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Everything posted by Salk
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Hello! Does anyone know how the CUSTOM tokens work in KotOR dialogues? Cheers!
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The only person that seemed to have a project to properly overhaul the KotOR AI was blinkyzero with his Enemy Enhancer but he used to appear only once a year for a short period and then hibernate again until he stopped showing up altogether. I've myself always advocated how an AI upgrade was one of the most needed modding work to be done for KotOR (TSL has Improved AI available at least). Unfortunately I am not so good as to tackle a task of such magnitude. The only thing I have locally done was to add a passive script to the pool of party style scripts so that the most common stupid behavior (AI-controlled party member walking straight into a mine) is eliminated. Cheers!
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Hello, Alvar007! From what little I know the installer should provide the original file that it is going to modify if it is not already present in the override or, in case of GFF changes, in the module folder and skip doing that if there is already a file present. So your modification, if using the TSL Patcher, will provide the original, unaltered appearance.2da file and proceed to make the necessary changes using that file. If the TSL Patcher finds already the appearance.2da file in the override, it will use that instead. I am really the last one who should speak about it though since I have practically never bothered to learn much about it since I am not using it myself. If @ebmar finds he has some time, he is excellent at tutorials and explanations and he might chime in. Cheers!
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Hello Alvar007. Using the TSL Patcher is not particularly complicated but it may take some time to become comfortable. I don't use it for my own modding but if I can be of assistance when the time comes, let me know. Others could help you with it much better than I could though. Cheers!
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Hello again! That sounds interesting. Could you tell me a little more about the "clone option"? How does it work? And good suggestion about the SetLightsaberPowered() function... I had forgotten about it. Cheers!
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I gave it a try. The storing of the weapon worked very well in Taris but on Manaan, we can expect the Player to wield a lightsaber and in this case when it is equipped back it stays unfortunately "turned on" until swapped to another weapon or a new area is loaded. The SuppressStatusSummaryEntry() function seemed to be not working or working only partly. I may have to just drop the idea of having the Player use the drink animation. 😔 Cheers!
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Hello again! I am trying to make progress on my dialogue/cutscene and at the moment I have two minor issues: 1) I use the AcionPlayAnimation() function but I noticed that the starting frame for the animations is not consistent, meaning I give a time to the looping animation (in my case 7.5 seconds) and the animation itself starts off at different frames. What does it depend on? I can provide the script I am using and attach a video if I am being unclear. 2) In order to have the PLAYER play the animation, I need to temporarily create and equip two items (g_w_blstrpstl013.uti and w_emptyhnd_01.uti) in the right and left hands. Before the conversation resumes, I have them destroyed of course. The minor problem here is given by the game message about acquiring and losing item(s) shown at the end of the conversation. Is there a way to disable it? Thanks!
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Happy New Year, Alvar007! And thanks for yet another amazing job done so quickly. A couple of questions: 1) In the file you uploaded there is also "S_ExtraF01". What is it? 2) If I want to use the animation for the game's protagonist, (s)he may or may not wear a robe at the time and I do use JC's Supermodel Port. If I choose to use S_Female03-robes then the animation will not work correctly each time the female model is not wearing a robe? Thanks a lot again!
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Perhaps @Alvar007 will pull another rabbit from his hat. 🙂
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I can also confirm its perfect functionality. It feels another hard barrier has been broken today thanks to these three guys... It was a wonderful birthday present. Thanks! EDIT: Upon further testing I did notice a problem with the female model, the swing of the arm is such that the glass goes to her chin rather than her mouth. I am not sure whether it is possible to do something about it?
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I fear that didn't improve things. If anything, it made things worse. The right arm stays outstretched for all male models and it breaks facial and legs animations as well (this new issues are caused by the s_male02.mdl/mdx files). This video shows the new result: As further note I'd like to report that even if not in a conversation (I put the animation in the user define script), the result is identical.
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Unfortunately it did not make any difference. Weird...
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I gave the TSL Robe Variant a try but it works only partly. The drinking arm doesn't move at all and neither does the head or the mouth. This is what I get:
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Thanks a lot for this, DP! I will make good use of the TSL robes variant in the Manaan bar. Just a curiosity, is the glass part of it? Cheers!
