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Everything posted by WildKarrde
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Fantastic, great to hear that it's all working now. That sequence looks pretty cool with the high-quality hyperspace tunnel mixed in there. @Timbo, since it looks like some of your scripts overlap with K1CP, you may wish to consider also putting together a K1CP-compatible version of your mod. The source code for K1CP can be found here: https://github.com/KOTORCommunityPatches/K1_Community_Patch
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Interesting, at least that’s progress. Just to confirm, are you now only missing the pre-rendered cutscene where the Ebon Hawk lands on Dantooine? I.e. the sequence you see is: Fighter minigame Bastila’s dialog in the cockpit about how they should be safe for now on Dantooine Jump to the dialog outside on the Dantooine landing pad …just without the cutscene of the Ebon Hawk landing? Are you also using the KOTOR 1 Community Patch by any chance? I think K1CP edits a few scripts, including the k_pebo_sthdeathXX scripts, to move the landing cutscene from between 2 and 3 to between 1 and 2. If Starship Combat Pay overwrites K1CP’s changes, then perhaps using both together results in that cutscene being skipped altogether.
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For some reason I can't reproduce the issue on my end, but attached is an edited version of the Ebon Hawk entry script from my mod with a few added checks to more rigorously prevent the banter dialog from running right before landing on Dantooine for the first time. @CapitaineSpoque, would you mind please testing it when you have a chance and reporting back if it works? Ebon Hawk Party Conversation Hotfix (Beta).zip
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Very strange, I can confirm that I get the same warning when I extract it with 7-zip. I don't think it's a serious issue because I was able to extract it with Windows' built-in zip extractor without errors, but just to be safe I've repackaged and re-uploaded it. Let me know if you still run into issues.
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My new bodies use animations for each pose, stored in a single supermodel (mostly so that I didn’t have to manually copy them to each different body model). The mirrored UVs don’t bother me too much (I actually didn’t notice until you pointed it out), but you definitely have a point. Feel free if you would like to have a go at it.
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I actually changed it to N_miner01, which is the original texture that was downscaled into part of PER_Kolto2. So those are also slightly better resolution than before. Makes sense, I'll see what I can put together. EDIT: OK, I've added a video of the opening cutscene to the mod description. Hope you like what you see!
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Thanks for the offer, that would certainly suit injuries the miners are supposed to have. I don't suppose I could get a copy of whatever overlay you used to create the head textures? My miners' heads are based on pmhc02, pmhc03, pmhc04, and pfha02 from K1, which I don't believe overlap with your the heads in your mods. Although, maybe I could work something up based on their original dark side textures in a pinch I had actually forgotten until you mentioned that that I already adjusted the emitters to be more similar to the diving suits after I saw the thread where you and Dark Hope were discussing that. I have updated my mod description to note that.
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View File Peragus Medical Bay Enhancement This mod makes some improvements to the Peragus medical bay and the opening cutscene where the player wakes up: - The player now wears a breathing mask inside the kolto tank, similar to the dead miners in the other tanks. - The hose on the breathing mask has been replaced with a higher polygon version. It has also been relocated to run behind the user's neck (mostly so that it works with the player's "waking up" animations). - The kolto tank bubbles have been adjusted slightly based on the parameters for the bubbles on the diving suit in KotOR 1. - A water column mesh has been added inside each kolto tank. The water level in the player's tank drops as the player slumps down in the opening cutscene, as described in developer notes in the original DLG. After the opening cutscene, the kolto tank remains empty with no fluid. - The dead miners have been replaced with placeable models which bob up and down slightly in the water and use somewhat higher-resolution head textures ported from KotOR 1. - The leftmost miner, which was originally identical to one of the others, has been replaced with a new female miner based on a ported KotOR 1 player head and DarthParametric's "Female Czerka Officer's Uniform" modder's resource. - A few clothing options are available for the dead miners: a) Vanilla-Style Uniforms: The same uniforms which they wear in vanilla, which are slightly different than the ones worn by the player and the miners in the holologs. The original uniform texture has been upscaled by Sith Holocron and is included here. b) Player-Style Uniforms: Uniforms based on the combat suit model, matching the ones