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About Erdan5
- Birthday 07/06/2008
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VFX, Scipting, Lore-researching
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Okay, I learned some new information. First of all, it seems like both TSLRCM and vanilla TSL in KOTOR II have the fadeout transparent effect. I have seen some playthroughs for both versions on YouTube where the transparent fadeout happens. It seems like all of the YouTube playthroughs that DO have the transparent fadeout effect are Xbox or older PC. It seems like PC playtrhough videos from 7 years ago to now seem to have what I have: The solid "DestroyObject" effect. I set the script to both "TRUE" or "FALSE", and even used the "DelayCommand" for DestroyObject, and no fadeout. I then came to the conclusion that it was a video card rendering and/or graphics issue. I tried changing the graphics in a variety of ways, both in-game and in AMD settings, but it doesn't do anything rather than change the "sithritual001" cloud effect's texture. I shared the savegame with a modder on the OpenKOTOR Discord, and it seem like in their playthrough of that save, which is Steam version, specifically Steam Proton Linux, there is no fadeout either. Regardless of what graphics or anything that I do, whether it is edited or default, the fadeout doesn't happen, but it works for Darth Sion and even Darth Traya. Is there something "broken" about PCs to render this properly, or is it perhaps not a graphics thing either and is another issue entirely?
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Hello. I have installed the Mandalore-Visas Marr added scenes tweak pack on my computer. However, I also wanted to install this mod as well....https://deadlystream.com/files/file/196-nihilus-zombies-death/ The two mods seem to be incompatible with each other. Any chance the tweak pack could be updated to have compatibility with the mod linked above please? If not, that's okay.
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Hi Revan100. How did you make these portraits? Most of all, how did you darken Evil Atris's robes and made her skin ghostly white? Is there a reason why you decided to make Atris look ghostly? Just curious, as I want to edit Evil Atris's TGA file to match the color tones of the image attached here if that is all right with you.
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Hello. So a while back, I made a post called "Dumb question, but what graphics are required for a smooth dissaperance in a cutscene?". The post basically was about the way Darth Nihilus fades away as he dissolves into a red "cloud" of dark side energy. Back then, I didn't have the game yet, and now I do. There are some playtrhough videos on YouTube of KOTOR II, both TSLRCM and TSL vanilla, that have Darth Nihilus fade away gradually and become transparent before completely vanishing in the red cloud. The way he vanishes into the scarlet red dark side "smoke" looks super clean and transitions nicely, his model fades and becomes more transparent as he fades away in the cloud. However, there are other playthroughs of the game, both vanilla and TSLRCM, in which he doesn't vanish the same way as others. Instead, he just glitches out of existence after the dark side energies combust out of him without fading gradually and becoming more transparent. His model just stays the same before he just pops out of existence in the cloud. I really like the effect where his model becomes transparent and fades away in the cloud, as it looks more realistic and looks like a visually stunning effect, but in my own personal playthrough of the game, my fear was true. He just glitches out of existence, the one where he doesn't become transparent. I made a video of what I want the death of Nihilus to look like vs what I have in my actual game. I want to make him become transparent and fade out gradually, but I don't know if it is graphic or resolution issues or a script thing. To give you more context, here is what I have on my game. I have the GOG version of the game, (Good Old Games), specifically the GOG Galaxy version of the game. I am running this on a Nimo Gaming laptop. I had installed TSLRCM to my computer, then I installed the Unofficial TSLRCM Tweak Pack, specifically the tweak that removes the Visas Marr and Mandalore conversation on the Ravager and makes the cutscenes run like in the vanilla game. The footage you see is from my game with those mods installed. I then began to wonder if this was a product of the Tweak Pack and/or TSLRCM, so I uninstalled those mods and played the save game of that level vanilla, but same result, (to be fair though, I was playing from the same save after I uninstalled the mods, so I dunno). This is all REALLY weird because I myself am making a mod where I use the sithritual001 effect on Darth Sion in the final battle level with him on Malachor V, and he has the transparent gradual fadeout but somehow Nihilus doesn't. You can see a snippet of my "earlier revision" of the Darth Sion mod here, where he is seen fading out and becoming transparent. I want to find the root of this problem, mind if anyone helps me please? Help would be greatly appreciated. Darth Nihilus fadeout.mp4 Video Project 4.mp4
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Okay, given I am a beginner to modding, I guess I am going to do an easier way for now until I get better. (I am still trying to get the gist of things). My simpler new plan for now is to make Darth Sion collapse to the floor dead and have the "sithritual001" effect play out and dissolve his body, but I am okay if the cutscene ends when Sion falls to the floor and it goes to gameplay mode. My problem is how do I destroy his body, which is tagged "remains"?
