-
Content Count
34 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by CapitaineSpoque
-
Allright, I settled down on my scenario idea for the unused room : A lonely Duros scientist would be working there, the kinrath would not attack him (an idea i borrowed from TSL). He is held hostage by Sherruck and extract crystals for him, but he would initially introduce himself as a biologist. I already managed to script random patterns for him to perform in the cave when he does not talk to you (working on a bench, checking the caged kinrath, working on a metalbox, grabing food on the ground near the firepit), his heartbeat turns off when you converse, so nothing wrong here. The duros lines would bear TSL voicelines, just for the extra variety value. Right now i am working on an absolutely extensive dialog tree (at least, this is the first one i do, and i feel it is ambitious) with a new quest, numerous options and outcomes : - You have to gather clues to make the duros spit the truth. - The gameplay ideas. - The outcomes. I located some Canderous lines i can reuse to make him speak a bit during the conversation, as he is a mandalorian it is fitting. At some point i would need to bring some lines for the other companions aswell, at least 1 or 2 to bring life to the whole encounter. I am starting to mess around with the global variables, various checks, scripts and stuff ... The ammount of work is tremendous. The dialog tree is very hard to pull out, i have most of the lines written, but now i need to compile everything into the single dialog file. After that, i would need to introduce him on manaan with on_enter script in the desired module. This is absolutely my main project at the moment, and i will not work on something else until this is done. Its going to take a while, but i feel it is achievable ! So excited to display a final result some day. My only next update on this thread before finishing the project will be : A video showcase for the whole scripting random behaviour part on this post, and some of the dialog lines/outcomes. After that, i won't post until i have my finished and polished product - An extra idea for the road.
-
Feeling more confident about my abilities, i am starting my Kotor Expansion Pack project (basically new content/modules for k1 imported from k2) with this small piece. Starting small, but its a start : The crystal cave from k2 has been imported to replace the K1 crystal cave (i wish to bring the default crystal cave module to korriban). I fixed the placeables (the water drips were off in TSL originally for instance), i edited the sound to be a mix between k1 and k2 (there will now be TSL ambient music) and fixed some sounds misplaced originally (waterdrips again, 2 waterflow sounds in a middle of a corridor). I ported the entire crystals loot from k1 so no differences, i made every kinrath eggs bashable tho. I kept some rubbles here and there from k2. Not visible in the video but i brought my own placeables (few rocks, corpses, bees around the corpses ...). The dead mando is among the other corpses. Every corridor has a dedicated patrolling unit, to give a bit more life to the module. Kinraths have unique ranks, appearances and damages/effects. The kinrath hive is bigger (i decided to reduce my original edit, it works great now with the vanilla red skin), and if you attack the hive the whole nest comes at her location (the chaos is fun ! But i need to tweak this. Maybe call only the stronger units AKA Vipers/Stalkers). I still need to fill the last unused room, i think about mando / duros smugglers, extracting the crystals to sell them, but i dont know where to go yet. I think im gonna release a version with light edits to the unused room (place some corpses/kinrath or anything) and comes back there later. Got the Duros breathing mask head for the smuggler encounter.
-
Felt like posting for this new project, bringing some Halo weapons to the game. Got some licensed models with high quality. I edited the textures to bring reflection, models to bring some bright where needed, played with aurora lights to bring dynamic lightings, i also experimented with JC's blaster visual effect models to make the projectiles similar to what's in Halo. I am very proud for the Needler especially. I also added lots of sounds extracted from my master chief collection to the custom ammunitions / melee sounds. I tried to implement them in game in a Lore friendly way. The rakatan faction will use some ancient curveblade, and The One will wield the energy sword aswell. Finally, i played with the upgrade property. So now the energy sword and the needler are the only crystal upgradeable melee / ranged weapons (so cool for the needler especially, fits the weapon perfectly). Needler Plasma pistol and rifle Energy sword and spiker At some point, i would like to add the Needler needle as a new upgrade crystal for the lightsabers. Also, make the color customisation possible for the energy sword with color crystals, and doing scripts like the crossguard lightsabers to make T3 bind or unbind crystals to the base hilt.