worn by the player and shown in the holologs c) Underwear: Underwear similar to the wounded soldiers on Taris in KotOR 1 I have also included an alternative set of head and underwear textures which appear burned, based on textures by DarthParametric. Note that if you use them with options (a) or (b), only the heads will be burned, and the uniforms will still be undamaged. If you would also like the miners in the holologs to wear the type (a) uniform, you may be interested in the mod "Beta Peragus Miner Pack" by N-DReW25 (https://deadlystream.com/files/file/2018-beta-peragus-miner-pack/) Thank you for downloading, and I hope you enjoy this mod! Opening Cutscene: Med Bay Enhancement - Opening Cutscene.mp4 ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select your preferred option for the dead miners' clothing. It is normal to see warnings that 101per.mod and placeables.2da already exist and have been skipped. If you would like to use the burned versions of the textures, copy the files from the folder "OPTION - Burned Skin Textures" into your game's Override folder after the main installation is complete. This mod requires a new playthrough and is not compatible with existing saves. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also known to be compatible with the following mods: - The KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/) - Peragus Tweak by VarsityPuppet (https://deadlystream.com/files/file/8-peragus-tweak/) - Ultimate Peragus Models Repair by PapaZinos (https://deadlystream.com/files/file/2010-ultimate-peragus-models-repair/) - Peragus Medical Monitors and Computer Panel by Sith Holocron (https://deadlystream.com/files/file/ 1375-peragus-medical-monitors-and-computer-panel/) This mod is also compatible with texture-only reskin mods. It is incompatible with any other mods which edit 101per2a.mdl/mdx or use mask/helmet variation 43. For best results, install this mod after any of the mods listed above and any other mods which make significant changes to Peragus. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 The vanilla-style female miner uniform is based on the "Female Czerka Officer's Uniform" modder's resource by DarthParametric (https://deadlystream.com/files/file/1955-female-czerka-officers-uniform-modders-resource/). It is used here in accordance with the permissions stated on its download page. Thank you to DarthParametric for suggesting that the moving water column could be made with a placeable, which sidestepped some visibility issues I was having with moving emitters in the area model. Thank you also to him for suggesting that I use his burned head/underwear textures and for providing his original Photoshop files as a resource. Thank you to Dark Hope and DarthParametric for identifying that KotOR 1's kolto tank bubbles look better with the settings from the diving suit bubbles, which prompted me to do the same here. (See https://deadlystream.com/topic/10826-dark-hope-wip/page/4/) Thank you to Sith Holocron for providing upscaled textures for the miner heads and vanilla uniform. Thanks to N-DReW25 for pointing out in his "Beta Peragus Miner Pack" mod that the original Peragus uniform was based on the Czerka uniform and for demonstrating that DarthParametric's female Czerka uniform resource could be handily used for the same purpose. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added burned skin textures, suggested by DarthParametric. 1.2 - Head and vanilla uniform textures have been upscaled by Sith Holocron. - Adjusted texture mapping of the right arm on the female vanilla-style miner - Added source code for the new scripts to the downloaded package 1.2.1 - Additional adjustments to the texture mapping for the vanilla-style female miner - Adjusted the leftmost miner's head position to be more similar to vanilla ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission. Submitter WildKarrde Submitted 08/16/2024 Category Mods TSLRCM Compatible Yes
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Version 1.2.1
195 downloads
This mod makes some improvements to the Peragus medical bay and the opening cutscene where the player wakes up: - The player now wears a breathing mask inside the kolto tank, similar to the dead miners in the other tanks. - The hose on the breathing mask has been replaced with a higher polygon version. It has also been relocated to run behind the user's neck (mostly so that it works with the player's "waking up" animations). - The kolto tank bubbles have been adjusted slightly based on the parameters for the bubbles on the diving suit in KotOR 1. - A water column mesh has been added inside each kolto tank. The water level in the player's tank drops as the player slumps down in the opening cutscene, as described in developer notes in the original DLG. After the opening cutscene, the kolto tank remains empty with no fluid. - The dead miners have been replaced with placeable models which bob up and down slightly in the water and use somewhat higher-resolution head textures ported from KotOR 1. - The leftmost miner, which was originally identical to one of the others, has been replaced with a new female miner based on a ported KotOR 1 player head and DarthParametric's "Female Czerka Officer's Uniform" modder's resource. - A few clothing options are available for the dead miners: a) Vanilla-Style Uniforms: The same uniforms which they wear in vanilla, which are slightly different than the ones worn by the player and the miners in the holologs. The original uniform texture has been upscaled by Sith Holocron and is included here. b) Player-Style Uniforms: Uniforms based on the combat suit model, matching the ones worn by the player and shown in the holologs c) Underwear: Underwear similar to the wounded soldiers on Taris in KotOR 1 I have also included an alternative set of head and underwear textures which appear burned, based on textures by DarthParametric. Note that if you use them with options (a) or (b), only the heads will be burned, and the uniforms will still be undamaged. If you would also like the miners in the holologs to wear the type (a) uniform, you may be interested in the mod "Beta Peragus Miner Pack" by N-DReW25 (https://deadlystream.com/files/file/2018-beta-peragus-miner-pack/) Thank you for downloading, and I hope you enjoy this mod! Opening Cutscene: Med Bay Enhancement - Opening Cutscene.mp4 ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select your preferred option for the dead miners' clothing. It is normal to see warnings that 101per.mod and placeables.2da already exist and have been skipped. If you would like to use the burned versions of the textures, copy the files from the folder "OPTION - Burned Skin Textures" into your game's Override folder after the main installation is complete. This mod requires a new playthrough and is not compatible with existing saves. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also known to be compatible with the following mods: - The KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/) - Peragus Tweak by VarsityPuppet (https://deadlystream.com/files/file/8-peragus-tweak/) - Ultimate Peragus Models Repair by PapaZinos (https://deadlystream.com/files/file/2010-ultimate-peragus-models-repair/) - Peragus Medical Monitors and Computer Panel by Sith Holocron (https://deadlystream.com/files/file/ 1375-peragus-medical-monitors-and-computer-panel/) This mod is also compatible with texture-only reskin mods. It is incompatible with any other mods which edit 101per2a.mdl/mdx or use mask/helmet variation 43. For best results, install this mod after any of the mods listed above and any other mods which make significant changes to Peragus. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 The vanilla-style female miner uniform is based on the "Female Czerka Officer's Uniform" modder's resource by DarthParametric (https://deadlystream.com/files/file/1955-female-czerka-officers-uniform-modders-resource/). It is used here in accordance with the permissions stated on its download page. Thank you to DarthParametric for suggesting that the moving water column could be made with a placeable, which sidestepped some visibility issues I was having with moving emitters in the area model. Thank you also to him for suggesting that I use his burned head/underwear textures and for providing his original Photoshop files as a resource. Thank you to Dark Hope and DarthParametric for identifying that KotOR 1's kolto tank bubbles look better with the settings from the diving suit bubbles, which prompted me to do the same here. (See https://deadlystream.com/topic/10826-dark-hope-wip/page/4/) Thank you to Sith Holocron for providing upscaled textures for the miner heads and vanilla uniform. Thanks to N-DReW25 for pointing out in his "Beta Peragus Miner Pack" mod that the original Peragus uniform was based on the Czerka uniform and for demonstrating that DarthParametric's female Czerka uniform resource could be handily used for the same purpose. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added burned skin textures, suggested by DarthParametric. 1.2 - Head and vanilla uniform textures have been upscaled by Sith Holocron. - Adjusted texture mapping of the right arm on the female vanilla-style miner - Added source code for the new scripts to the downloaded package 1.2.1 - Additional adjustments to the texture mapping for the vanilla-style female miner - Adjusted the leftmost miner's head position to be more similar to vanilla ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission. -
Are there any special steps to export Bezier keyframes, aside from just setting the keyframes on Blender’s timeline to Bezier interpolation? I’ve successfully exported one model with Bezier keyframes (which animates very smoothly in-game), but I have a second one which only exports with regular linear keyframes even when I set all of them to Bezier in Blender, and I haven't yet figured out what I've done differently (aside from the fact that they're two distinct models). Opening the exported MDLs with MDLEdit confirms that the one model has Bezier and the other has regular. Is there perhaps another step which I’m not realizing? Model 1 animation track (exports as Bezier): Model 2 animation track (exports as regular): EDIT: After some more experimentation, I think it didn’t like that my first keyframe of the animation sequence was location 0,0,0. Moving the first keyframe to a slightly different location allowed it to properly save with Bezier keyframes, as did adding a dummy keyframe of 0,0,-0.1 right before the beginning of the sequence. In any case, I seem to have got the animation working now.