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Okay, thanks. So what I did in detail was this: I created an all new script. I called it "a_sion_effect" and put it in "script 2" that is underneath "script 1" in the node where Sion's death animation plays, (which is a_sion), and that is where I ended up. The part of the dialogue editor I made can be viewed in this screenshot below... As for what I out in the "a_sion_effect" script, I basically put it like this: void main() { object oDarthSion = GetObjectByTag("DarthSion", 0); location lSion = GetLocation(oDarthSion); AssignCommand(GetModule(), DelayCommand(3.0, AssignCommand(GetFirstPC(), PlaySound("v_pro_lightning")))); AssignCommand(GetModule(), DelayCommand(3.0, CreateObject(64, "sithritual001", lSion, 0))); AssignCommand(GetModule(), DelayCommand(3.5, DestroyObject(oDarthSion, 0.0, 0, 0.1, 0))); AssignCommand(GetModule(), DelayCommand(6.5, DestroyObject(GetObjectByTag("SithRitualEffect", 0), 0.0, 0, 0.0, 0))); } So yeah, that is how I got to where I was. Thanks for the advice. I am trying to learn how to apply new camera shots and make new cameras, but I will try to do so. So, for clarification, do I do this in a script or do I actually have to do module editing to do it efficiently? Like editing the GIT file or something like that?
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To clarify, let me explain my background on this topic and my problems here. So, a while back, I made this post in "mod requests" where I asked for a mod with new content and effects to be made. I don't need to worry about the new cutscenes and all of that, as I learned now the basic common sense of mod compatibility. (A lot of the things I requested for on that post back then I don't need to do now, I can simply make Extended Enclave and the Unofficial TSLRCM Tweak Pack compatible with my game, so no problem with that). There was one final thing I requested in that post though. What I requested was that Darth Sion and Darth Traya at the end of the game of KOTOR II dissolve into dark side energy in the same effect and style as Darth Nihilus. After a bit of consideration, I decided to make the mod where Sion and Traya die this way myself. I have experimented a lot throughout the months, and have learned much. However, there are a few frustrating things about my experimentations. My main modding tool I am using most of the time is Holocron Toolset, (because I am a noobie beginner). The main reason why I want to do the "dark side death effect" for Sion in this mod is mostly because I think the effect is cool, (and for Sion's case, was inspired by his death scene in KOTOR fan-film YouTuber DarthYcey's version of his death). In the vanilla game, after Sion says his last words of dialogue: "I am glad to leave this place, at last.", he lets himself die for good and falls to the floor. During this whole process, once Sion starts falling dead and before he even finishes falling to the floor, the mode of the game reverts from cutscene mode to gameplay mode. After he dies, you can loot his body which is tagged "remains" in gameplay. For my mod, my plan is to have Sion collapse and fall to the floor dead like in the actual game, but once he is fully dead on the floor, (or perhaps when he is right going to be), he suddenly emits a cloud of dark side energy that looks like Darth Nihilus's dark side cloud, and he fades away and vanishes in the cloud. The whole time this process plays out, it is in cutscene mode. So yeah. I found the script for the effect, and I found the placeable for the effect, (sithritual001), and I managed to suceed in my effect, (to an extent). The problem is that I don't know how to pause or extend the duration of a cutscene and let the effect happen. Whenever I let the scene play out, it either results in the cutscene mode reverting to gameplay mode in the middle of this effect happening and Sion leaving "remains" behind after the effect finishes. I will attach a recorded video snippet from my tested gameplay to show you visually. Star Wars_ Knights of the Old Republic II_ The Sith Lords 2026-04-27 16-00-40.mp4 So yeah, there is my problem. I don't know what to do. I kind of want him to fully collapse to the floor then have the "sithritual001" placeable effect and script playing. I also want to make that whole effect, (Sion collapsing to the floor, go through "DestroyObject" by sithritual001 and leave no remains) in cutscene mode, so that is why I asked to extend the duration of the cutscene. (P.S., the mod I planned for this mod is planned to be a private one, as I don't think that anyone would want this mod anyways if it were public. Just to let you know).
