Rictus

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Posts posted by Rictus


  1. 3 hours ago, Snigaroo said:

    Interesting--I don't have anything against this, except it seems like something that Janice Nall wouldn't do if she knew what was going on. Getting on the whole Republic's bad side seems like a bit too much for a cautious shopkeeper, after all. If her dialogue were edited to indicate that she received the memory core from Davik's people and didn't know where it was from but the rest of the droid was built custom by her, I think that would work fine.

    That would be the general idea. Her dialogue will reflect that Davik provided some necessary parts which is why she is releuctant to sell T3 to anyone else.

    3 hours ago, Snigaroo said:

    I'd also want the player to not be able to discover that there was a partition until after they arrive on Dantooine (and there should probably be some event or interjection made by T3 that causes players who are used to him being useless realize that something new is happening with him and they should speak to him).

    I was thinking of level-gating it to lvl 12, and initiating a cutscene the first time you return to the Ebon Hawk afterwards. This isn't something I have really looked into yet, and I have a vague recollection that scripting on the Ebon Hawk can be tricky, so we'll see how it goes. Since all of HK's can be unlocked as soon as you reach the necessary skill points I would probably to the same for T3.

    3 hours ago, Snigaroo said:

    Finally, it would need to be compatible with Recruit T3-M4 Early.

    I haven't used the mod but making it compatible should be straightforward.

    3 hours ago, Snigaroo said:

    Aside from that I don't have any specific things that I would be on the lookout for, aside from the general: well-written dialogue that has reasonably good player choice in terms of how they react to the revelations, and T3's changing personality.

    Technically T3 doesn't really have any dialogue, it is all the players reaction to T3, and since there is no VO for the PC adding a variety of responses is basically just a bit of extra typing. T3's personality won't really change over the course of the game. Early dialogue with T3 will remark on the fact that T3 has more personality than the PC expected from a brand new droid, helping to set up the partition later on, rather than coming completely out of the blue. Some of this will be triggered just before entering the Sith base, a sort of mandatory introduction to the mod and T3 as a character, not a plot device.


  2. Make T3 An Actual Character

    I was actually thinking of doing something like this after my next K2 playthrough, to make sure it's (his?) character remains consistent.

    My full idea would include a potential retcon for T3, to help develop a backstory their character in a KotOR-like manor. In KotOR T3 is supposed to be a brand new droid, and this could easily be used to explain it's non-existent personality, since it hasn't developed a distinct personality yet. The retcon would change that somewhat.

    It is explicitly stated in the game that Davik commissioned T3 so this opens up some options. In my idea T3's memory core was a stolen Republic code breaking droids core that was partitioned, rather than memory-wiped, to preserve it's high level code breaking capabilities, while suppressing any undesirable memories or loyalties. Revan could use Computer Use to unlock new memories and abilities in much the same way as using Repair on HK. This would also be a good excuse to give T3 it's quirky personality rather than a fresh-off-the-production-line default.

    Like many characters T3's backstory would involve the Mandalorian Wars and tangentially Revan, to help create a connection between the two, rather than just "I own you, do what I say".

    Of course that would all be optional dialogue. Just giving T3 some more dialogue and interactions independent of that would also be part of the mod, assuming I can wrap my head around the scripting necessary. Since the level-up unlocking of dialogue is used for the other characters I think I could basically just copy-paste simple scripts like that, and adding T3 interjections to dialogue based on whether they are in the party or not is mostly just finding the right dialogues in the first place. Inter-party dialogue is a different matter, as it would largely necessitate unused or forgettable dialogue from the other party members to avoid repetition. But there isn't a lot of this in the first place, and if I remember correctly I think it only takes place on Taris. Although it was years ago, I have worked on building dialogue trees before, so I am sure I can do that.

    If you have any specific requests or concerns let me know, and I'll keep them in mind while working on this.


  3. I was hoping to get some feedback on a model tweak I am working on and figured I may as well start a WIP thread. (At the very least I am a work-in-progress as a modder😁)

    First up (and so far only) my take on the female mandalorian.