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Animated Emitters in Room Models
WildKarrde replied to WildKarrde's topic in General Kotor/TSL Modding
Well, after more experimentation, I think what I’ve stumbled across is some sort of strange bug with TSL’s room visibility system. For some reason, I think the engine is getting confused and treating any emitters attached to the 101PER2aa node as being part of 101PERza from a visibility standpoint, and it hides them when the VIS file says not to draw 101PERza. I added 101PERza to 101PER2a’s visibility list, and voila—the emitters start working as soon as I walked into the medbay. So if anyone else runs into this in a different module, see if you can isolate a room that your emitters may be getting confused with, and try editing the VIS so that both rooms are drawn together. Good point, thanks for the suggestion. That might be the better approach from a mod compatibility standpoint if I ever do release this in some form. Some further random observations which may help anyone who tries to deal with this in the future: This bug only affects emitters. Meshes attached to the -a nodes always appeared in-game like they were supposed to. It doesn’t seem to be related with room count. Editing the LYT (without editing the VIS) to remove the 25 or so rooms before 101PERza had no effect, but removing only 101PERza made the emitters work. I was also able to make the emitters appear by deleting four meshes from 101PERza: mesh476, mesh480, mesh481, and mesh482. However, deleting all of the room’s meshes except those four also worked, so it doesn’t seem to be an inherent issue with those meshes. Attaching those same meshes to node 101PERzaa also fixed the issue. Interestingly, meshes attached to -a nodes seem to be always drawn, even when the VIS would say otherwise. (When I edited the VIS so that no room was visible from any other room, the other rooms’ static meshes all disappeared, but I could still see their animated meshes like the docked Harbinger.) Maybe linking them to the -a node removed them from interacting with the visibility code and therefore circumvented the bug? It doesn’t seem to be related to mesh count or poly count (at least, not entirely) because deleting four different meshes with higher total poly counts didn’t bring the emitters back. When I tried adding an emitter to the -a node of a different room in the same module, that emitter remained broken even after I added 101PERza to its visibility list. However, it did start working when I walked a few rooms away and looked back, so I suspect that it was linked to the visibility of a different room. My guess is that a given room’s animated emitters become entangled with a unique room, rather than every room’s emitters being linked to the same room. -
Animated Emitters in Room Models
WildKarrde replied to WildKarrde's topic in General Kotor/TSL Modding
I'm experimenting with adding a water column that drops as the player slumps in their kolto tank during the opening "waking up" sequence. As part of that, I'm trying to make the tank bubbles turn off as the water drains, and I believe I need to have it linked to the -a node to animate the emitter parameters. I'm also thinking of adding a moving water splash emitter at the top of the water where the player model breaks the surface. (The emitters in the screenshots do not remotely reflect the final setup, I'm still just trying to see if I can get anything to cooperate.) I know I can skip these emitters entirely if I have to, but I'd like to figure it out if I can. Got it, thanks for the info. I don't think deleting the walkmesh will work in this case, but maybe I can swap in and modify a walkmesh from another model that does play nicely with the module. I'll report back if I do manage to narrow it down any further. -
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Animated Emitters in Room Models
WildKarrde replied to WildKarrde's topic in General Kotor/TSL Modding
Thanks for the suggestion. Unfortunately, attaching the emitters to a dummy produces the same effect—The emitters are visible if the dummy is linked to the base but invisible if it’s linked to the -a node. After some more research and experimentation, I have made an interesting discovery: The emitters magically start working if I remove 101PERza from the module layout or replace it with a different room model. Removing 101PERza is obviously not a long-term solution, but I’ll investigate that model next to see if I can determine what about it is causing the problem. @DarthParametric, I saw on this thread that you and bead-v were once able to help fix an issue with Kexikus’ TSL Backdrop Improvements mod where the edits to the Ravager somehow also broke the fire emitters in the boarding zone. Do you happen to remember the details of how that fix worked? The thread mentions something to do with the walkmesh? -