-
View File K1 Severed arm male body model - Modder's ressource Description This mod is a modder's ressource, and will not include anything in game. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely new male body appearance, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. You can tie any head to the model aswell. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell). They are 1024x512 to allow the arm uv mapping into a single texture. Atm the textures are low res, im gonna update this someday, at least to 2048x1024. Video showcase for the ressource Disclaimer : There are few combat animation glitches, the arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. Submitter CapitaineSpoque Submitted 10/03/2024 Category Modder's Resources
-
View File Kel Dor severed arm model - Modder's ressource Description This mod is a modder's ressource, and will not include anything in game. Thx to @DarthParametric kel dor modder's ressource, this mod is possible. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely kel dor appearance/head, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell) because the uv maps are different from vanilla models. They are 2048x2048. Video showcase Disclaimer : There are few combat animation glitches, the weapon in the right hand will be slightly off, the robot arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. The default head has jaw animation, but theyre a bit too much imo. I couldnt fix it, so i provided a head model without the jaw animation in the ressources. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. - The "No animation jaw" folder contains the head model without the jaw animation. - The "base texture" folder contains the texture with only bao dur arm and default kel dor hand. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. Submitter CapitaineSpoque Submitted 10/05/2024 Category Knights of The Old Republic
-
Version 1.0.0
6 downloads
Description This mod is a modder's ressource, and will not include anything in game. Thx to @DarthParametric kel dor modder's ressource, this mod is possible. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely kel dor appearance/head, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell) because the uv maps are different from vanilla models. They are 2048x2048. Video showcase Disclaimer : There are few combat animation glitches, the weapon in the right hand will be slightly off, the robot arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. The default head has jaw animation, but theyre a bit too much imo. I couldnt fix it, so i provided a head model without the jaw animation in the ressources. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. - The "No animation jaw" folder contains the head model without the jaw animation. - The "base texture" folder contains the texture with only bao dur arm and default kel dor hand. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. -
Version 1.0.0
6 downloads
Description This mod is a modder's ressource, and will not include anything in game. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely new male body appearance, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. You can tie any head to the model aswell. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell). They are 1024x512 to allow the arm uv mapping into a single texture. Atm the textures are low res, im gonna update this someday, at least to 2048x1024. Video showcase for the ressource Disclaimer : There are few combat animation glitches, the arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. -
Ye ik something was not right with the jaw weight or something, tbh i didnt test this out extensively. I could strip the head manually from the diversity mod, or manually "fix" the animations, gonna ask DP at some point after some proper play test. Ty for pointing this out. EDIT So i tried to fix the jaw / respiratory mask animation, using skin weight. I didnt manage to do anything good. It is okay without the animation, but even a very slight movment would be welcome tho. I figured out how to edit uv maps, mostly looking at DarthParametric's Kel Dor ressource. So now i can blend the bao dur arm + the separate model into a single texture. So it shoud cause less memory leaks, and it allows the whole clothings/armor/robes customisation. Atm working on these things : - Fixing the low res textures for armors/clothings (im gonna bring this to 1024x2048 and 2048x4096) and some model artifacts (especially hands) for the whole Kel Dor modder's ressource. There are also some uv mapping errors i need to correct after playtesting. Bring a basic texture to the hand model for every textures. Done ! The playable Kel Dor mod is out with a severed arm variant ! - Bringing the entire Bao Dur body model to k1, apply the arm texture with the same process as DP's Kel Dor ressource through uv editing to every armors/robes (grabbed his heavy model mod btw but gotta do my own thing for the jedi robes). Done !! So now every vanilla appearances are supported with full armor robes clothing customisation. I took the scout as a base model, because it had the same animation property for Bao Dur. I made the fist animation from Bao Dur the unarmed melee attack with the model, so we can see bao dur arm in action. I will release this as a modder's ressource soon. You can check the result here : Body model final result - Finally, doing my own model blending the Kel Dor and the Bao Dur arm, and basically do the same process for the textures + apply uv maps. Done aswell ! I fixed the uv maps for the kel dor model, fixed some missing parts for the armors also, and brought some nice 2048x2048 textures. The final result is pretty good ! The only thing is that there is something a bit wrong with the weapon placement in the kel dor hand from the modder's ressource, the only thing left to correct. You can check the result here : Kel Dor severed arm I can't wait to bring my Kel Dor veteran with the close combat feat to give ! Now i feel like adding him as a playable character if Juhani is not in the party, would be great. Making new model variations is so exciting, so many customisation options are possible ! Im gonna go back to extracting some alien heads, maybe try to get some rodian hands working to match the head.
