Skyfront117

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About Skyfront117

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  1. The .gui file is mipc28x6_p.gui. My UI is from this mod: UI Redesign - Mods - Deadly Stream And I have made my own modifications to it, but as far as I can tell the opacity thing is from vanilla: As this image from the mod's page shows, both in vanilla and modded, the first and sixth slots in the item UI both have lower opacity because they are empty; I'm looking for the cause as to why this would happen. The file names for the normal and highlighted item boxes in vanilla are lbl_mibox00.tpc and lbl_mibox00a.tpc respectively. In the mod, they are called item_box.tga and item_boxa.tga. I have already edited these last 2 to have 100% opacity, and it works when they are not empty. This is the way it looks in my game, and I'd essentially would like it to have no transparency so it blends well with the black bars from my Reshade preset (I'm using a UI mask so it doesn't render the black bars above the UI buttons).
  2. Hello everyone, I'm trying to modify the opacity of some UI elements, mainly the item boxes where you can select and use powers, items, etc... during normal gameplay, since I am using Reshade and I would like them to be always at 100% opacity for my intended visual look. I have already edited both the normal and highlighted textures for the item boxes so that they have no transparent bits, but, when there's nothing in the box (no powers unlocked yet, no items available, no forms...) something seems to be lowering the opacity of the corresponding box through another mechanism, not a separate texture or (as far as I am able to tell) a parameter in the mipc_p.gui file. Am I missing something here? I guess it must be a script controlling this somehow, but I have no idea where I should start looking, there doesn't seem to be any dedicated UI scripts. Does anyone know? Any help would be appreciated!
  3. Thanks for the help, and what a quick response! Through looking at different ways vanilla music is played, I managed to write the attached script. (the aqualish attack sound is played for debug purposes). The script works mostly as intended; it is triggered through the dlg files for party members, both during certain responses and at conversation end, and it stops the background track for the area, starts a new track and reverts to the default area background track at conversation end. However, there is something going on and I can't figure out what it is: After some time in the area (I've been testing in the Ebon Hawk), the music stops midway (whether it is the "dialogue" music or the default background music), and the script seems to break. When I talk to a party member after that, it stops the background music as usual but then it plays the default track again instead of the one that's being "sent" to the script by the .dlg file through referencing the ambientmusic.2da file. I have no idea what is causing this. Also, saving and reloading the new save does not fix it, so it seems to be something that happens and affects the whole save after that (changing areas also doesn't fix it). Reloading a previous save does fix it. I thought it might have something to do with the MusicDelay parameter in the .git file, but changing that parameter also doesn't seem to change anything. dialogue_music.nss
  4. I'm fairly new to modding TSL, and I found out that some DLG files have music tracks assigned to them so that they will play during that dialogue/cutscene. I had an idea to assign a music track to each party member so that it will play when speaking to them on the Ebon Hawk (or anywhere, really, during normal conversation with them), for example playing Kreia's theme while you speak to her. I managed to do this with holocron toolset, but I don't know how to make the background music for the level to stop when the dialogue starts nor to end the dialogue music when the conversation ends. ¿Does anyone have an idea of what i could do / where I could start looking? Any help is appreciated!
  5. This looks incredible! How difficult would it be to make this work for KOTOR 2? I assume the tsl patcher would not work for it without some changes. I tried putting the files in override and changing their names to the nomenclature KOTOR 2 uses, but the model makes the game crash. Do I need to convert it somehow? Or is it just not possible to put it in KOTOR 2?