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Nice to see more progress made on this. And even nicer would be to have this animation added to JC's Cloaked Jedi Robes supermodel because choosing one over the other is extremely painful.
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Very good job there, Alvar07! Once it is complete I can finally make the Viglo and Duan restoration look the way it was always supposed to be. Cheers!
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Thanks for the info, DP. I fear I'd need animloop2 but standing and that is not unfortunately available. Merry Xmas to you and thanks for a wonderful year of KotOR modding!
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Great news about the final release! Barring completely new textures created from scratch I believe this project is the best visual enhancement that could be brought to KotOR. Once more, thanks Selphadur, and Merry Xmas!
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Hello! Is there a human male / female drinking animation available for KotOR? I seem to remember only the sitting one for Rodians...
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This project is extremely ambitious and I commend your work so far, Alvar007! The lip synching should not give you much problem after DP's instructions about how to make it happen but if you need specific help with it, we can discuss it in private. The animations instead is not something I can directly assist with but I see a wonderful opportunity here and your talent at creating new animations is extremely rare and much sought after. Please keep it up!
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Hello, Alvar007! Thanks for taking a shot at this. Very much appreciated. I think your animation looks good. I especially enjoy the pointing finger and the outstretched arm. I am unfortunately a bit in a hurry and could not check in here before to give you feedback but I promise I will return to it very soon. Again, wonderful feat there, my friend. PS My suggestion is to contact @JCarter426and/or @DarthParametric and see if it is possible to not have to overwrite an existing animation. Even if the USE_COMPUTER_NOLOOP is used only once, I think it's not viable to replace an animation that is used in the game. Perhaps there is some workaround to this and the two guys I mentioned are wizards and may give you some good advice.
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Hello! Thanks for checking into this, Alvar007. Unless I am mistaken, nobody before you ever attempted to add animations to NPCs so kudos to you. As DarthParametric pointed out, the human TALK_FORCEFUL animation could be a good inspiration for what kind of animation you could create for the Selkath. Probably something very similar would work perfectly fine in their case as well. Cheers!
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Okay, here it goes. There are more than I even thought. I also encountered one instance of TALK_HORROR, several TAUNT (but I believe it was a series of mistakes) and one TALK_PLEADING for Selkath. But those are rare enough to not bother creating new animations for, I believe. manm26aa: man26_pcexile.dlg Entry 17 Entry 20 Entry 125 Entry 126 Entry 213 Entry 214 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 0 Entry 4 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 210 Entry 183 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 190 Entry 195 Entry 139 Entry 141 Entry 143 Entry 172 Entry 175 Entry 153 Entry 155 Entry 157 Entry 158 Entry 72 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 146 Entry 145 Entry 189 Entry 22 Entry 23 Entry 123 Entry 124 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 120 Entry 34 Entry 105 Entry 106 Entry 62 Entry 66 Entry 67 Entry 80 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 83 Entry 87 Entry 78 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 70 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 55 Entry 57 Entry 60 Entry 37 Entry 43 Entry 42 Entry 39 Entry 40 Entry 99 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) man26_selarb.dlg Entry 138 Entry 146 Entry 144 Entry 145 Entry 133 Entry 78 Entry 134 Entry 135 Entry 130 Entry 126 Entry 105 Entry 110 Entry 111 Entry 112 Entry 109 Entry 102 Entry 104 Entry 100 Entry 89 Entry 76 Entry 59 Entry 55 Entry 45 Entry 30 Entry 24 Entry 22 man26_trial.dlg Entry 246 Entry 88 Entry 26 Entry 136 Entry 242 Entry 272 Entry 260 Entry 262 man26_shaelas.dlg Entry 60 Entry 52 Entry 53 manm26ab: man26_selarrest.dlg Entry 1 Entry 2
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Hello! There are several .dlg files (example, during the Trials before the Ahto City court) that include TALK_FORCEFUL as talking animation. If you want I can make a list of those nodes for each single file but I have count at least 8 nodes that call for TALK_FORCEFUL for the Selkath. Cheers!
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Hello! Could someone (in spoilers tags or in a private message) tell me where the Hukta ambush takes place? Thank you.
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