-
Help scripting training ground K1
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Thank you very much im gonna try things out EDIT = So thx to you i'm on the right track. however : the even "spell cast at" only works for spell casted on the target right ? If i wish to check if the player self casted spells or buff, i may need something else ? Like check at the end of the combat round (1003) if the player has a spell (GetHasSpellEffect()) ? But i would need to fill the int for the spell right ? Or maybe i can try to get an even spell cast at but not directed toward the creature but the pc ? -
Hi there ! So the plan is to introduce a new npc "trainer", that will teach and grant hand to hand combat feat in k1. There would be some fights to win, with rules, similar to handmaidens sparring on Telos/Ebon Hawk. How i'm going to pull this out : - The hand to hand combat feat is a hidden item in the character sheet, that works only when unarmed. The item in itself provides the feat. The idea would be to destroy the previous item and create the new one through scripting. - Set a global variable in globalcat.2da to know the state of the training - Check PC level to be sufficient + global state for the training to fire the desired dialogs (training 1,2,3 ...) - As i can't set proper forfeit conditions, i decided to do something else. When the fight starts, a script strips the character from equipped items (besides our hidden items), the inventory and drops it to a a nearby footlocker. I set up a trigger in the .git with a script that fires OnExit, it would start a defeat dialog like "You can't run away". - I would set player character and sparing partner min1hp to true, so both cannot die. I got 3 questions : - Is it possible to check if the player use force power during the fight ? This is the only conditional left for my fighting rules - Regarding the script that fires OnExit for the trigger area, is it possible to fire a dialog option from a current dialog file, or do i need to make it a separate dialog ? - How to check if the player character or the sparring partner hit 1 hp, to properly fire the defeat/victory dialog ? Thanks,
-
Kel Dor jedi general test Kel Dor model from modder's ressource, jedi general texture from an old mod (i can find the link back i think) So, as i want to give melee feats through scripting, i figured it would be cool to have some kind of "trainer(s)". I needed an alien, i figured a KelDor would do good for diversity. As a concept, he is a veteran from the mandalorian wars (hence the bao dur arm), teach the player about some "a jedi remains a jedi without his lightsaber" stuff, some lore about Malachor would be fancy. He would be on Dantooine somewhere with some students. Idk what could happend to him after Dantooine is bombed, maybe he flees to Manaan with some padawans. It would be incredible to have him as a recruitable character, however the bao dur arm wont fit for this unfortunately. I wish i could blend the bao dur arm texture with the armor/clothing textures.
-
Not yet, i had one but i think i deleted it. I took the bald Rataki head from a redrob mod i think at the time. I'm really moving from one thing to another atm, its not a very long thing to do tho if you want the model as a ressource. Thank for the insights im gonna look into this ! Absolutely ! Another project i have in mind, aside from video modding tutorials, would be complete showcases from the best mods out there, with some tips about installations/incompatibilities and stuff. Idk much about mod builds made out there, or even mod installers, i kinda fell into the rabbit hole to find any little gem and do things by myself (ended up modding myself lmao), so is it really useful or not to do these kind of videos im not sure.
