedi trio's dialogue (tat17_darkjedi01.dlg) or the Sith Master's dialogue on Manaan (man27_sithmas.dlg). Installation: Simply run TSLPatcher.exe and select your main game folder (swkotor). Uninstallation: Removing tat17_darkjedi01.dlg and man27_sithmas.dlg from your Override folder would suffice, but if you want to completely cleanse your game's directory of this mod, leaving no trace behind, then you will have to remove disadd.ncs, displeased3.ncs, k_ptat_isrevan_y.ncs, triofade.ncs, triofadem.ncs from your Override folder and all the SithTrackers0xx.wav files + HKmostdispleased.wav from your streamwaves folder, as well as replace your globalcat.2da with the backup that was generated. But honestly none of that is necessary, unless you want to clean up your mod files. Credits: Bioware (KotOR) Fred Tetra (KotOR Tool) Sith Holocron(the original idea) UnusualCharacters (voice acting) Merkuri22 (joke ideas on the reddit post) Stoffe (TSL patcher) Submitter eNoodles Submitted 08/16/2018 Category Mods K1R Compatible Yes
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That sounds great! Did you find these tools or create them yourself?
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He was actually using syllable data that he was able to export from the CMU Sphinx project as a base. From what I understand, he was going to make his own tool to convert the syllable data into mouth shapes/phonemes for KotOR's LIP files. He told me he simply hasn't had the time to work on it yet.
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All good now
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Very curious and excited to get my hands on this tool, but the download is broken Also- y u do dis
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Version 1.0.0
289 downloads
Warning: This is a joke mod; if breaking immersion/suspense of disbelief even the slightest bit isn't your thing, this mod is not for you. This mod was requested by Sith Holocron (request thread). If you replay the game a lot and find the "Lord Malak was most displeased..." guys comical, this mod will add to that and allow you to make fun of them, freshening up the experience. The third time you meet them you will have 6 new dialogue options to say to them. They all have fully voiced responses. You can meet them at Tatooine (Anchorhead), Kashyyyk (The Great Walkway) and Manaan (instead of 3 Dark Jedi, there is a Dark Jedi Master and 2 Selkath apprentices at the Sith base, but he says the same line so...). There are some peaceful outcomes where you can talk the Sith into leaving you alone. However, some responses will only aggravate them, and they will still attack you. HK-47 will also mock them if he is in your party at the time. Note: The sixth dialogue option will only be available after you complete the Leviathan. It is the only serious dialogue option. This mod should be compatible with anything that doesn't change the Dark Jedi trio's dialogue (tat17_darkjedi01.dlg) or the Sith Master's dialogue on Manaan (man27_sithmas.dlg). Installation: Simply run TSLPatcher.exe and select your main game folder (swkotor). Uninstallation: Removing tat17_darkjedi01.dlg and man27_sithmas.dlg from your Override folder would suffice, but if you want to completely cleanse your game's directory of this mod, leaving no trace behind, then you will have to remove disadd.ncs, displeased3.ncs, k_ptat_isrevan_y.ncs, triofade.ncs, triofadem.ncs from your Override folder and all the SithTrackers0xx.wav files + HKmostdispleased.wav from your streamwaves folder, as well as replace your globalcat.2da with the backup that was generated. But honestly none of that is necessary, unless you want to clean up your mod files. Credits: Bioware (KotOR) Fred Tetra (KotOR Tool) Sith Holocron(the original idea) UnusualCharacters (voice acting) Merkuri22 (joke ideas on the reddit post) Stoffe (TSL patcher) -
[KotOR1] Alterations to the Sith tracker trio(s)
eNoodles replied to Sith Holocron's topic in Mod Requests
I would be grateful if anyone could test this for bugs/oversights/installer issues, as I have some business to take care of for a few hours. After that I'll fix anything you guys report and submit the file Note: You must have talked to the trio twice before you get the new dialogue on the third time you meet them (they're on Tatooine, Kashyyyk and Manaan). You also must have completed the Leviathan in order to get the sixth dialogue option (the only non-joke one where you convince the trio you are the true lord of the sith). If you've already killed them in some places, I suggest extracting the area's .git into your override, as it will make all the stuff in the module reset. Or you could use a save editor to edit the "displeased" global to 2 and "LEV_MALDREAM" to 1 to get all of the dialogue that way. sithtriodlg.rar -
GetPartyMemberByIndex() doesn't work?