    Let me just preface this by saying I have no idea what I am doing. This is the first time I am trying anything like this. In my first attempt I narrowed the shoulders of the model which caused weapons to float alongside the hands, and really mangled the offhand when trying to hold a melee weapon. Since I have no idea how to fix this I ended up just keeping the shoulders the same width and tried to create the illusion of narrower shoulders.

    Spoiler

    20250104220428_1.jpg.2aa3823a0b61554fa59be5f333bfeabe.jpg

    Left: my variant, centre: default male, right: InyriForges variant

    Mandalorians1.png.646ee12cbe0e76e71e82635cf4ff5653.pngMandalorians2.png.27c45559df0f9a370cb5d19336e2fe03.png

    I actually made very similar changes to the helmet as Inyri, and narrowed the waist a similar amount. The differences are: outer shoulder plates have been pulled in tighter to the body to make the shoulders seem a little less broad, narrower chest- and back-plates and deeper armpits to give a narrower torso, and a slightly bigger undercut for the chest-to-abdominal armor, to try and create a more feminine profile while remaining at least somewhat realistic.

    I am attempting to make a subtle but still noticeable change for the male/female versions. I felt Inyri's was pretty unsubtle.🙃

    Any tips, suggestions or critiques would be appreciated. Thanks.

    • Like 3

  4. The basic idea for this mod request is pretty simple. Upon becoming a Jedi on Dantooine; reset the PC to a level 1 as Jedi class, removing all feats/skills/attributes gained from their original class and levelling, then restore their experience points and allow them to level up completely as a Jedi.

    Essentially this would remove the need to restrict your level to 2 to max your Jedi levels, and the need to radically change your playstyle to do so. Instead you could level up normally as a Soldier/Scout/Scoundrel, while still becoming the best possible Jedi.

    One issue I can see with this is the Force Sensitive feat. Removing the Force Sensitive feat might be better for balance, but I am unsure if it is used in scripts etc. so being a little OP isn't too big of a deal.

    I think this would actually be a fairly simple mod, I assume all of this could be done with a script, probably just replacing the same one that allows you to become a Jedi normally? But I just can't wrap my head around scripting. So I thought I would place a mod request.

    P.S. I am aware of this mod. However I would like to follow the normal path and actually become a Jedi on Dantooine

     

    • Like 1

  5. Never mind I am just an idiot.

    Quote

    Texture sets defined by appearance.2da will only use the TXI data from the 01 texture. So if the 01 texture doesn't have the semantic you want then editing the 02, 03, 04, etc. texture TXIs won't do anything. It's presumably due to the way the engine instances data to handle memory use on the Xbox.

    @DarthParametric Was right all along. Only it applies to racial/alphabetical variants not just numerical. I assumed PMBIC was a totally different thing to PMBI with it's own 02 etc variants, because it has a letter before the numbers. So long as I have a PMBI01 texture and .txi, pmbic01 and presumably all others also gain the alpha effect, even if PMBI01 isn't using its alpha layer.

    Quote

    I could be misunderstanding but that seems to be a separate issue.

    You were definitely misunderstanding past me. Never doubt a Dark Lord!

    So, looking at other textures, since PFBE01-7 all use cm_baremetal but PFBE08 uses cm_bright, then the cubemap used in the 01 texture is still overridden by the .txi of any other file. the game just needs to check if any alpha is applied when reading the 01 file? Weird. Or I am wrong. Again. I wouldn't be surprised.😅


  6. Interesting. Was your .2da set to envmap set to default for this? And were you using the PMBI column for the model?

    I use gimp for my image editing and all the images I import have an alpha layer already, so even if I just move the opacity slider down it works. At least as far as the transparency effect.

    Spoiler

    20241217144541_1.jpg.76e7ffbc78359298dca6110f5e429223.jpg

    This is at 75% opacity. I actually converted the .tga to .tpc just to double check the .txi was being imported properly (I used tga2tpc and it read the associated .txi. The exact text contained was "envmaptexture CM_Baremetal" without quotations)

    That image was just to demonstrate, I would usually add a layer mask to apply the alpha with desired the effect just like you described.

