JCarter426

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  1. JCarter426

    MOD:JC's Force Knock for K2

    View File JC's Force Knock for K2 This mod the Force power Knock, which can open locks as if you had used the Security skill on them. You earn the same amount of XP using this power as you would using Security, as well. It is a universal power and costs 10 Force points to activate. When used, Knock unlocks the nearest door or container, provided there is an eligible lock within 5 meters. It cannot open a lock with a DC greater than 50, or one that requires a special keycard. In other words, it cannot unlock anything you could not otherwise unlock with Security in regular gameplay. You can acquire Knock whenever you level up a Jedi character. It will then appear with your other friendly Force powers (such as Heal and Speed). Submitter JCarter426 Submitted 12/18/2018 Category Mods TSLRCM Compatible Yes  
  2. JCarter426

    JC's Force Knock for K2

    Version 1.0

    5 downloads

    This mod adds the Force power Knock, which can open locks as if you had used the Security skill on them. You earn the same amount of XP using this power as you would using Security, as well. It is a universal power and costs 10 Force points to activate. When used, Knock unlocks the nearest door or container, provided there is an eligible lock within 5 meters. It cannot open a lock with a DC greater than 50, or one that requires a special keycard. In other words, it cannot unlock anything you could not otherwise unlock with Security in regular gameplay. You can acquire Knock whenever you level up a Jedi character. It will then appear with your other friendly Force powers (such as Heal and Speed).
  3. JCarter426

    Emitter changes with MDLEdit

    Firstly, I would recommend my Odyssey ++ user-defined languages. They auto-suggest things and add markup, makes things easier. NWScript will list all the functions but your best bet for learning how they work would be to look through what source scripts are available in scripts.bif. The NWN Lexicon is another good resource, though much of what's there doesn't work in KOTOR. And any resource on any C-like language will help. This should help get you started too: void main() { // Delay for lightning flashes // First, generate a random number between 0.1 and 10.0 seconds: float fRandom = ( IntToFloat(Random(100)) + 1 ) * 0.1; // Extra time always added on top of the random roll: float fExtra = 5.0; // Final delay: float fDelay = fRandom + fExtra; // Lightning animation will be randomly determined // Animation numbers correspond to the ANIMATION_ROOM_SCRIPTLOOP constants string sRoom = "whatever"; int nAnim = Random(20) + 1; // Thunder sound will be randomly determined string sSound; int nSoundRoll = Random(2) + 1; switch(nSoundRoll) { case 1: sSound = "as_wt_thundercl1"; break; case 2: sSound = "as_wt_thundercl2"; break; default: sSound = ""; break; } // Do stuff DelayCommand(fDelay, PlayRoomAnimation(sRoom, nAnim)); DelayCommand(fDelay, PlaySound(sSound)); } It will randomly play an animation and thunder sound. This will utilize all 20 possible room animations if you want to use them all, but you can reduce it by changing the 20 to however many you want. You can also add more thunder sound possibilities by adding more cases before the default case. You can also change the values for the random delay; it's currently set to a delay of between 5 and 15 seconds.
  4. It's a similar issue, except rather than relating to the model hierarchy, it's it's the order in which the sabers are drawn. A newer saber's hilt will always render on top of any older saber's blade. In the screenshot above, you equipped the yellow saber more recently. If you were to keep the yellow saber and replace the blue saber with something else, then the yellow saber would always render behind the new one. My guess is that the intent was to ensure a saber's blade doesn't render on top of its hilt when it clips through it, but there's a side effect of it applying from object to object as well.
  5. JCarter426

    MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1

    By all means. Sounds like the problem is you're renaming the supermodels. All the S_Male and S_Female files should keep the names they already have.
  6. JCarter426

    MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1

    I'm not sure what you mean. The robes are originally from KOTOR 2. The P_ models are the robe models. PMBIL is the large male variant, used for players starting with the soldier class. The other ones are different gender/size combinations. The S_ models are the supermodels. They contain all the animations in the game for the player character. The mod replaces the supermodels with the KOTOR 2 rig, which has additional bones that allow the cloaks to animate.
  7. JCarter426

    Sith Armory

    No, the character's appearance has been changed to line 261 instead of whatever it was before. appearance.2da hasn't been changed at all. I wouldn't expect so. The game doesn't spontaneously change your appearance once it's set. It isn't supposed to, anyway. I took a look at a player file when equipped with a Sand Person disguise. Appearance_Type does change, but there are some other properties further down: PM_Appearance and PM_IsDisguised. It looks like those entries save information about the player's original appearance. So it could be something going wrong there instead.
  8. Nah, that was just for converting it. I use dd for Windows on Windows with a batch script.
  9. Huh, it appears to be. I think I always edited out that glitch at the beginning and thought nothing out of it. Looks like this script works: @echo off for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF_out.wav bs=1 skip=470 pause
  10. The files in StreamSounds are just raw audio files. I don't recall there being the same sort of header trickery like there is elsewhere. In Audacity, you can import them with File > Import > Raw Data at a sample rate of 22050 Hz. Should be a similar procedure in other programs.
  11. JCarter426

    Sith Armory

    Yeah, so it seems somehow your appearance was permanently changed to that of a Sith soldier. That means there's nothing you could do via regular gameplay to correct it. I can think of two possibilities. One, there's some sort of bug in the save/load system and the game eventually forgets what your appearance is meant to be. Considering you were never meant to have a disguise item for very long in the game, it wouldn't be surprising that such a bug would go unnoticed. If it is that, though, we can't fix it, so it's not satisfying to think about that. The other possibility is some specific scripted event in the game that bugs out. My guess would be something to do with the Leviathan capture - the theft of your inventory, or switching control to a party member, or the spacesuit walk, lots of possibilities there - or module transitions, maybe the rapid transit system. If it is something like this, then it should be possible to fix, but I imagine it would take a lot of testing to nail down exactly when the bug occurs... assuming of course it isn't a random save/load error.
  12. JCarter426

    Sith Armory

    That's an interesting problem. If anybody has a save that's been bugged in that way, you could do the following to get more information: Load up the bugged save. Unequip any disguises. Transit to another area, either by warping or exiting through normal means. This will generate a file called pifo.ifo located in SWKotOR/Temp. Copy that file somewhere so it's saved. This file contains everything there is to know about the player character. If you open it in K-GFF, you should be able to see your current Appearance_Type and maybe we'll be able to see if anything weird is going on.
  13. JCarter426

    JC's Fashion Line I: Cloaked Jedi Robes for K1

    I could provide an alternate supermodel set too. I was going to do that at one point before I decided to do the full-on replacement. I'll add that to the next version of the mod resource.
  14. JCarter426

    JC's Fashion Line I: Cloaked Jedi Robes for K1

    The Revan robes use their own animations rather than the player supermodel, so they would be unaffected. The full body masked version, anyway. The other ones would still be subject to the possible head/body mismatch.
  15. JCarter426

    JC's Fashion Line I: Cloaked Jedi Robes for K1

    Yeah, the short answer is it isn't. You're right that individual models can have their own animations that override the supermodels, but head models load their animations separately from the body. So I could have set it up so only the robe models use the K2 animations, but then the heads would all still have K1 animations. And a lot of animations don't look so good with the K1 version on the head and K2 version on the body, or vice versa. Just on account of the animations being different, mostly the running ones. And I imagine the only reason those animations were changed in the first place was so they would behave with the new rig. So the simplest solution was to overwrite everything with the K2 version. I did make some some adjustments to get the running closer to the K1 style, and more could possibly be done with this, though I have no specific plans for that at the moment. To be honest it doesn't look all that different to me to begin with, and you'd really need somebody more bothered by it than me to work on it so they'd know what to fix.