Had the worst night ever scripting a little cutscene (so many bugs and limitations+my unorganization), and was wondering why my party members weren't doing anything. Tried using GetObjectByTag for the specific companions I had and everything worked...
So is GetPartyMemberByIndex the problem? What alternative is there?
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That's strange, but it really wouldn't surprise me if those functions don't work in cutscenes. GetPartyMemberByIndex() I know relies on whom you're controlling (like when you switch control to use Trask to open the door) and you quite possibly aren't "controlling" anybody in a cutscene. I would've thought GetNexPC() wouldn't have that issue but perhaps not.
Here's something else to try:
object oPC = GetFirstPC(); object oPM1 = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_NOT_PC, oPC, 1, -1, -1, -1, -1); object oPM2 = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_NOT_PC, oPC, 2, -1, -1, -1, -1);
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[KotOR1] Alterations to the Sith tracker trio(s)
eNoodles replied to Sith Holocron's topic in Mod Requests
We've already have the dialogue we want, just waiting for VO. Thanks for sharing your thoughts, though. -
Thanks soo much JC. That was very helpful
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So I wanted to clarify the way VO works in TSL. As I know in K1 dlg files, "VO_resref" is for the .lip file for lip sync, and "Sound" is for the compressed wav file. However, in TSL dlg files the Sound field is almost always empty. There is always something in the VO_resref field, and, in most cases, you can search for that name in the StreamVoices folder and find a wav file of the same name. You can also find the corresponding .lip file in the .mods from the "lip" folder. But in a lot of cases, you cannot find a wav file with the name you see in VO_resref. I'm curious why the Sound field is empty in most of the TSL dlgs, how it even works, and most importantly- where can I find voice over wav-s if they aren't in the StreamVoices folder? Are they inaccessible? Why is this so much more complicated than in K1? For example- "351g0t0temp010" is neither in the StreamVoices folder, nor in 351NAR_loc.mod. (this is a random example btw)
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I have a feeling it would be misread by the game when loaded.
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Uh, can items have their own spawn scripts? There isn't an option in the KT UTI editor, but I'm not sure if it would work if you added in a new field with K-GFF. Probably not, but what do I know... Anyway, if it was a mod that had it's own specific way of allowing the play to obtain the new item, yes, I see your point.
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Yes, but if someone else made a similar mod that utilizes the on-spawn script, it would overwrite the previous modified spawn script. If you were using the same savegame you'd already have the other disguise that was previously spawned, no issues there, but if you went on a different savegame you wouldn't be able to spawn that older disguise in, since the spawn script would be overwritten by the new mod. Anyway, let's stop arguing about how useful this mod would be. It's probably not gonna happen anytime soon, and, as JC said, people aren't exactly lining up with new armor models.
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Right, but they'd still conflict with each other, wouldn't they? I mean, you could assign them to different spawn scripts, but that's just unorganized, don't you think?
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No, but like you said, you'd have to add separate rows for all the different heads and genders. And it wouldn't support custom heads unless compatibility was manually added. You'd also have to create your own heartbeat script, which would conflict with similar mods. A universal system would simply that process.
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Ok, I finally understand. If you could (theoretically) make a universal system that's integrated into the heartbeat script and can somehow check for custom armors (maybe a specific prefix for the resref/tag or something), and then do the head duplication method, as well as check for various factors such as gender, then that would greatly simplify adding new custom armor models into the game. But boy would that be a lot of work.
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But wouldn't you be replacing the model for a whole class of armors? And if you went the disguise route, you'd either have to have a full body armor or some default head. I'm confused now, what is even the point of JC's script if you say it's all possible anyway?
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But wouldn't we able to assign new custom models to that new appearance.2da row, then using JC's script assign our player heads to that disguise (while we have it equipped), and ultimately achieve a new armor model with our head attached to it? Which would remove the limitations of armor classes using the same models... Wouldn't this make creating new armors with custom models much easier and more compatible with existing armors?