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Voice the main protagonist
Erdan5 replied to Elayerfawkes45's topic in Knights of the Old Republic General
Sorry, thanks for letting me know! -
Voice the main protagonist
Erdan5 replied to Elayerfawkes45's topic in Knights of the Old Republic General
That custom model is so awesome! What programs and/or tools did you use? -
Hello. As of right now, just to let you know, I have a really old computer, and so I won't be attempting to do KOTOR modding until I get a new computer. With that being said, once I get a new computer and start doing KOTOR modding, I am planning on doing a pretty ambitious project for KOTOR II. So, we all know what Darth Nihilus's model looks like in KOTOR II right? Well, my goal for this mod is to make a new model for Darth Nihilus that is based off of more of the concept art and fanart of Darth Nihilus online, where he has loose wraith-like silk robes instead of the more bulky, leather robes seen in the game. Reference pictures here.... So yeah, kind of an ambitious project, however, I would like to know if making a model like this even works for the game's engine and animation, and if I could make loose, wraith silk-like robes that can move smoothly in the game's animation and engine. If I can't do this, what do you suggest would be the closest way to make a model that looks very similar to this? If this is possible in the game, what do you recommend I do when creating this model? Could I make it in Blender and port it to KOTOR II? Or is there another way? Any help would be appreciated, thanks.
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What are some good KOTOR modding tools?
Erdan5 replied to Erdan5's topic in General Kotor/TSL Modding
Thank you very much. Okay then. Yeah, I should have been saying what I wanted to achieve with this mod. So this mod I am planning to make is a bit ambitious. Basically my plan was to create an entirely new, original humanoid character in Blender, and then port it to KOTOR to replace the Darth Nihilus NPC in cutscenes and gameplay. -
Hello there. As you may know, I am new to how to download mods and all in KOTOR, as I have only ever played the vanilla games. However, I am considering making mods of my own to make about KOTOR, and I would like some recommendations for the best KOTOR script and/or mod editor(s) for the games. Anyone have any recommendations that I can do? (Sorry if this is the wrong place to ask).
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Hi. Just to let you guys know that stopped playing KOTOR II years ago and I no longer own it. However, that is going to change as sometime soon I am going to get KOTOR II again on PC and when this happens, I am going to attempt doing or getting mods. Anyways, from what I'm getting here, is it true that you can't control the "fadeout" effect in a cutscene in KOTOR and that it happens at random? Given I am new here and to modding, I would like to know if there is any way I can "code" the game to always do the "fadeout" effect, as for me personally I like that visual effect. Btw, I notice in some YouTube commentary walkthroughs, the red energies that stem from Nihilus's body are less cloudy and smaller than the version I have played and other people have played. For example, this moment in this video shows the dark side smoke stemming from his body to not be as cloudy as the other gameplays compared to what is depicted to the other two videos I have posted in the first post of this thread. Another thing is Darth Nihilus collapses dead to the floor and it seems to be consistent as to what spot he falls down and lands on. However, in some videos, he falls down a different angle and different position than usual. For both of these scenarios, are they just the script changing again too? Or something else?