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Everything posted by eNoodles
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Yes, but disguises with custom appearances. Aren't we trying to fake "custom amors", or am I misunderstanding the intent of this mod?
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No, not just a simple armor mod; this technique would allow many new armors with custom models to be added into the game, which opens up many possibilities. What about applying a visual effect to make the clone invisible? Or would that mess with the head duplication?
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Very cool, ebmar! I really like his new voice effect. Meanwhile, I'm getting closer and closer to completing the (hopefully) first installment in my KotOR "Origins" series. Gameplay of the main quest is more than halfway done, so expect a thread regarding the whole situation and calling VO actors up relatively soon. I'll be keeping details to a minimum until I feel it's ready, though.
- 37 replies
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- k1
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(to add to what JC said) Or if you're just moving over unmodified textures just extract them as TPCs so you don't have to bother with TXI files.
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Yeah I know that, that's what I've been doing. We just needed to decompile to see how they work (for the sitting placeables).
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Thanks DP, all working. There aren't source scripts for the on-enter scripts for vanilla modules, but yours works fine.
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For some reason when I add sitting npc placeables into a module (like plc_sitrodian for example), they're t-posed in-game. I've tried messing around with the Animation State field, but nothing changes. I haven't noticed anything else on the sitting placeables in vanilla modules that could affect this. Any ideas?
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That's a ported SIth Assassin body from TSL
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Ok, I got it all working now. (You can close this thread admins)
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Thanks a lot for the info! Could you link that documentation?
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I have, and I have successfully created new doors that do nothing other than exist. I've tried editing the various Link fields to no avail as well. The only thing I haven't tried and don't know what it does is LinkedToFlags.
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Thanks for the input, but I haven't noticed any obvious indications that certain triggers are transitions. The only difference in parameters between them all is that some have 4 structs in geometry and some have 5. I'm looking at m17aa.git btw (Anchorhead). I thought maybe the ones that had 5 structs in geometry were the transitions, so I counted them and the total was 5. However, in-game there are 7 transitions in Anchorhead. Other than that they all have the same parameters (TemplateResRef and all the Position/Orientation coordinates. I also couldn't tell if any were transitions based on their resref names.
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Hello everyone. I was curious if anyone could provide a tutorial or explain themselves how to create a proper module transition (not some half-assed solution with an npc with a dialogue that fires a script that warps you). I've looked at every module tutorial here, at lucasforums, and checked reddit just to be sure, but none of them cover transitions. I've also tried looking at existing modules (custom and vanilla), trying to replicate what they have to no avail. Any feedback would be grreatly appreciated.
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The original model of heavy armor from Canderous Ordo
eNoodles replied to todevuch's topic in Mod Requests
Ok, so I may be wrong, but if you look in appearance.2da, under "modelh", where Carth and Jolee have PMBHM, Canderous has PMBHL. You could edit appearance.2da and replace Canderous' modelh with PMBHM, or you could make a copy of your model and rename it PMBHL. I'm not the most experienced with this kind of thing, but I would assume that that's the root of the problem. -
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Given they are just generic NPCs used everywhere, either it's a meta comment on aliens all looking alike to humans, or Mission needs to get her eyes checked. Or maybe she just has low standards. She is a street urchin after all. Someone that has bathed at least once in the previous month is probably not something she regularly comes across.
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Generic NPCs, you say? I don't remember seeing male twi'lek slaves anywhere other than Davik's estate. Plus, she refers specifically to Davik.
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He means the green twi'lek model that is used for various named and unnamed NPCs throughout the game.
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I actually also have an idea of a project that's similar in concept/design to yours. As in a series of mods that add a small bit of new story content to K1. Don't worry, its not a copy of your idea at all, but I'll refrain from sharing details until I actually get some work done.
- 37 replies
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[KotOR1] Alterations to the Sith tracker trio(s)
eNoodles replied to Sith Holocron's topic in Mod Requests
Exile? Wrong game buddy. But sure thing. i also just realized I would break the dialogue with the HK47 addition. I'd have to rework that, since you can't have 2 conditionals like in TSL. -
[KotOR1] Alterations to the Sith tracker trio(s)
eNoodles replied to Sith Holocron's topic in Mod Requests
What do you think of this dialogue I wrote? tat17_darkjedi01.dlg man27_sithmas.dlg "displeased3" would be a script that checks a global numeric. So every time you met the Dark Jedi, it would add one to the numeric (starting from 0), and if it was 2, the script would activate and you would get the new dialogue. I also added a normal charisma check, so if you failed it, they wouldn't take kindly to your mockery and attack you. -
mod requests Porting Mandalor armor without a helmet from TSL to K1
eNoodles replied to todevuch's topic in Mod Requests
I'm from Russia As for your questions: 1) The model on Canderous seems to be fine in your screenshot; it's the texture that doesn't look right. Perhaps you could elaborate on your question? 2) The Mandalorian assault armor is actually just a problem with the vanilla game. I have found this mod that fixes it, exactly the way you describe https://www.nexusmods.com/kotor/mods/1174 Если хочешь, могу объяснить по-русски. Напиши мне в ЛС. Но, если честно, я предпочитаю писать на англ. -
mod requests Porting Mandalor armor without a helmet from TSL to K1
eNoodles replied to todevuch's topic in Mod Requests
Glad I could be of help! I will look into your questions when I have a bit more time later. Also, just curious, but are you a fellow Russian as well? -
mod requests Porting Mandalor armor without a helmet from TSL to K1
eNoodles replied to todevuch's topic in Mod Requests
You must have s_female02.mdl/mdx in the same folder as p_mandalorebd.mdlx/mdx. the Use MDLedit, set the mode to Kotor 2. Load p_mandalorebd.mdl. Then save it as ASCII. Set the mode to Kotor 1, then load that ASCII model. Then save it as a binary and it will be ready for K1. -
mod requests Porting Mandalor armor without a helmet from TSL to K1
eNoodles replied to todevuch's topic in Mod Requests
Sorry, my bad! The description made it sound like you slightly edited some other mod. And yes, you are correct. I found Party_NPC_Mandalore_No_Helmet. -
mod requests Porting Mandalor armor without a helmet from TSL to K1
eNoodles replied to todevuch's topic in Mod Requests
Huh. Is it not used in-game? -
mod requests Porting Mandalor armor without a helmet from TSL to K1
eNoodles replied to todevuch's topic in Mod Requests
Mandalore has a full-body modeltype, so his head is part of the entire model/texture for his body. You could contact @InSidious to get permission to use his Mandalore unbearded mod (although I don't think he's the original creator, but it's really old so I don't think it's a big deal). Or you could contact someone who made a similar mod on filefront (gamefront) with the same question. They could provide you with your requested separate armor model/texture. -