-
[FIXED] Attribute damage effect script ?
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Thx for the reply ! Gonna try things out. EDIT : So now the message displays properly with SendMessageToPc, i most likely mistargeted the thing, it works in the feedback now. Ty tho ! -
[FIXED] Attribute damage effect script ?
CapitaineSpoque posted a topic in General Kotor/TSL Modding
So i'm currently doing a Shock Arm for T3 that replicates the one from TSL. I wanted to try some variations. With this one i want to reduce wisdom attribute if the fortitude save is not passed by the target : // T3-M4 Shock arm // Modified stun droid script by ZobiZob // K1 #include "k_inc_force" void main () { object oTarget = GetSpellTargetObject(); effect eLink1; effect eInvalid; SWFP_HARMFUL = TRUE; int nDamage = (GetHitDice(OBJECT_SELF))/2; SWFP_DAMAGE = d6(nDamage); SWFP_DAMAGE_TYPE= DAMAGE_TYPE_ELECTRICAL; int DCSAVE = (5 + (GetHitDice(OBJECT_SELF))); eLink1 = EffectBeam(2066, OBJECT_SELF, BODY_NODE_HAND); eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_PRO_LIGHTNING_S)); effect eDamage; effect eAdamage = EffectAbilityDecrease(ABILITY_WISDOM, 1); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, fLightningDuration); if((FortitudeSave(oTarget, DCSAVE, 8, OBJECT_SELF)) == 0) { eDamage = EffectDamage(SWFP_DAMAGE, DAMAGE_TYPE_ELECTRICAL); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAdamage, oTarget, 30.0); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget); } else { eDamage = EffectDamage(SWFP_DAMAGE/2, DAMAGE_TYPE_ELECTRICAL); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget); DisplayFeedBackText(oTarget, 2); } } However the attribute damage effect does not seem to be displayed in the feedback text in game.I tried to make a "SendMessageToPC" that would say "-1 to wisdom" but it does not display either. Is it possible to display the effect in the feedback ? I tied the script to a droid and it does reduce the wisdom. -
I got ahead of myself. You're right for the grenade footlocker. Tho im gonna experiment some scripts around "OnUnlock", "OnOpen" and stuff to see if i can come close to K2 bash system. Fair enough, tho i totally believe its fixable. I was so close, if someday i'm back at it i could pull it out. I'd have to check if it does not create other problem through conversation tho. Ye i need to get the texturing part. Atm im only editing preexisting ones. Well, i already did and it works well atm. I just renamed the geometry for the objects i tied to his head. I manually adjusted the size and stuff, it works with his animation because it is tied to his head. The textures from the visor remains the same as vanilla. I have a reskin for him i think, but i could make it so the texture applied to twitch remains the same as vanilla (for any visual remake). I'll have to check with a different appearance row and the duel arena mod. The only thing is that LoneWanderer told me there was lot of memory leaks for kotor, so i need to be careful about models bearing multiple textures, long playtime = gamecrash, especially with the uber HQ textures we got now. You can check the twitch model : Regarding mod compatibilities, i'll try my best. Not easy to make "anything" compatible. But simply editing the appearance row would be ok right ?
