-
Content Count
80 -
Joined
-
Last visited
-
Days Won
19
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by WildKarrde
-
MOD:Transparent Environment Suit Faceplates for K1
WildKarrde replied to WildKarrde's topic in Mod Releases
That's a fair point...but then I'd be missing the spacesuits for the regular option, so it's a no-win scenario. And "Transparent Diving and Pressure Suit Faceplates" just seems too long. Come to think of it, "Transparent Environment Suit Faceplates" is a decent catch-all name. I'm going ahead and updating the title. As long as no one minds that the readme will still say "spacesuit" until I release another update. -
MOD:Transparent Environment Suit Faceplates for K1
WildKarrde replied to WildKarrde's topic in Mod Releases
Thank you! This picture should demonstrate. If you look closely, you can see that the part of the Star Map behind the helmet glass has disappeared. As I understand it, it's because the game engine uses shortcuts to decide rendering order, so you sometimes get glitches like this when a transparent object is incorrectly drawn before another object behind it. Sometimes there are ways to coax the game into drawing things correctly, but I haven't yet found one that works here. Fortunately, the Star Map is apparently the only placeable in this module that this happens to. I actually hadn't noticed that scripts.bif had source code for it. I saw that there was a version packaged in manm28ac.rim and jumped to the conclusion that I needed to decompile it to edit it (or, in this case, go to K1CP's repository for a pre-decompiled version). Now that you point that out, though, k_pman_airlock02.ncs in scripts.bif is definitely not the same as the one in manm28ac.rim. The compiled scripts are different sizes, and the decompiled code doesn't completely line up either. (Here's the decompiled version from manm28ac.rim for comparison: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M28AC_Manaan_Hrakert_Kolto_Control_manm28ac/k_pman_airlock02.nss). All of the scripts work like they're supposed to, so the module version must take precedence. So...I meant to do that? One of the doors was disappearing behind the helmet glass just like the Star Map (only much more noticeably). I discovered that some of its properties didn't match the other doors, and changing them to match fixed the issue without any apparent adverse side-effects. @Nehua made a good case for it in the comments section of the file. It made sense to me, so I added it as an option. (I think real spacesuits have a reflective visor essentially for this reason.) -
Thanks for the tip. Unfortunately, that reverses the problem and makes it so that the glass isn't drawn over the Star Map. With "blending additive": Without "blending additive" (published version): I also tried changing the alpha blending in the TPC, with no success. In my opinion, the disappearing Star Map is less obvious than the disappearing glass, so I'll keep it as-is for now. Interestingly, the Star Map is the only placeable on the sea floor that this happens to, and I think it's also the only one that uses mesh alpha. My guess is that the game always renders a character model with mesh alpha before a placeable with mesh alpha. If you're using that player head, the merc will instead have the "mullet man" head. I didn't convert any of the commoner heads to work with the suit, so to use one of them, you would need to process it with the included instructions for adding heads. Changing to a different player head would be much easier, since you would only need to change the normalhead/backuphead entries for "WK_WaterSuit_NPC_M" in appearance.2da. I didn't add anything special for his facial expression, but (a) the zoom-in is pretty fast and (b) the bottom of the helmet covers up his mouth, so his lack of reaction isn't very noticeable in-game. Sure, that logic makes sense to me. I have updated the mod with an installation option for just the diving suits.
-
View File Transparent Spacesuit Faceplates for TSL This mod makes your spacesuit's faceplate transparent so that you can see the head of the character wearing it, as opposed to the opaque faceplate on the vanilla spacesuit. I have also made the following edits to the suit model: - Adjusted texture UVs to hide texture regions that appear unfinished. - Added a bright texture to the bright white squares on either side of the faceplate. For plot-related reasons, the faceplate will still be opaque for the Jekk'Jekk Tarr sequence when Mira steals your spacesuit. I have also included an option with a less transparent faceplate, if you would like some transparency but prefer something closer to the mirrored visors on real spacesuits. This mod requires The Sith Lords Restored Content Mod (TSLRCM). It has not been tested with an unaltered version of the game without TSLRCM. Please note that if you are using a non-vanilla player head, the spacesuit will default back to the vanilla-style mirrored helmet. See the "Compatibility" section below for further information. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe and select the install directory for your game. Select "Main Installation" from the drop-down at the top, and click the "Install" button. If you are using 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 If you would like to use the "Less Transparent Faceplates" option, select the corresponding option from the drop-down menu after the main installation is complete, and click "Install" again. This mod includes the Windows version of HoloPatcher for installation. If you are running on Mac or Linux, you can find the appropriate versions of HoloPatcher here, along with the latest Windows version: https://deadlystream.com/files/file/2243-holopatcher/. This mod requires HoloPatcher version 1.5.2 or higher. If you have other mods installed, it is normal to see warnings that some or all of the following files already exist and have been skipped: - appearance.2da - heads.2da - 201TEL.mod If you would like to edit the scripts in this mod for personal use, please note that most of the provided script source files cannot be directly compiled because they include 2DA memory tokens, placeholders which are automatically replaced by appearance.2da row numbers when compiled during installation. Running the installer and selecting the option "MODDING TOOL: Build Script Source" will save copies of the source scripts to the subfolder "temp_nss_working_dir" within "tslpatchdata" with the necessary appearance.2da row references automatically filled in. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM). It is not compatible with any other mods which edit a_104per_enter.ncs. For best results, install this mod after TSLRCM and any other mods that make significant edits to: - The walk speed of the spacesuit - The Peragus spacewalk module - The Citadel Station dock module This mod is compatible with reskins and texture mods that affect vanilla heads. It will not conflict with mods that edit the MDL/MDX files of vanilla heads, but the changes to the head model will not carry over to the head seen inside the spacesuit. Due to the way this mod is implemented, the environment suit faceplates will still be opaque if you use a non-vanilla player head. If you would like to see a non-vanilla head in the spacesuit, I have included instructions for making the new head compatible with this mod. For further information, please see the file "Instructions to Add New Heads.pdf". ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 Holopatcher by Cortisol and th3w1zard1 ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Thanks to Salk for suggesting an option with reduced transparency on the faceplate for the K1 version of this mod. A big thank you to th3w1zard1 and Cortisol for their time and effort spent upgrading HoloPatcher to be able to compile all of the scripts in this mod. This mod contains material ported from Knights of the Old Republic 1 by Bioware. a_104per_enter.ncs includes edits which were originally developed by the TSLRCM team. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added option to reduce the faceplate's transparency (suggested by Salk for the K1 version). - Added an edited version of the spacesuit placeable to make its faceplate transparent. 1.2 - Adjusted inner suit geometry around neck - Adjusted head motion during walking and running animations - Correctly assigned texture to the helmet lights - Switched installer to Holopatcher to improve cross-platform installability. Special thanks to th3w1zard1 and Cortisol for their substantial efforts to improve Holopatcher's script compiling ability. ------------------------------------------------------------------- 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 05/27/2023 Category Mods TSLRCM Compatible Yes
-
View File Transparent Environment Suit Faceplates for K1 IMPORTANT: The K1CP 1.10+ compatible version of v1.3.0 had a critical bug which completely broke how the star map global variables update when opening the Star Map on Manaan, which would eventually softlock the game. If you are using v1.3.0 of this mod with K1CP 1.10, download the attached hotfix to patch your installation. This mod makes the spacesuit and diving suit faceplates transparent so that you can see the head of the character wearing them, as opposed to the opaque faceplates on the vanilla suits. There is also an option to install only the diving suits, if you prefer the spacesuits to keep their mirrored vanilla faceplates (similar to real spacesuits). I have also made the following edits to the suit models: - Adjusted texture UVs to hide texture regions that appear unfinished. - Added a bright texture to the squares on either side of the faceplate (which were apparently intended to look like lights but instead appeared reflective in the vanilla game). - Added light beams and in-game light sources to the diving suit to simulate helmet-mounted floodlights. (I have also included an option that does not have these lights if you prefer.) - Added a new environment map for the spacesuit which approximates the surroundings during the spacewalk. I have also included two optional variations: - No Diving Suit Floodlights - Omits the diving suit's new floodlights - Less Transparent Spacesuit Faceplates - Reduces the transparency of the spacesuit's faceplate, if you prefer a more mirrored look but would still like some transparency. The diving suit is not affected by this option. Please note that if you are using a non-vanilla player head, the diving suit and spacesuit will default back to the vanilla-style mirrored faceplates. See the "Compatibility" section below for further information. IMPORTANT: A save from before exploring the Manaan seafloor for the first time is required. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe and select the install directory for your game. Select which version of the mod you would like to install from the drop-down menu at the top of the window, and click the "Install" button. The "Full Install" options make changes to both the space suits and the diving suits, while the "Diving Suits Only" options only affect the diving suits. IMPORTANT: - Select one of the "K1CP 1.10+" options if you are using KOTOR 1 Community Patch (K1CP) version 1.10 or higher. If you are using K1CP 1.9.2 or lower, use one of the "General" options. - Select one of the "K1R" options if you are using the KOTOR 1 Restoration (K1R) with the option "Party on the Sea Floor". If you are using K1R without "Party on the Sea Floor", use one of the "General" options. If you would like to use the "No Diving Suit Floodlights" or "Less Transparent Spacesuit Faceplates" options, select the corresponding option from the drop-down menu after the main installation is complete, and click "Install" again. This mod includes the Windows version of HoloPatcher for installation. If you are running on Mac or Linux, you can find the appropriate versions of HoloPatcher here, along with the latest Windows version: https://deadlystream.com/files/file/2243-holopatcher/. This mod requires HoloPatcher version 1.5.2 or higher of HoloPatcher. If you have other mods installed, it is normal to see warnings that some or all of the following files already exist and have been skipped: - appearance.2da - heads.2da - lev40ad.mod - manm28aa.mod - manm28ab.mod - manm28ac.mod - manm28ad.mod Selecting the "Diving Suits Only" option will still install the UV fixes and new environment map for the spacesuit. If you do not want these changes, delete the following files from Override: - UV Fixes: spacesuit01.mdl, spacesuit01.mdx - Environment Map: P_WaterSuit02.txi If you would like to edit the scripts in this mod for personal use, please note that most of the provided script source files cannot be directly compiled because they include 2DA memory tokens, placeholders which are automatically replaced by appearance.2da row numbers when compiled during installation. Running the installer and selecting the option "MODDING TOOL: Build Script Source" will save copies of the source scripts to the subfolder "temp_nss_working_dir" within "tslpatchdata" with the necessary appearance.2da row references automatically filled in. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with the KOTOR 1 Community Patch (K1CP) and the KOTOR 1 Restoration (K1R). Note that if you are using K1CP 1.10 or higher or K1R with the "Party on the Sea Floor" option, you must install the appropriate option as described in the "Installation" section above. It is not compatible with any mods that alter the following files: - k_plev_airouopn2.ncs - k_pman_airlock02.ncs - k_pman_airlock03.ncs - k_pman_airlock11.ncs - k_pman_starmap05.nss - k_pman_starmap02.nss (K1CP 1.10+ installation option only. K1CP itself is, of course, the exception that is compatible.) This mod's edits to m28ad_01a.wok are sufficiently minor that overwriting this mod's version with one from another mod will not cause any significant issues. For best results, install this mod after K1CP, K1R, or any other mods that make significant edits to: - The walk speed of the space/diving suits - The module with the Leviathan spacewalk - The Manaan seafloor or undersea base modules This mod is compatible with reskins and texture mods that affect vanilla heads. It will not conflict with mods that edit the MDL/MDX files of vanilla heads, but the changes to the head model will not carry over to the head seen inside the spacesuit. Similarly, due to the nature of a work-around used by this mod, any mods that edit the Star Map MDL/MDX will not affect the Manaan Star Map. Mods that reskin the Star Map are compatible. Due to the way this mod is implemented, the environment suit faceplates will still be opaque if you use a non-vanilla player head. If you would like to see a non-vanilla head in the spacesuit, I have included instructions for making the new head compatible with this mod. For further information, please see "Instructions to Add New Heads.pdf". ------------------------------------------------------------------- LIMITATIONS AND KNOWN BUGS The new lights on the diving suit do not equally affect all objects, likely due to game engine limitations. If you are using the compatibility patch for the K1R "Party on the Sea Floor" option, your weapons will not be reequipped automatically when you reenter the underwater base. This is a work-around for a bug where party members were somehow still able to use blasters underwater to shoot the Firaxan sharks. Apologies for the inconvenience. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 HoloPatcher by Cortisol and th3w1zard1 ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Thanks to Nehua for suggesting an option to keep the mirrored faceplates on the spacesuits. Thanks also to Salk for suggesting an option with intermediate transparency. A big thank you to th3w1zard1 and Cortisol for their time and effort spent upgrading HoloPatcher to be able to compile all of the scripts in this mod. Vanilla scripts are based on the K1CP team's repository of unaltered, decompiled vanilla scripts (found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source). This mod makes use of the script function CP_RemoveForceSpeed developed by the K1CP team. The K1R-compatible version of k_pman_airlock11.ncs/nss includes edits originally developed by the K1R team. Similarly, the K1CP-compatible version of k_pman_starmap02.nss includes edits developed by the K1CP team. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added option to install only the diving suits (suggested by Nehua). 1.2 - Added option to reduce the spacesuit faceplate's transparency (suggested by Salk). - Applied spacesuit environment map with a TXI file instead of a full TPC to improve compatibility with mods that reskin or upscale the original texture (also suggested by Salk). 1.3 - Added work-around for the Star Map to render properly when seen through the diving suit faceplate - Revised suit bubbles to more closely match vanilla behavior - Revised inner suit geometry around neck - Adjusted head motion during walking and running animations - Added code to Manaan airlock scripts to clear Force Speed before going out to the seafloor (vanilla issue originally documented by the K1CP team) - Streamlined the K1R installation process - Switched installer to HoloPatcher to improve cross-platform installability. Special thanks to th3w1zard1 and Cortisol for their substantial efforts to improve HoloPatcher's script compiling ability. 1.3.1 - Fixed a game-breaking bug with the K1CP 1.10 compatible version where the Star Map global variables did not update after opening the Manaan Star Map. Thank you to Romin for tracing the issue to this mod. ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. 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 05/27/2023 Category Mods K1R Compatible Yes
-
Version 1.2
384 downloads
This mod makes your spacesuit's faceplate transparent so that you can see the head of the character wearing it, as opposed to the opaque faceplate on the vanilla spacesuit. I have also made the following edits to the suit model: - Adjusted texture UVs to hide texture regions that appear unfinished. - Added a bright texture to the bright white squares on either side of the faceplate. For plot-related reasons, the faceplate will still be opaque for the Jekk'Jekk Tarr sequence when Mira steals your spacesuit. I have also included an option with a less transparent faceplate, if you would like some transparency but prefer something closer to the mirrored visors on real spacesuits. This mod requires The Sith Lords Restored Content Mod (TSLRCM). It has not been tested with an unaltered version of the game without TSLRCM. Please note that if you are using a non-vanilla player head, the spacesuit will default back to the vanilla-style mirrored helmet. See the "Compatibility" section below for further information. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe and select the install directory for your game. Select "Main Installation" from the drop-down at the top, and click the "Install" button. If you are using 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 If you would like to use the "Less Transparent Faceplates" option, select the corresponding option from the drop-down menu after the main installation is complete, and click "Install" again. This mod includes the Windows version of HoloPatcher for installation. If you are running on Mac or Linux, you can find the appropriate versions of HoloPatcher here, along with the latest Windows version: https://deadlystream.com/files/file/2243-holopatcher/. This mod requires HoloPatcher version 1.5.2 or higher. If you have other mods installed, it is normal to see warnings that some or all of the following files already exist and have been skipped: - appearance.2da - heads.2da - 201TEL.mod If you would like to edit the scripts in this mod for personal use, please note that most of the provided script source files cannot be directly compiled because they include 2DA memory tokens, placeholders which are automatically replaced by appearance.2da row numbers when compiled during installation. Running the installer and selecting the option "MODDING TOOL: Build Script Source" will save copies of the source scripts to the subfolder "temp_nss_working_dir" within "tslpatchdata" with the necessary appearance.2da row references automatically filled in. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM). It is not compatible with any other mods which edit a_104per_enter.ncs. For best results, install this mod after TSLRCM and any other mods that make significant edits to: - The walk speed of the spacesuit - The Peragus spacewalk module - The Citadel Station dock module This mod is compatible with reskins and texture mods that affect vanilla heads. It will not conflict with mods that edit the MDL/MDX files of vanilla heads, but the changes to the head model will not carry over to the head seen inside the spacesuit. Due to the way this mod is implemented, the environment suit faceplates will still be opaque if you use a non-vanilla player head. If you would like to see a non-vanilla head in the spacesuit, I have included instructions for making the new head compatible with this mod. For further information, please see the file "Instructions to Add New Heads.pdf". ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 Holopatcher by Cortisol and th3w1zard1 ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Thanks to Salk for suggesting an option with reduced transparency on the faceplate for the K1 version of this mod. A big thank you to th3w1zard1 and Cortisol for their time and effort spent upgrading HoloPatcher to be able to compile all of the scripts in this mod. This mod contains material ported from Knights of the Old Republic 1 by Bioware. a_104per_enter.ncs includes edits which were originally developed by the TSLRCM team. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added option to reduce the faceplate's transparency (suggested by Salk for the K1 version). - Added an edited version of the spacesuit placeable to make its faceplate transparent. 1.2 - Adjusted inner suit geometry around neck - Adjusted head motion during walking and running animations - Correctly assigned texture to the helmet lights - Switched installer to Holopatcher to improve cross-platform installability. Special thanks to th3w1zard1 and Cortisol for their substantial efforts to improve Holopatcher's script compiling ability. ------------------------------------------------------------------- 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. -
Version 1.3.1
657 downloads
IMPORTANT: The K1CP 1.10+ compatible version of v1.3.0 had a critical bug which completely broke how the star map global variables update when opening the Star Map on Manaan, which would eventually softlock the game. If you are using v1.3.0 of this mod with K1CP 1.10, download the attached hotfix to patch your installation. This mod makes the spacesuit and diving suit faceplates transparent so that you can see the head of the character wearing them, as opposed to the opaque faceplates on the vanilla suits. There is also an option to install only the diving suits, if you prefer the spacesuits to keep their mirrored vanilla faceplates (similar to real spacesuits). I have also made the following edits to the suit models: - Adjusted texture UVs to hide texture regions that appear unfinished. - Added a bright texture to the squares on either side of the faceplate (which were apparently intended to look like lights but instead appeared reflective in the vanilla game). - Added light beams and in-game light sources to the diving suit to simulate helmet-mounted floodlights. (I have also included an option that does not have these lights if you prefer.) - Added a new environment map for the spacesuit which approximates the surroundings during the spacewalk. I have also included two optional variations: - No Diving Suit Floodlights - Omits the diving suit's new floodlights - Less Transparent Spacesuit Faceplates - Reduces the transparency of the spacesuit's faceplate, if you prefer a more mirrored look but would still like some transparency. The diving suit is not affected by this option. Please note that if you are using a non-vanilla player head, the diving suit and spacesuit will default back to the vanilla-style mirrored faceplates. See the "Compatibility" section below for further information. IMPORTANT: A save from before exploring the Manaan seafloor for the first time is required. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe and select the install directory for your game. Select which version of the mod you would like to install from the drop-down menu at the top of the window, and click the "Install" button. The "Full Install" options make changes to both the space suits and the diving suits, while the "Diving Suits Only" options only affect the diving suits. IMPORTANT: - Select one of the "K1CP 1.10+" options if you are using KOTOR 1 Community Patch (K1CP) version 1.10 or higher. If you are using K1CP 1.9.2 or lower, use one of the "General" options. - Select one of the "K1R" options if you are using the KOTOR 1 Restoration (K1R) with the option "Party on the Sea Floor". If you are using K1R without "Party on the Sea Floor", use one of the "General" options. If you would like to use the "No Diving Suit Floodlights" or "Less Transparent Spacesuit Faceplates" options, select the corresponding option from the drop-down menu after the main installation is complete, and click "Install" again. This mod includes the Windows version of HoloPatcher for installation. If you are running on Mac or Linux, you can find the appropriate versions of HoloPatcher here, along with the latest Windows version: https://deadlystream.com/files/file/2243-holopatcher/. This mod requires HoloPatcher version 1.5.2 or higher of HoloPatcher. If you have other mods installed, it is normal to see warnings that some or all of the following files already exist and have been skipped: - appearance.2da - heads.2da - lev40ad.mod - manm28aa.mod - manm28ab.mod - manm28ac.mod - manm28ad.mod Selecting the "Diving Suits Only" option will still install the UV fixes and new environment map for the spacesuit. If you do not want these changes, delete the following files from Override: - UV Fixes: spacesuit01.mdl, spacesuit01.mdx - Environment Map: P_WaterSuit02.txi If you would like to edit the scripts in this mod for personal use, please note that most of the provided script source files cannot be directly compiled because they include 2DA memory tokens, placeholders which are automatically replaced by appearance.2da row numbers when compiled during installation. Running the installer and selecting the option "MODDING TOOL: Build Script Source" will save copies of the source scripts to the subfolder "temp_nss_working_dir" within "tslpatchdata" with the necessary appearance.2da row references automatically filled in. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with the KOTOR 1 Community Patch (K1CP) and the KOTOR 1 Restoration (K1R). Note that if you are using K1CP 1.10 or higher or K1R with the "Party on the Sea Floor" option, you must install the appropriate option as described in the "Installation" section above. It is not compatible with any mods that alter the following files: - k_plev_airouopn2.ncs - k_pman_airlock02.ncs - k_pman_airlock03.ncs - k_pman_airlock11.ncs - k_pman_starmap05.nss - k_pman_starmap02.nss (K1CP 1.10+ installation option only. K1CP itself is, of course, the exception that is compatible.) This mod's edits to m28ad_01a.wok are sufficiently minor that overwriting this mod's version with one from another mod will not cause any significant issues. For best results, install this mod after K1CP, K1R, or any other mods that make significant edits to: - The walk speed of the space/diving suits - The module with the Leviathan spacewalk - The Manaan seafloor or undersea base modules This mod is compatible with reskins and texture mods that affect vanilla heads. It will not conflict with mods that edit the MDL/MDX files of vanilla heads, but the changes to the head model will not carry over to the head seen inside the spacesuit. Similarly, due to the nature of a work-around used by this mod, any mods that edit the Star Map MDL/MDX will not affect the Manaan Star Map. Mods that reskin the Star Map are compatible. Due to the way this mod is implemented, the environment suit faceplates will still be opaque if you use a non-vanilla player head. If you would like to see a non-vanilla head in the spacesuit, I have included instructions for making the new head compatible with this mod. For further information, please see "Instructions to Add New Heads.pdf". ------------------------------------------------------------------- LIMITATIONS AND KNOWN BUGS The new lights on the diving suit do not equally affect all objects, likely due to game engine limitations. If you are using the compatibility patch for the K1R "Party on the Sea Floor" option, your weapons will not be reequipped automatically when you reenter the underwater base. This is a work-around for a bug where party members were somehow still able to use blasters underwater to shoot the Firaxan sharks. Apologies for the inconvenience. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 HoloPatcher by Cortisol and th3w1zard1 ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Thanks to Nehua for suggesting an option to keep the mirrored faceplates on the spacesuits. Thanks also to Salk for suggesting an option with intermediate transparency. A big thank you to th3w1zard1 and Cortisol for their time and effort spent upgrading HoloPatcher to be able to compile all of the scripts in this mod. Vanilla scripts are based on the K1CP team's repository of unaltered, decompiled vanilla scripts (found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source). This mod makes use of the script function CP_RemoveForceSpeed developed by the K1CP team. The K1R-compatible version of k_pman_airlock11.ncs/nss includes edits originally developed by the K1R team. Similarly, the K1CP-compatible version of k_pman_starmap02.nss includes edits developed by the K1CP team. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Added option to install only the diving suits (suggested by Nehua). 1.2 - Added option to reduce the spacesuit faceplate's transparency (suggested by Salk). - Applied spacesuit environment map with a TXI file instead of a full TPC to improve compatibility with mods that reskin or upscale the original texture (also suggested by Salk). 1.3 - Added work-around for the Star Map to render properly when seen through the diving suit faceplate - Revised suit bubbles to more closely match vanilla behavior - Revised inner suit geometry around neck - Adjusted head motion during walking and running animations - Added code to Manaan airlock scripts to clear Force Speed before going out to the seafloor (vanilla issue originally documented by the K1CP team) - Streamlined the K1R installation process - Switched installer to HoloPatcher to improve cross-platform installability. Special thanks to th3w1zard1 and Cortisol for their substantial efforts to improve HoloPatcher's script compiling ability. 1.3.1 - Fixed a game-breaking bug with the K1CP 1.10 compatible version where the Star Map global variables did not update after opening the Manaan Star Map. Thank you to Romin for tracing the issue to this mod. ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. 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. -
