JCarter426

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Everything posted by JCarter426

  1. View File JC's Zhug Attack Fix for TSLRCM Summary I noticed two issues regarding the Zhug attack in TSLRCM: Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things. This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested. Installation Run Zhug_Attack_Fix.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation Remove the installed files. Replace with backups if necessary. Compatibility This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested. This mod is included in the KOTOR 2 Community Patch. If you use that, you don't need this. It may also not be compatible with other mods that alter the Zhug encounter. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 Permissions To the maintainers of TSLRCM: Maybe include this in the next update? If there is one? Maybe? To everyone else: I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers I'LL TAKE THE STUPID ONE, WHO DECIDED TO THREATEN US RATHER THAN SHOOT US WHEN HE HAD THE CHANCE. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 07/28/2018 Category Mods TSLRCM Compatible Yes  
  2. It should be possible with EffectForcePushTargeted(). That applies the same effect but you can specify a location, and I believe you could calculate the target location based on the player and enemy vectors.
  3. This isn't possible because the game only changes animation based on what items are equipped- usually the weapon, but there is also the case of Mira's wrist launcher - and not the lightsaber forms. There is evidence that Obsidian intended to implement this, but they probably didn't have the time or budget to make animations for all the forms, and unfortunately they didn't program the stuff we'd need even if someone were to make all those animations. We're limited to specific animation sets: unarmed, complex unarmed, stun baton, single melee, dual melee, double-bladed melee, single blaster pistol, dual blaster pistols, blaster rifle, and repeating blaster rifle. If you wanted you could change any of those to do different things, but they would always depend on the type of item equipped and not on the saber forms. Plus you'd have to get rid of some of the existing ones first. Even if you had animations already, it couldn't be helped. It's an unfortunate situation, for example, that extra animations for Mira's wrist launcher exist, but there's no conceivable way to use them without replacing something else because on the programming side they only implemented the grenade thing. Force powers are a simpler matter. You need to write a script to handle the game mechanics, then apply it to a line in spells.2da. All the data that determines how and when the Force power is available to the player is configured there as well. You'll also need to add a line to dialog.tlk so the power will have a description in the GUI. That makes it somewhat of a pain as you have to use a token with TSLPatcher so the right line number is referenced, which is why I've never bothered to ever try making a Force power. TSLPatcher doesn't behave for me. I have thought about adding some, though, and in fact specifically Force pull. Maybe I'll get around to it one of these days. Also, as long as we're on the subject of Force powers and animations, I don't believe it's possible to add new animations for Force powers either. Again, we're limited to what are already used - even though, again, there actually are extra animations that are never used.
  4. I... have no words for this. Don't do that. If you want to remove an item from your inventory, the easiest way would be to use the KOTOR Savegame Editor.
  5. Yes, model cannot have a bump map unless it is set to. In KOTORMax, this is the "bumpmappable" flag, while in the ASCII file it reads "tangentspace 1".
  6. View File JC's Fashion Line B: Commoner Clothing for K2 This mod does several things: It makes all texture variations of the commoner clothing available to the player, with all the items - 11 total outfits - placed in various locations throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform. Submitter JCarter426 Submitted 07/25/2018 Category Mods TSLRCM Compatible Yes  
  7. Version 1.1

    946 downloads

    This mod does several things: It makes all texture variations of the commoner clothing available to the player, with all the items - 11 total outfits - placed in various locations throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform.
  8. Because that's the default setting for all uploaded files. I don't know if it's compatible or not as I don't test for that, though it very well may be.
  9. Huh, I didn't realize it affected that. I turned it off because I noticed it did weird things to the lighting on the eyes and teeth. Well, that explains it. Not sure yet. That particular model was a failed attempt anyway, so I'm not worried yet. Probably going to put it on hold for a while as it was annoying me.
  10. I took a look at it, just did some haphazard adjustments to make sure the model's different, then fiddled with the smoothing. It's hard to judge from the screenshots, but I think my results with the seam were a little better, though still not perfect: Looks like it's fine on one side but not the other. There may be some faces or some issues with the vertex positions or weighting that I've overlooked. Since there's no seam at all on the other side of her head, my guess is it's some problem on the model like that rather than MDLEdit's calculations. Also, unrelated problem, but it amused me: P_VisasH-kotormax_v3.mdl.ascii
  11. Good job on the porting, but you got fooled by Obsidian's poor naming conventions. That model is called Sith Assassin but it's actually the one used for the Ubese bounty hunters. I believe the assassin body models are n_darkjedilowf and n_darkjedilowm and the head is named similarly although I don't know which one it is offhand.
  12. @A Future Pilot recently made her put clothes on when she's talking to her brother. I think that will balance out the karma.
  13. It's possible, yes. Things are in motion to make it happen.
  14. GExogth.png

    What's this? Lips that don't clip?

    Could it be there was absolutely nothing wrong with the animations and they were just missing keyframes that do nothing? Could it be I have to go through every weapon idle and fidget animation to place keyframes that don't actually do anything?

    Yeah, that sounds like KOTOR.

    1. JasonRyder

      JasonRyder

      I would be. Same for KOTOR 1, too. 

    2. Malkior

      Malkior

      So, if Obsidian broke the face animations (in a roundabout way), then does that mean we can do something about the TSL combat animation clipping, too? (Broken looking hands during unarmed combat, animal attack animations causing the torso to stretch horribly, etc...)