-
Hi there ! Surely gonna use this to change Carth class to Pilot, with the scout skill restriction and 2 skill points/lvl instead of 1. Maybe tie a hide item to him which gives him +1 atk vs dark side. Anyway, ty for the mod its great ! EDIT : So it is done now with proper credit, many thanks ! Carth is a pilot
-
Ty βΊοΈ I think i didn't know that, nice tip ! Absolutely ! I also had an idea to do the same thing for placeables (wanted to do a bit of Housing inside the Ebon Hawk), but judging by how badly AI reacts to geometry with their pathfinding, i dropped the placeable idea. I think a smart player could create some weird interactions to break encounters. It definitely needs to be balanced around this fact (and not to lock the player in areas ofc) π Indeed. I need to fix a bit the animations too, maybe get rid of the animations and tie it to the basic model as a supermodel. Idk why the Kinrath one is especially hard to play around compared to the tukata one which works perfectly. Anyway, maybe i'm just still a bit unskilled tbh Originally, i wanted to add a new placeable (something like a futuristic gaz/generator), but due to the placeables limitation in K1, i dropped this idea. I think it is possible to add an animated spark placeable from the base game, so i could tie this spark to a desired placeable and make it an "unstable something". Swoop engines could fit too. Your idea with the grenades is pretty cool ! However atm the way my script works is OnDeath from the placeable. I wonder if i could make it so the script plays, but does not delete the footlocker while also deleting some of the items inside the footlocker ? Which leads me to an interesting track : Editing each bashable locker from the base game to replicate the bashing mechanic from k2. It would be cool to randomize as much as possible the effect, to make each playthrough more unique. I need to get my hand on how to randomize stuff through scripting, with my actual items rework and stuff it makes it too much of a linear experience (as i edit what is contained inside the placeables). Anyway, another idea ^^ I was thinking about replacing some human npcs to get some human voicelines too, just did not know which one to replace yet. I tried importing Bao Dur's head aswell, but i couldnt get around his lips being constantly open, and when i was about to fix it i messed up with his eyes/eyelids and ragequited π that's exactly the plan, i made it so the horns mesh better with the texture, so maul has got his own set of horns, same for some of the texture variants i displayed. I wanted to do it for females aswell, but i didnt find a good quality reskin for one of the female heads. There was one but it was kinda poor. I'd love to bring female zabraks too, just dont have any good texture yet. If you have one i could do this Interesting to know ! Id like to introduce a Rodian seller in upper city which sells kind of touristic items, like sunglasses, mp3 player, and i figured i would pack the lego items aswell as "toys". The lightsaber would do toy sound effects, deal 1 single point of damage, same for a lego blaster i got in store. Another idea i have in mind but needs a good execution. Maybe make a playable lego character could be fun too. I like curse π A single point in defense atm, there is room for other variations but i only have 1 atm. Idk how multiple disguise interact with one another when equipped (armbands here). Idk if it is possible at all, but it could make things easier i guess. Indeed, twitch could get his own visor too on Taris, bring some npc diversity. I recorded a quick showcase of my wip even tho it needs a lot of polish especially regarding scripts (maybe turn the rakghouls from neutral to enemies upon destroying the cages and give them sleep animation ?), atm i wanted them to walk toward the corpse pile to attract the rancor but they do not seem to move yet : Rancor concept Why tweaking the rancor encounter in the first place ? To me, the synthesized odor plot is way too easy, it feels cheap to one shot the big boy with very low and linear decision making. Same thing if you want to kill him, he has instakill claws, and you gotta lay 10+ mines which feels equally as cheap as the first solution. This encounter provides only 2 different options and personnaly, i think this encounter deserves to be way more impactful. How to provide more layer for clever decision making ? - Modifying the odor plot. The datapad will now be found among the corpses (not in the corridor). The datapad will hint that the beks came with the synthesized odor to kill the rancor. A new journal entry will trigger with something like "The bag containing the odor must be somewhere". I laid out 2 destructible junkspeeder where you could previously walk to shoot the rancor for free (he cannot go there in vanilla while you can). Under 1 of these speeders there is the synthesized odor. So now, for the "easy way", you have to keep the rancor busy while bashing the area looking for the odor. IMO, way better than just grabing the thing for free and get rid of the big boy without any gameplay whatsoever. - Add new layers of depth : -> The factions have been edited and corrected in this area, meaning the gamorreans, the rakghouls and the rancor have their own standard faction and will fight each other. If you're good enough, you can bait some of the creatures from the level into the rancor's lair. -> Caged rakghouls are now displayed in the lair, you can free them by destroying their cage. If you do so at range, they will not attack you directly but walk toward the rancor (which give you extra time to bash the speeder) -> Some broken droids can be repaired in the area to assist you (but they each have a permanently damaged part : 1 cannot move, 1 is more fragile, the other one cannot shot, and so on, so you have to pick which one you wanna use) -> I'd love to introduce a "slave" npc with some basic lines, that you can free or not and that can help you. -> I'd like to create iterative damage so maybe you can set a zone on fire or something and make the rancor walk inside it to damage him over time ? Also, the stats for the Rancor have been adjusted so he does not instakill anymore but deals something like 40 physical damages and he regenerates a lot over time also which incentivize player to go all in to take him down. He has got some nice resistance so you can no longer os him with mines, but he's vulnerable to sonic. Also i want to make it so if you kill him yourself without the odor, you get a nice trophy that sells for 1K credits or sth. A long answer but maybe you can better see what i was intending to do.