View File Party Conversations on Ebon Hawk KOTOR features several conversations between party members which occur as you explore the various planets. Unfortunately, it is easy to miss some of them if you rarely use certain combinations of characters, such as Carth with Canderous or Bastila with Jolee. This mod moves these conversations to the Ebon Hawk and the Taris apartment hideout similar to KOTOR 2, guaranteeing that you can see nearly every conversation in a single playthrough. Conversations which directly refer to Taris are set to take place while you are still there, while the remaining conversations will occur in semi-random order up until (or possibly slightly after) the Leviathan sequence. Aside from the change in location, I have also made some slight edits to the conversations themselves, mainly relating to the timing of character animations. By default, conversations will also still occur on the various planets like in the vanilla game. They will only occur at the Ebon Hawk/hideout as required to catch you up on any that you may have missed. I have also provided an option to make the conversations happen only at the Ebon Hawk/hideout, never out on the planets. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe and select either the standard version or the KOTOR 1 Community Patch compatible version. If you would like the conversations to take place only at the Ebon Hawk/hideout, run INSTALL.exe again and select "OPTION: Ebon Hawk/Hideout Only". If you have other mods installed, it is normal to see warnings that ebo_m12aa.mod and/or tar_m02af.mod already exist and have been skipped. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with the KOTOR 1 Community Patch (K1CP) and incorporates its fixes to k_pebn_pophawk.ncs. It has not been tested with the KOTOR 1 Restoration (K1R), but in theory it should be compatible. It is not compatible with any mods that edit k_pebn_pophawk.ncs or banter.dlg. For best results, install this mod after K1CP, K1R, or any other mods that make significant edits to the Ebon Hawk interior or to the Taris apartment hideout. ------------------------------------------------------------------- CREDITS NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus 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 This mod includes fixes to k_pebn_pophawk.nss which were developed by the K1CP team. This mod was inspired by the following mod request thread on Deadly Stream: https://deadlystream.com/topic/5684-party-member-conversations-in-apartment-and-ebon-hawk-k1/. Thanks to everyone who participated in the original thread for their discussion, which provided a major source of inspiration. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Revised installation process and options - Revised the walk scripts in the Mission/Bastila conversation so that they do not need to be compiled during installation - Adjusted the camera angles the Mission/Bastila conversation - Adjusted the conditions for determining when conversations play before and after the Leviathan sequence - Added an extended fade to hide the party fading out and reappearing when entering the Ebon Hawk or Taris apartment - Revised implementation of edits to tar02_bastvision.dlg to reduce incompatibilities with other mods that edit the same file (i.e. K1CP 1.10). - Cleaned up and clarified comments in the script source files 1.2 - Added additional conditions to the Taris apartment entry script to prevent a rare issue where the vanilla conversation after "rescuing" Bastila did not occur. Thanks to PoopaPapaPalpatine for reporting the issue and testing the fix. 1.2.1 - Added additional conditions to the Ebon Hawk entry script to prevent a rare issue where the cutscenes before landing on Dantooine for the first time did not occur and the game softlocked. Thanks to CapitaineSpoque for reporting the issue and testing the fix. 1.3 - Adjusted camera angles and walk timing for the Mission/Bastila conversation on the Ebon Hawk to improve camera behavior. ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. 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 04/22/2023 Category Mods K1R Compatible Yes
-
- 2
-
-
- ebon hawk
- conversation
-
(and 2 more)
Tagged with:
-
Version 1.3
3,382 downloads
KOTOR features several conversations between party members which occur as you explore the various planets. Unfortunately, it is easy to miss some of them if you rarely use certain combinations of characters, such as Carth with Canderous or Bastila with Jolee. This mod moves these conversations to the Ebon Hawk and the Taris apartment hideout similar to KOTOR 2, guaranteeing that you can see nearly every conversation in a single playthrough. Conversations which directly refer to Taris are set to take place while you are still there, while the remaining conversations will occur in semi-random order up until (or possibly slightly after) the Leviathan sequence. Aside from the change in location, I have also made some slight edits to the conversations themselves, mainly relating to the timing of character animations. By default, conversations will also still occur on the various planets like in the vanilla game. They will only occur at the Ebon Hawk/hideout as required to catch you up on any that you may have missed. I have also provided an option to make the conversations happen only at the Ebon Hawk/hideout, never out on the planets. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe and select either the standard version or the KOTOR 1 Community Patch compatible version. If you would like the conversations to take place only at the Ebon Hawk/hideout, run INSTALL.exe again and select "OPTION: Ebon Hawk/Hideout Only". If you have other mods installed, it is normal to see warnings that ebo_m12aa.mod and/or tar_m02af.mod already exist and have been skipped. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with the KOTOR 1 Community Patch (K1CP) and incorporates its fixes to k_pebn_pophawk.ncs. It has not been tested with the KOTOR 1 Restoration (K1R), but in theory it should be compatible. It is not compatible with any mods that edit k_pebn_pophawk.ncs or banter.dlg. For best results, install this mod after K1CP, K1R, or any other mods that make significant edits to the Ebon Hawk interior or to the Taris apartment hideout. ------------------------------------------------------------------- CREDITS NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus 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 This mod includes fixes to k_pebn_pophawk.nss which were developed by the K1CP team. This mod was inspired by the following mod request thread on Deadly Stream: https://deadlystream.com/topic/5684-party-member-conversations-in-apartment-and-ebon-hawk-k1/. Thanks to everyone who participated in the original thread for their discussion, which provided a major source of inspiration. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Revised installation process and options - Revised the walk scripts in the Mission/Bastila conversation so that they do not need to be compiled during installation - Adjusted the camera angles the Mission/Bastila conversation - Adjusted the conditions for determining when conversations play before and after the Leviathan sequence - Added an extended fade to hide the party fading out and reappearing when entering the Ebon Hawk or Taris apartment - Revised implementation of edits to tar02_bastvision.dlg to reduce incompatibilities with other mods that edit the same file (i.e. K1CP 1.10). - Cleaned up and clarified comments in the script source files 1.2 - Added additional conditions to the Taris apartment entry script to prevent a rare issue where the vanilla conversation after "rescuing" Bastila did not occur. Thanks to PoopaPapaPalpatine for reporting the issue and testing the fix. 1.2.1 - Added additional conditions to the Ebon Hawk entry script to prevent a rare issue where the cutscenes before landing on Dantooine for the first time did not occur and the game softlocked. Thanks to CapitaineSpoque for reporting the issue and testing the fix. 1.3 - Adjusted camera angles and walk timing for the Mission/Bastila conversation on the Ebon Hawk to improve camera behavior. ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. 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. -
Verison 1.4 has been released. I have made several minor edits, but there are two significant changes. The first is that I have created a new texture for the airlock doors so that they look less like knockoffs of the Sith base doors: Thanks to Thor110 for encouraging me to try creating a more unique door texture back when I originally released the mod. If you prefer the old door appearance, I have still included it as an alternate option. The other major change is that I have added actual geometry behind the permanently locked doors, which gives them more depth than the fuzzy 2D vanilla backdrops: If you have already installed one of the previous versions, you can upgrade by installing version 1.4 directly over it. However, you may then need to reinstall any other mods that also edit m50aa.git. I also recommend using a new save from before visiting Yavin Station for the first time to avoid graphical glitches with the new airlock doors.
-
So I’ve been playing around with adding some actual geometry behind the permanently locked doors on Yavin Station:
SpoilerWould there be interest in having that added to my Yavin Station Hangar mod? Or does it change the look too radically?
Vanilla backdrop for comparison:
Spoiler-
Just a short distance, although I could easily extend it farther if it looks too short. (What's good practice for a polycount on rooms? Right now I'm around 36000 polygons for the main station corridor room model.)
SpoilerMy main hesitation about adding the geometry (at least as a default option) is because I always interpreted the fuzzy vanilla backdrop as frosted glass, so the crystal-clear geometry feels significantly different to me.
-
Looks much better than the vanilla approach. I'd suggest adding it to the mod.
As to room poly counts, the engine seems to struggle more with large numbers of low poly count meshes than it does with small numbers of large poly count meshes. This ties in with its trend of struggling with entity count in other situations. From my own experiments with room mesh consolidation, I got a detectable performance gain by merging as many meshes as possible in the DS ending stunt module. You can see some of my ramblings about it in this thread.
-
- Show next comments 6 more
-
-
All Hands on Deck for the Leviathan Prison Break
WildKarrde commented on DarthParametric's file in Mods
While you're at it, I also noticed that in the cutscene after the party is freed (lev40_bast400.dlg), if you select the dialog option "Careful, Carth, there's more at stake here than personal revenge," Bastila says her next line ("That's true, Carth....") facing the player rather than Carth. I believe it's a vanilla issue, but perhaps that could also be fixed in your next update. -
View File Leviathan Interrogation Clothes When the Sith capture your party on the Leviathan, they are a little too thorough about confiscating your gear. In addition to taking your weapons, armor, and credits, they also take your clothes. This mod makes it so that the player and the party will wear their clothes during the interrogation and breakout sequences. There are two basic installation options: Option A: Basic Clothes - Everyone wears their basic starting clothes. Option B: Robes - The player will be allowed to keep the robes they were wearing immediately prior to capture (except for the Qel-Droma Robes). If the player was not wearing robes, the basic brown Jedi robes will be worn instead. If those are unavailable for some reason, the player will wear their basic clothes like Option A. The rest of the party will still wear their basic clothes regardless. If you are using "All Hands on Deck for the Leviathan Prison Break" by DarthParametric, I have also provided separate, compatible installation options. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using DarthParametric's "All Hands on Deck..." mod, install it first. Then, run INSTALL.exe and select one of the "'All Hands...' Compatible" options. Otherwise, run INSTALL.exe and select either of the "Typical Installation" options. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with: - KOTOR 1 Community Patch (K1CP) - KOTOR 1 Restoration (K1R) - "Party on the Leviathan!" by Fair Strides - "All Hands on Deck for the Leviathan Prison Break" by DarthParametric (see above for special installation instructions) For best results, if you are using these or any other mods that affect the Leviathan, install them before this mod ------------------------------------------------------------------- CREDITS NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra This mod includes fixes to k_plev_transfrm1.ncs which were developed by the K1CP team. Thank you also to the K1CP team for manually reconstructing the source code of k_plev_escsetup.ncs. Thanks to DarthParametric for creating the original "All Hands on Deck..." mod and for providing some tips on coordinating this mod's concept with his mod. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Revised k_plev_escsetup.ncs to be based on the K1CP team's reconstruction of the vanilla script source. - Revised k_plev_transfrm1.ncs to incorporate edits made for K1CP version 1.10. ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. 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 11/12/2022 Category Mods K1R Compatible Yes