    3. JCarter426

      JCarter426

      Maybe, depends what it is. Sometimes there's only so much you can do with the way the KOTOR models are.

      I'm still fighting to fix the lip clipping as what I was doing worked once, then hasn't worked again no matter what I try.

    4. Show next comments  114 more
  15. Hmm, when MDLOps runs it should say it's loading the parent supermodel. If it's not doing that, then that would suggest something is wrong with the ASCII file. First, I'd say you should make sure the ASCII file was decompiled with the most recent version of MDLOps and not an earlier version or KOTOR Tool's. The other thing you could try is MDLEdit, which has more or less the same procedure but uses different compiling methods.
  16. A supermodel is a model with animations on it. The model (in this case Sith assassin) is parented to a supermodel (in this case S_Female02) and gets all its animations from that. Most models don't have animations on them and instead get them from the stock set of 5 supermodels so they all have all the animations available on those models. Because efficiency and such. Misunderstanding. You don't need to put the supermodels in Override as they're already in the game. And copying binary models from one game to another is bad, as you've experienced. However, MDLOps needs a binary MDL/MDX supermodel in order to properly compile any body model. So when you compile, you need to have: a) The ASCII model file you're compiling b) The binary MDL file for the supermodel your model uses c) The corresponding MDX file for the supermodel source - all in the same location. MDLOps will then generate the new MDL and MDX model files for your model that you want to put in Override. The issue here, though, is that you get different results depending on what you decide to use as your supermodel. This is where the approach turns into a sledgehammer, but what I would suggest in this case is extracting S_Female02.mdl/mdx from both games and try compiling the assassin models twice, using each one as your source supermodel.
  17. But do you want to do it properly or do you want to do it for KOTOR?
  18. That is what I'm talking about. That's not always true. I'm not exactly sure what causes it in every case, but I've experienced problems with compiling a model with the supermodel for the game it's being put into rather than the game it came from. For K2 body models ported to K1, this often results in the animations on the left arm breaking. Some things do, however, have to be compiled with the source matching the game it's compiled for - face bones won't animate if they're compiled with the wrong one, for example. In the case of the robe bones, a K1 supermodel can't be used as the source because it lacks those bones and therefore it'll never compile properly for them. I had to jump through some hoops to get the bones to animate on a K1-compatible rig. But despite all these complications, for every model I've ported so far, something has worked. Just a matter of figuring out the right combination of things.
  19. You might have to try using the other game's supermodel as the source then. It's tricky to navigate because different things will break depending on which you use, but there is a process that works for everything.
  20. First, put some clothes on. Trask can tell you how. Second, in order to compile a body model, you need to have the supermodel in the same folder for MDLEdit or MDLOps to read and get the proper animation data. For that model, the supermodel should be S_Female02.mdl/mdx. Just extract it and put it in the same location as the other model. Although, you may have problems depending on which game's supermodel you use, due to differences in the models. You might have to try both. I'm not sure what the issue with the head is, as there are no secret modeling rituals here. Most likely you've set something in the 2DAs incorrectly.
  21. There's a new episode of KOTORadio out and I'm mentioning it in particular because this was a special occasion. It features two Deadly Streamers, with a special guest appearance by Jennifer Hale. Last summer, @Jenko came to visit me and we hijacked the show to record a commentary of KOTOR Episode I: A Familiar Path, the special edition of the original movie by @KOTOR_Trilogy. We talk about how we ended up remaking a fan film from 10 years ago of a video game from 15 years ago and get into some technical details about how we did that. Mr Director calls it our ".kor commentary". I've edited our commentary together with footage of both the Special Edition and the original Episode I, so you can listen to it and watch both versions of the film side by side. We made the Episode I Special Edition after the rest of the trilogy was complete, so be warned that we do mention some spoilers for Epiodes II and III, and a couple for the @DarthYcey films. And of course for the games a well. If you haven't seen any of our films, the best place to start is here. And now here's the commentary: And yes, that really is Jennifer Hale.
  22. K2 will recognize one layer of folders in Override. At least on the one true version installed with 4CDs; I can't attest to anything else. If you have multiple copies of a file in different folders, it loads only the one in the first folder, alphabetically. I don't remember whether files in root take priority over files in folders or not. K1 as far as I know doesn't support them at all.
  23. Just various other fixes. I posted the specifics somewhere but I forget where, so, the stuff I remember is some appearance corrections (Bandon's entourage being but not looking like Dark Jedi, for example), gender corrections (NPCs meant to be female but looking male, and vice versa, some with restored dialogue), some issues with NPCs that would loop animations but do a stupid spinning thing if you talked to them, and I think Shaardan missing his lightsaber in one area. Oh, and Dak's inventory being wrong in one area.
  24. The changes you're talking about are not part of the Community Patch. Also, you're wrong. [Force Persuade] You do like them and their original uniforms are terrible.
  25. I've done that too, still kind of bleh. In some cases it's just been quicker to do it manually by deleting the hand bones from the model and importing it from a project I'd prepared earlier with the hands already there. Usually it's only one row of vertices and they all have the same skin values, so it doesn't make much of a difference. Still bleh no matter which path you choose, though. Would be nice to be able to make bead-v--I mean KOTORMax do it for me instead.