Captain_Artenon

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About Captain_Artenon

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  1. Same here. In vanilla, the HK-50 units can't fire at any of the party. They just stand there and can't attack, while HK-47 is removed from the party but just stands there. In TSLRCM, I've noticed the vanilla HK-47 spawns still function this way (i.e. the squad located outside the Enclave on Dantooine and a couple others), but the additional HK-50 spawns (such as the squads of them that show up after blowing up GO-TO's Yacht) don't. In the additional spawns added by TSLRCM, HK-47 is removed from party as normal, and the HK-50s give their embarrassed speech about how they can't fire, but then they proceed to fire at everyone in the party except HK-47. Other times having HK-47 in the party on Nar Shadaa causes TSLRCM added HK-50 squads to not spawn at all (e.g. when you have to play as Bao-Dur, Atton, and one additional party member and try to rescue the Exile. No HK-47, I run into a few squads of HK-50s in addition to the Gand and Zhugs. Reloaded and selected HK-47, and no HK-50s in sight. I'm presuming this was intentional though?). No mods installed except TSL 1.8.5.
  2. Working on modding Atton into a Selkath. Can I work around the relative lack of selkath animations by substituting duplicate existing animations from the same model? How would this be done? What I have in mind: - Use one of the idle animations for the character sheet. - Use the unarmed melee attack animation for grenade throwing and all sword/sabre animations. - Use the standard blaster attack animation for power shot, rapid fire, etc. 2018-09-01-1859-36.mp4
  3. Googled around and found the correct folder: That folder did the trick. Thanks!
  4. So I've removed the utc files. The modified 2da file in the override folder. Started a new game to test it, but he's still human. I should add that I'm using the Steam version with TSLRCM.
  5. Tried to rename copies of the selkath mdl files to the appropriate atton mdl files and this happened. EDIT: The bottom cap is what I saw despite my .2da having been modified.
  6. Nvm. Checked the box in KotOR tool to allow 2das to be read from the override folder and it's working now. EDIT: Nope. Accidentally left the old previous utc files in. He's still popping up as human Atton when I walk outside Peragus.
  7. Didn't work. Removed the my modified .utc files from the override folder, stuck my modified .2da in, and now he's regular atton again.
  8. Thanks! I'll try that out. It *would* be neat to kitbash a special model of a Selkath permanently wearing Atton's jacket so he'd retain some of his aesthetic to set him visually apart from other Selkath. The wetsuit motif used by KotOR 1's Selkath model looks a little out of place when not on Manaan. Unfortunately I lack the time, skill, and tools for that. The color pallet of N_Selkath03 is similar to Atton's jacket, so it will suffice for now.
  9. So I'm trying to replace Atton's character model with a Selkath. However, since Atton uses more than one .utc file for various modules, the task is proving tedious. Can't I just create a copy of, say, "Selkath_03", rename it "Party_NPC_Atton", and stick it in the override folder? Wouldn't that prevent me from having to go through and change his utc files in every module? Or are those files too deeply compiled to be worth the effort to extract? EDIT: Or would replacing "race", "racetex", "modela", "texa", and so on with "N_Selkath" for models and "N_Selkath03" for textures, then saving as a new copy of "appearances.2da" to stick in override work?
  10. This looks great! I've wanted to replace Atton's appearance with with Selkath_02 (mostly because playing KotOR 2 light side lacks npc party aliens who don't look like humans, but also as a nod to early concepts of Han Solo being a green fish-like alien), but the lack of animations always bugged me. @DarthParametric Do you still intend to port the TOR model next year? If not I'd love to get a copy of what you've already made in the Selkath_02 and Selkath_03 color variants.