-
Hi everyone ! π I started modding 9 months ago and felt like creating a topic to centralise all my humble wip stuff. For extra context, i didnt have a single clue about code or the game files back then. Thx to the whole community tho, i'm getting better and better each days. I have several projects ongoing (maybe a bit too much than i can chew π), so it won't be centered around something in particular, but at least you can see what a beginner can perform with basic knowledge. Hand to hand combat Alien Heads : Kotor Cinematography Overhaul : Taris upper city fast travel : Deployable turret item : Resized beast models : Explosive script : New blaster type/color/sounds : Manaan underwater panel texture test : Lego Star Wars models : Wookie bandolier item/disguise : Non-jedi prestige class T3-M4 is a Workbench T3-M4 shock arms I have some nice stuff going on, everything is WIP and not close to any release yet. I'm playing around a lot with the game. Things like varied music for levels using TSL musics, TSL model ports, custom npc models using masks/armor pieces, new modules, fightable rancor encounters on Taris and much more ... I can't wait to pack the stuff into standalones and release it. Atm nothing yet, i'm going with the flow π₯³
-
Indeed. Good news : Your hotfix works on a fresh vanilla install of the game, everything works fine. I only installed the starship combat pay + your mod/the hotfix. Did not work on k1cp, i guess you're right. EDIT = We were both right in the end. I located the bastila dialog file, and the last script fired was indeed edited by K1CP. I changed it back to the vanilla script, and now everything works ! π₯³ I added the hyperspace movie to the vanilla script before landing, so it transitions better. Here is the final result (it reminds me of adding a fade in to my cinematography mod update!) :
-
I tried it and it kinda works. Now the conversation with bastila works just as in vanilla, and you get out of the ship into the jedi temple module after the conversation, however the dantooine arrival cutscene does not occur still. EDIT = Btw, it might be possible to edit Bastila's dialogue script to fire the cutscene tho I'll check this out.
-
I tried to install your files into the Turret module but it didnt fix anything. So the 2 mods seem incompatible, maybe there is something here : - Your mod works just as Vanilla, there is the Bastila dialogue before landing to Dantooine. - With the banter mod, the cutscene displays first, and then the dialog occurs. I don't really know if it's fixable ^^
-
Well thank you for your insights. Im gonna experiment myself and tell you about the results. I think this is the mod im talking about. EDIT = I tried your mod on a fresh install of the game, it worked perfectly. So i tried with both Banter mod and your mod, and the bug occured. This is due to the fact that the banter dialog occurs instead of the dialog that plays before arriving to Dantooine.
-
A lot of mods actually. I have the mod that makes party banters inside the Ebon Hawk, the only one i could think could interact. If i delete the stuntdth3,4,6 and 7 scripts, the cutscene display normally. With any of them i encounter the problem. I could try to install them directly to the ebon hawk module, maybe dropping them to override causes interactions ? Otherwise, after the Dantooine landing and all, everything works fine. Even if i have a dogfight traveling to Dantooine, the cutscene displays fine and i still get the money for everything + i get the item related to this fact.
-