Is there any special trick to animating the parameters of emitters in room models for TSL? I’m experimenting with modifying the Peragus medical bay (101per2a.mdl), and whenever I try linking an emitter to the node 101PER2aa for animation, that immediately breaks the emitter, even without adding animation keyframes. I know it must be doable because the fountain in the Dantooine enclave sublevel (610dan_01.mdl) has all of its water splash emitters attached to its -a node (610DAN_01a), and the Harbinger’s medical bay (152har36.mdl) also has one with animated parameters in Sion’s kolto tank. But I haven’t yet figured out what makes mine different from theirs. I am using Blender 4.0 with the latest version of KotorBlender (3.10.3). To test if I can get them to work at all, I’ve tried adding a water splash emitter (copied from 152har36 with the keyframes removed) right in front of the Exile’s kolto tank and directly linked to the model base node. I have also made copies of it and the kolto bubble emitter and linked them to 101PER2aa. As you can see in the screenshots below, the ones linked to the base node work while the ones linked to 101PER2aa do not, even though their properties are otherwise identical. Re-importing the exported model shows that the emitters are present, they just don’t work in-game. Has anyone run into this before? I have attached my edited model in case anyone would like to take a look. Screenshots: Emitter layout in Blender. The two white squares to the right of the tank are the emitters linked to 101PER2aa. In-game screenshot. As you can see, the emitters on the left produce bubbles and water ripples like they should, but the ones on the right do not. Sample Edited 101per2a.zip
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MOD:Transparent Environment Suit Faceplates for K1
WildKarrde replied to WildKarrde's topic in Mod Releases
Several months later, I’m pleased to report that I’ve finally found a work-around to fix the render issue with the Star Map seen through the diving suit faceplate. It’s a little outside the box: I replaced Manaan’s Star Map placeable with a stationary NPC (essentially a turret) which looks exactly like the Star Map. I was inspired by this thread, which mentioned making placeables into NPCs as a way to get around the appearance.2da row limit bug. That plus changing the faceplate TXI to "blending additive" (suggested by DarthParametric back when I originally released this) finally made the Star Map render correctly through the helmet: I have updated the mod to include this fix along with a few other minor tweaks. I have also switched over to HoloPatcher for the installer—thanks a ton to th3w1zard1 and Cortisol, who spent a lot of time upgrading HoloPatcher’s script compiling ability to handle the scripts in my mod. -
[Request] K1 Dantooine Bridge Lighting UV Mapping Repair
WildKarrde replied to ConansHair's topic in Mod Requests
Curious, fortunately KotorBlender didn't have any issues with it. I have edited the models and uploaded them as a proposed addition to K1CP. For now, you should be able to download them directly from the K1CP issue page: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/755 -
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MOD:Ebon Hawk Transparent Cockpit Windows for K1
WildKarrde replied to WildKarrde's topic in Mod Releases
Yes, you assume correctly. The main installation also patches all of those holes, the main feature of the compatibility version is the added forcefield. -
MOD:Ebon Hawk Transparent Cockpit Windows for K1
WildKarrde replied to WildKarrde's topic in Mod Releases
You are welcome, glad you like it! lsi_ehawk01a is the texture just for the glass/transparisteel in the cockpit windows, and it is still necessary. Since the vanilla texture has no detail and is just there to provide a reflection, I am assuming that reskin mods do not edit it, and therefore there would be no conflict. But please let me know if I have assumed incorrectly. Edit: On another topic, I completely missed that K1CP also had some minor fixes to the Dantooine landing pad, which my mod was overwriting. With @DarthParametric's permission and assistance, I have released an update to include K1CP's fixes. -
Looking forward to that when you release it. Yes, we’ll definitely have to coordinate on a patch when that happens. I don’t think so, it doesn’t look like the Github version of K1CP currently touches m26ad_01a.mdl/mdx. If you don’t already have a fix for that in progress, you are welcome to borrow the geometry from my version if you want.