    Spoiler

    20241217151928_1.jpg.118c14fe824985394a7b1693c1be886c.jpg

    The same skin with the appearence.2da envmap column edited to cm_baremetal.

    I have only had a little experience in image editing, so maybe I am misunderstanding the difference between my process and what I should be doing.

    My other thought was that when KotOR loads it doesn't check the internal .txi information for certain assets, but uses a default. e.g. t checks PMBH for .txi info but not PMBI. But if your second image was from an unmodified .2da for the exact same model and texture that's obviously not the case.

    Edit: I actually tried this out. I renamed JC's PMBIM .mdl and .mdx to PMBHM and put on some armor

    Spoiler

    20241217155259_1.jpg.3b5a701295cb0a6f95399c18fdb4e92d.jpg

    Note the original armor texture is used but has transparency not the cubemap effect. So it is ?definitely? an issue with the model or how my system deals with rendering the model, not a texture or .txi issue. 

    Anyway, I am perfectly happy for my Jedi to wear brown suede shoes, I was just curious about the how and why this issue occurs.


  7. I could be misunderstanding but that seems to be a separate issue.

    The only way I was able to get the cubemap to apply was by editing the .2da, I was using the 01 texture variant and it worked that way. I haven't tried adding 02 onward.

    But without editing the .2da the cubemap isn't applied even using the 01 tariant.

    Other models such as the armors, apply a cubemap from a .txi when the envmap column in the .2da is set to DEFAULT. The robe models in the same row do not.

    All of the player models PMBA-J share a single envmap setting in appearance.2da. If I change the .2a to cm_baremetal won't that override any alternate cubemap information? (Such as cm_glow for powered armor.)


  8. Hi all, I am currently trying to add a cubemap to JC's Cloaked Jedi Robes for K1 and have run into an issue.

    I am trying to give the boots a leathery appearance and have followed the following steps:

    Add transparency to the boots in the PMBIC01.tga

    Created PMBIC01.txi using "envmaptexture CM_Baremetal" without quotations. (Just in case I also tried PMBI01.txi later in case I misunderstood how sub variants of textures connected to .txi's)

    Placed them in the override, loaded a game and found transparency instead of reflection.

    I then changed the appropriate appearance.2da entry from DEFAULT to cm_baremetal and it worked properly. (Just for the record it was for P_MAL_C_MED_04)

    I then tried reverting the .2da to DEFAULT, removed the .tga and .txi from my override, and converted them into a .tpc (just in case a .tpc was read differently), but was left with transparency again.

    Which brings me to my question "Why do some models reject .txi files?" 

    Obvioulsy the model/texture works or changing the .2da wouldn't have had any effect. All of the armor variants that use cubemaps work while the envmap entry in appearence.2da is set to DEFAULT. And the partenvmap in baseitems.2da, and the Palette ID in the .uti files, are both set to 1 for both robes and armor which is the only other potentially relevant settings I can find.

    So, is there any way to make the this model/texture use the desired cubemap without making a universal change via .2da? Or is it a hardcoded issue with certain objects?


  9. Republic Assault Armor


    This adds a set of Repulic themed upgradeable heavy armor to the game.

    To get this armor use the console command "giveitem g_a_class8085" without the quotation marks.

    Based on class8005 armor but with a republic theme. Perfect for your trusty pal Carth.

    Not sure if it is K1R compatible but probably.

    Use as you see fit, but please credit me if you re-release it.

    Feel free to contact me at rictus135@gmail.com if you have any issues.

    Rictus135


    • Submitter
    • Submitted
      12/10/2024
    • Category
    • K1R Compatible
      No

     


  10. Well after a decade or so break I've released my first new KotOR mod!

    I doubt anyone would remember my old ones, but if you do expect the same quality (low) and attention to detail (also low)!

    A set of new armor with a Republic colour scheme based on the Class 8 armor. Modifiable - good but not too good - so hopefully it'll get a look in now and then.

    Republic Assault Armor