DarthDrija

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Posts posted by DarthDrija


  1. [WIP] Character Helmets


    This mod:
    	This mod aims to add a few items for the player to use, helmets, masks and other things that go in the same slot. 
    In the future I plan to place them in a lore-friendly way in the normal gameplay. This uses ripped models from full characters, 
    they need to be adapted to player heads. Bao-dur can't use them because his horns don't leave physical space for them (obviously not clipping!).
    
    How to use: 
    	There is no way to have the 3 new helmets yet. To get them, you have to write in the console:
    
    					giveitem a_helmet_7x
    
    Where x is a value between 0 and two. 0 is for the sith soldier helmet, 1 is for the republic officer cap, and 2 is for the republic soldier helmet.
    
    Installation:
          Use the .exe with the package. If not possible, then copy everything to the override
    
    Uninstall:
    	Remove the 9 files from this mod (3 *.uti, 6*.tga) from the override.
    
    Permissions:
    	You may use the files from this mod for any purpose, as long as you ask me first.
    
    Credits:
    
    @seedhartha for KotorBlender
    @cortisol for Holocron Toolset
    Stoffe for TSLPatcher
    GIMP development team for GIMP
    Blender Foundation for Blender
    BioWare and Obsidian for the original assets, and the game itself.
    
    Legal:
    
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES.
    USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER 
    FOR THE USAGE OF THIS FILE.

    • Submitter
    • Submitted
      04/02/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  2. Sorry, I haven't been to tatooine for a long time, what did you do to the texture?

    Yes, it is completely possible, just add the new meshes under the MDL root object. Play around with the mesh properties, such as diffuse map (the texture shown) and a few checkboxes.

    Custom assets usually look weird in game, don't forget to apply position and scale when you are done editing, so they look exactly in game as in blender.

    The last thing to make it useable is under the MDL root properties, click "assign node numbers". After that, it should work right away.

     

    Good luck in the work you are doing! 😀


  3. 3 hours ago, vurt said:

    How did you find out what the model name was

    It's inside a room model named after the module it's from. Search for it at the "Core" tab in the toolset you are using. Then search for tat_m18aa, you would see a few numbered models. I think it was the fourth model of the area.

    • Like 1

  4. From my short experience as a modder, I've found two comfortable ways of including text on a mod:

    1.Using localised strings directly with the tools you are using, this way is the easier one, but the mod creators usually only put the english string, leaving the other ones blank, so that's why you see no text in some mods. You are lucky by only lacking the text, it sometimes crashes or does unexpected behaviour. This usually makes translating harder, since you have to look all the text in each file through whatever tool you are using. You can look at the official documentation for localised strings here.

    2.You can append text to the tlk easily by using TSLPatcher (not sure if it works on Xbox 360), where you can reference all the names and descriptions as StrRef(x), where 'x' is the position on the append.tlk file you created with any .tlk editor. I think this way is the best for making translations, because you can have things more organised . You can download the TSLPatcher with its documentation here (sorry, it's only in English, however, I can help you if you want, as I speak Spanish too).

    The porting work you have done looks great, hope you keep doing that 😀. I don't know a lot of Kotor Xbox modding, so my information may be wrong.


  5. From what I've seen in your blend file, the hierarchy is wrong, the empty object tagged as "MDL root" is parented to the trimesh.

    Another thing you need to do is set the animation root in the MDL root as that same object.

    Another problem I see is the poly count, it's too big to export as an .mdl file. A warning will pop up saying that "Int is too big to convert". This can be resolved if you reduce the model into simpler shapes, try using quads remesh, it's located into "Object Data Properties" when selecting a mesh, and set the face count as 5k or something not too big.


  6. Hello again, I'm the guy who complains about the smallest details.

    Jokes aside, I think the tool used the windows-1252 encoding since february, but that doesn't apply to localised strings, which still use ascii and therefore, many latin characters can't be used in it.

    Edit: It does not only happen to the dlg editor, it occurs to any localised string, I just found this issue by using the editor.


  7. I think I'm doing something wrong, I would appreciate some help.

    Whenever I create a model from scratch or import one and I edit the position of a single vertex on "Edit" mode, I get an error saying "bpy_prop_collection[index]: index 0 out of range, size 0" when exporting to an .mdl file. I've looked on the blender forums this issue and it says that there's a vertex outside any group, does it change anything other than position when moving?


  8. Hi, I downloaded the new version as you released it and it looked fine to me, until I tried to open the Map Builder, it doesn't open at all. I'm using the Ubuntu version. 

    Edit: Nevermind, i had to put two files in the ext folder, now it works, sorry for bothering you.


  9. I'm using the Linux version from Steam for Kotor 2, which has a slightly different file structure, and that confuses me a lot because the majority of people use Windows. The game has two .ini files, swkotor.ini and swplayer.ini, which have a lot of options, however, when using the 'EnableCheats=1' line in any of the two, nothing happens in game, am I missing something?


  10. More difficulty options


    What this mod does:

    It adds four (one is not usable) new difficulty options, one easier and three harder (one not usable) .

    Read the info.rtf for more details.

    Installation:

    Run the TSLpatcher included in the file.

    Compatibility:

    It should be compatible with anything that doesn't change the difficultyopt.2da file.

    Plans:

    -Translate this mod into other languages, such as French and Italian, if you want the mod in your language, contact me and provide me with a translation into your desired language and I'll add it. You will appear on the credits.

    Enjoy the mod! Sith Lord difficulty is super hard, be careful.

    Credits:

    -@cortisol, for making the Holocron Toolset I used to extract the files and edit them. Download it  here

    -Stoffe for making TSLpatcher.


    • Submitter
    • Submitted
      02/28/2022
    • Category
    • TSLRCM Compatible
      Yes