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Everything posted by CapitaineSpoque
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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
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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.
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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
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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!) :
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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.
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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 ^^
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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.
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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.
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Hi there ! I tried this out with a save prior to the dog fight in Taris, in Davik Estate. Once the dogfight is over, it does not display the dantooine cutscene. Then i spawn on the hawk with the space layout, and Dantooine as the only map on the galaxy map. If i try to click on Dantooine, it exits the galaxy map. Then if i exit the ebon hawk through the back, it warps me into Dantooine module normally and i still gets the items. Is this supposed to happend?
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Help Scripting K1 Explosive (FIXED)
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
So i tested your version of the script, it works flawlessly. It might be because of how i formated, or because of the conditional i couldnt get around with. Anyway thank you very much for your fast insights, im gonna do more extensive testing + compare the different codes and try to figure this out by myself. -
Help Scripting K1 Explosive (FIXED)
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Indeed, it will fire "OnDeath" basically. I will try your version of the script. As i said, when i previously removed the !GetIsNeutral from the basic script, the damages looped infinitely until the first target is down (even if i have 10k Health Points). -
Help Scripting K1 Explosive (FIXED)
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
"Well for starters, your script formatting is completely broken." Ho well, i copied most of the code from the K_sup_grenade.nss (or K_inc i dont remember). "What exactly are you trying to do?" I want a placeable (lets say, a Malfunctionning Mine, as there is a trap model) which explodes (deals damage once to any target in the area, whatever the faction, just like a grenade) upon being destroye (bashed). Here is a showcase from my current script so you can better understand : https://www.youtube.com/watch?v=R48vxlVrjkE -
Hi there, I pulled out a script to get an explosive effect/damage similar to grenades. My goal is to have some destructible placeables that does this upon being destroyed. It works pretty fine, however there is a problem related to factions. Here is my script : int GetReflexSavingThrow(object oTarget); void main () { int nDamage; int nDC; int nDCCheck; object oTarget; int nVFX; { ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(1044), GetLocation(OBJECT_SELF)); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(3003), GetLocation(OBJECT_SELF)); nDamage = 60; nDC = 15; effect ePush = EffectForcePushTargeted(GetSpellTargetLocation()); oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 4.0, GetLocation(OBJECT_SELF)); while(GetIsObjectValid(oTarget)) { if(!GetIsFriend(oTarget)||!GetIsNeutral(oTarget)||!GetIsEnemy(oTarget)) { nDCCheck = nDC; nDCCheck -= GetReflexSavingThrow(oTarget); if(!ReflexSave(oTarget, nDCCheck, SAVING_THROW_TYPE_NONE)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_PIERCING), oTarget); } else { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage/2, DAMAGE_TYPE_PIERCING), oTarget); } ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePush, oTarget, 0.1); } oTarget = GetNextObjectInShape(SHAPE_SPHERE, 4.0, GetLocation(OBJECT_SELF)); } } } If i clear the "If(GetIsNeutral)" from the basic script, the damages loop infinitely. With my actual script, it does deal damages to any factions, but the damages can bounce back to a different faction each time, so it can bounce back infinitely until 1 target from a different faction is down. I don't really know what is wrong here, i just wish to apply the damages once to every type of factions. Ty,
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View File Merged Visor Models - Modder's ressource This mod is a modder's ressource, it does not introduce any item into the game, there is not item sheet related to the models, there is no custom skin for the models. Description and content This mod packs 71 mask model variants, merging the vanilla visors from the game as best as possible. Every models bear the vanilla textures and should not conflict with any items in game. There is no icons provided. Every models are referenced in a specific folder and inside the folder is a .Jpg that you can open to display the model. I packed every vanilla textures for the masks as an additional folder. How to use this Here is my video tutorial about modeling, very basic but it might help you out : Basic model merging and editing tutorial - You can make them a brand new items in game, modifying the model variation and adding a custom icon. - You can make customized skins with the provided textures, by modifying the texture names related to the models using Blender or other softwares. - You can use them, either to make them placeables, or add them to npc models using Blender or other softwares. - Anything that comes to your mind if you have the abilities ! Feel free to use anything from this mod, this is extracted from the base game and this is my own edits. Just credit me somewhere. Disclaimers - I tried to make sure every geometry pieces from every masks had unique names, so they shouldnt conflict with anything and between each other at 95%. However, this is a lot of visors and i might have forgotten some, so it might be useful to double check before using one with Blender. - My modeling abilities are limited, so be forgiving about the models i pulled out. I tried my best so they look as fine as possible in game, but there might be some clipping or other visual artifacts i may have missed. - I do not know how animations and animation roots work, so there might be something wrong here even though everything display fine in game still. Credits Every kotor members that helped me during the modding journey. Bioware for their work and base game models. Submitter CapitaineSpoque Submitted 05/23/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
69 downloads
This mod is a modder's ressource, it does not introduce any item into the game, there is not item sheet related to the models, there is no custom skin for the models. Description and content This mod packs 71 mask model variants, merging the vanilla visors from the game as best as possible. Every models bear the vanilla textures and should not conflict with any items in game. There is no icons provided. Every models are referenced in a specific folder and inside the folder is a .Jpg that you can open to display the model. I packed every vanilla textures for the masks as an additional folder. How to use this Here is my video tutorial about modeling, very basic but it might help you out : Basic model merging and editing tutorial - You can make them a brand new items in game, modifying the model variation and adding a custom icon. - You can make customized skins with the provided textures, by modifying the texture names related to the models using Blender or other softwares. - You can use them, either to make them placeables, or add them to npc models using Blender or other softwares. - Anything that comes to your mind if you have the abilities ! Feel free to use anything from this mod, this is extracted from the base game and this is my own edits. Just credit me somewhere. Disclaimers - I tried to make sure every geometry pieces from every masks had unique names, so they shouldnt conflict with anything and between each other at 95%. However, this is a lot of visors and i might have forgotten some, so it might be useful to double check before using one with Blender. - My modeling abilities are limited, so be forgiving about the models i pulled out. I tried my best so they look as fine as possible in game, but there might be some clipping or other visual artifacts i may have missed. - I do not know how animations and animation roots work, so there might be something wrong here even though everything display fine in game still. Credits Every kotor members that helped me during the modding journey. Bioware for their work and base game models.- 1 review
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Hi there ! I accidentally fixed the weapon shadows ! I wanted to introduce white skins for the vibroblade/vibrosword models. I converted the models into ascii with Mdlops, then changed manually the rows referring to weapon / skin for my own skins. When i converted back the ascii file into .mdl it displayed perfectly. Additionnaly i edited Alpha channel to delete texture transparency, but i don't know if it has any impact. Gonna come back here trying to fix the other models for myself and tell you how well it went.