-
Version 1.1
644 downloads
When the Sith capture your party on the Leviathan, they are a little too thorough about confiscating your gear. In addition to taking your weapons, armor, and credits, they also take your clothes. This mod makes it so that the player and the party will wear their clothes during the interrogation and breakout sequences. There are two basic installation options: Option A: Basic Clothes - Everyone wears their basic starting clothes. Option B: Robes - The player will be allowed to keep the robes they were wearing immediately prior to capture (except for the Qel-Droma Robes). If the player was not wearing robes, the basic brown Jedi robes will be worn instead. If those are unavailable for some reason, the player will wear their basic clothes like Option A. The rest of the party will still wear their basic clothes regardless. If you are using "All Hands on Deck for the Leviathan Prison Break" by DarthParametric, I have also provided separate, compatible installation options. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION If you are using DarthParametric's "All Hands on Deck..." mod, install it first. Then, run INSTALL.exe and select one of the "'All Hands...' Compatible" options. Otherwise, run INSTALL.exe and select either of the "Typical Installation" options. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with: - KOTOR 1 Community Patch (K1CP) - KOTOR 1 Restoration (K1R) - "Party on the Leviathan!" by Fair Strides - "All Hands on Deck for the Leviathan Prison Break" by DarthParametric (see above for special installation instructions) For best results, if you are using these or any other mods that affect the Leviathan, install them before this mod ------------------------------------------------------------------- CREDITS NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra This mod includes fixes to k_plev_transfrm1.ncs which were developed by the K1CP team. Thank you also to the K1CP team for manually reconstructing the source code of k_plev_escsetup.ncs. Thanks to DarthParametric for creating the original "All Hands on Deck..." mod and for providing some tips on coordinating this mod's concept with his mod. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Revised k_plev_escsetup.ncs to be based on the K1CP team's reconstruction of the vanilla script source. - Revised k_plev_transfrm1.ncs to incorporate edits made for K1CP version 1.10. ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. 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. -
I have seen a few references to mods that had issues because they used a bugged version of TSLPatcher which breaks modules containing files with certain characters in their filenames. To confirm, is the version of TSLPatcher included with this package the bugged version? https://deadlystream.com/files/file/1039-tsl-patcher-tlked-and-accessories/ If so, I understand that the version included with K1CP has been patched to fix this issue. Is it OK to distribute K1CP's EXE with other mods to avoid this problem? (@DarthParametric)
-
-
-
-
Mod has been updated to add the sound effect of the Ebon Hawk venting in the hangar. Thanks to @La Ingobernable for pointing out the lack of sound. I always meant for there to be sound, but I forgot to include a copy of the UTS in the install package. I have also uploaded a separate hotfix for anyone who has installed version 1.2 or earlier. Note that you will need a save from before visiting the station for the hotfix to fully take effect. Sorry for the inconvenience, clearly I need to have chat with my quality assurance team...
-
-
All Hands on Deck for the Leviathan Prison Break
WildKarrde commented on DarthParametric's file in Mods
Very cool, I'm looking forward to trying this out! Any chance of perhaps adding an option to have everyone wear their default basic clothes throughout the interrogation/escape sequences? Confiscating everyone's weapons and armor makes sense, but it always seemed odd to me that the Sith would leave everyone to shiver in their underwear. -
Thank you, that's good to hear! If I understand your question correctly, LSF_EHawk01.tga and LSF_EHawk.txi should still be left in Override when you're done. They're the textures that reskin the Ebon Hawk on the Star Forge. The end goal is just to make an extra copy of the reskin that is appropriately named so that my new models will use it. There isn't anything special about LSF_EHawk01 versus the other planet-specific copies, I just chose it to have something concrete for the instructions.
-
Thanks for jumping in, Thor110. This will probably be the cause and solution for the typical user with this issue. If you have been to Yavin previously, the game loads the old waypoints, placeables, etc. from the saved game rather than the updated ones in the module GIT. The original exit will still be there, too, so it shouldn't break the module. You just won't be able to get to the hangar before it sends you back to the Ebon Hawk. That would definitely do it. 🙂 Glad you were able to figure it out.
-
Thanks for the feedback, the emitters definitely make it feel more like the vanilla forcefield doors. I like the end result (although the still screenshot doesn’t quite capture it), and I have updated the forcefield version with the emitters. I have also added a subtle plane of static similar to mydoor2. Instead of adding duplicate emitters, I actually increased their Y dimensions to fit the opening height. I also ended up tweaking a few parameters to suit the larger opening. (Side note, it looks like the emitters on mydoor2 are actually not symmetrical, although I can’t say that it’s noticeable in-game.)