JCarter426

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Everything posted by JCarter426

  1. JCarter426

    MOD:JC's Supermodel Fix for K2

    View File JC's Supermodel Fix for K2 This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list.  Submitter JCarter426 Submitted 08/26/2017 Category Mods TSLRCM Compatible Yes  
  2. JCarter426

    MOD:JC's Supermodel Fix for K2

    Well, I didn't say that. I'll take a look at why it's happening, but if it's not an issue with the supermodel and an issue with the Wookiee models themselves, then it's out of my hands. I mean, I could do it, but a) I don't particularly want to re-rig four Wookiee models, and b) it wouldn't be appropriate to release with the supermodel fixes given the potential compatibility issues and would be best left as a dedicated Wookiee mod (which I'm not particularly interested in doing because see a). But I'll have to see what the problem is first.
  3. JCarter426

    Sleheyron

    Normally no, but getting them to run around a maze and pick up weapons is going to require custom AI anyway. Might be tricky, but I think it could be done. Something like a variant of GN_WalkWayPoints() with different paths for each maze configuration. Either the OnBlocked script or triggers could have them change between waypoint paths when they run into an obstacle.
  4. JCarter426

    Sleheyron

    Looks good. I'm looking at the original model too, and while I like the idea of weapons hidden in the maze, it doesn't seem like it would be all that difficult to find them. Maybe the maze could be supplemented with force fields between each wall section that can be triggered on or off. Like once you take an item, it changes the whole route of the maze that leads to that item.
  5. JCarter426

    MOD:JC's Supermodel Fix for K2

    They do, although if it's only misbehaving for them it could be a model scale or rigging issue.
  6. JCarter426

    MOD:JC's Supermodel Fix for K2

    The Kreia thing isn't a supermodel issue, so probably not. She would need an entirely new animation set to fix her hand issue, which probably could be done, but it's not something I'm interested in doing in the near future. I'm not sure what the problem with Hanharr is, but it could be a supermodel issue, so I'll take a look at some point.
  7. JCarter426

    JC's Supermodel Fix for K2

    Version 1.6

    3,358 downloads

    This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list. 
  8. JCarter426

    JC's Darksaber for K2

    Version 1.2

    476 downloads

    This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic II - The Sith Lords. The Darksaber comes with a custom hilt and blade effect. The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d10 Universal damage) but the item cannot be upgraded. I have integrated the item into the game, but I'll keep the how a surprise. One hint: You must search through the possessions of a certain Mandalorian. If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber".
  9. JCarter426

    Backstroke of the Old Republic

    Version 1.0

    89 downloads

    This mod rewrites all text in the game using the finest machine translation services available. It is intended to offer a new experience to those familiar with the game.
  10. JCarter426

    Imported Model Stuck T-posing

    Most models don't have animations on them, and inherit their animations from another, usually from one of the stock supermodels S_Female03 (for female characters) and S_Female02 (for male characters, despite the name). Even many models that have animations only have a few of them (just whatever animations that model needs that's super special) and still inherit most of their animations from a supermodel. When you convert a character model with MDLOps, you have to include a copy of the supermodel it uses (if any) in the same location so MDLOps can read it and compile the model correctly. So in Mira's case, the contents of your folder would look something like: P_MiraBB_edited.mdl.ascii S_Female03.mdl S_Female03.mdx With P_MiraBB_edited.mdl.ascii being the ASCII file you exported from Blender and S_Female03.mdl/.mdx being the original binary supermodel files extracted from models.bif. Note that generally you must compile with the supermodel for the game you are compiling for - so you would want KOTOR 2's S_Female03 for Mira, not KOTOR 1's. Also, older versions of MDLOps want a copy of the original binary model rather than the supermodel. But I hope you are not using an older version of MDLOps so you don't have to deal with its dark rituals. MDLOps v1.0 and all versions of MDLEdit are fine with just the supermodel.
  11. JCarter426

    Sleheyron

    The way each faction feels about the others can be adjusted dynamically via the AdjustReputation() function too. That's how the Sand People are triggered friendly or hostile depending on whether you're wearing the disguise. So I wouldn't worry about the specifics of that; any combination is possible, probably. It could probably be done by giving each team their own faction, one of the lesser-used ones like Sand People, Czerka, and Gizka, and changing the reputation levels as needed. Should be fine so long as everything returns to normal at the end of the match. Also I totally overlooked before that you redid the arena from scratch rather than just rescaling it, so well done there.
  12. JCarter426

    Sleheyron

    For the totally open one, perhaps a series of duels. You get to choose which player on your team participates in each round, and the last team standing is the winner. I think this would be a good opportunity to make use of the SwitchPlayerCharacter() function, which is only otherwise used for the Leviathan prison break. There can also be a variations on this, such as how many and which teams participate in a round, and how many members of each team participate (1-3) and could even be determined by a random number. There could also rules regarding who is allowed to compete in a round (like you can't send the same team member twice in a row, for variety) or what sort of weapons are allowed (so you have to be strategic with who you send). Hmm, would there be any conventional combat in this? I suppose some grenades and Force powers have a knockback effect, but the usual shooting/slicing does no such thing. Maybe rather than just being knocked back, they have to hold down a switch and can't be involved in combat. And if they're attacked, they can't use the switch - or to make it simpler, you can't use the switch as long as an enemy also occupies the hill. The goal could be to hold down the switch for a certain amount of accumulated time. All the knockback stuff could still apply, of course - if they're not on the hill, they can't hold the switch. An alternative would be to have being on the hill offer some advantage rather than being the goal. Like maybe as long as a team member occupies the hill, it gives the rest of your team shields or heals them or makes their attacks do extra damage... but the person on the hill has to stay there, giving you a numbers disadvantage as before. A few LucasArts games had a different sort of king of the hill style too, with the hill having some object to collect that you have to hold on to for as long as possible. If I remember correctly - we're talking older than KOTOR here - this was called "Kill the Fool with the Ysalamiri" in the Jedi Knight games. You had to hold on to the ysalamiri to win, but as long as you held it, it would disable your Force powers, and of course everybody would try to kill you to take it from you. I think one of them changed the premise a bit and made the item to collect a lightsaber, so you had an advantage while you held it instead of a disadvantage. The goal could again be the duration the item is held, or maybe the amount of kills you make while holding the item. This might be more suitable for the maze arena, as you would have to hunt down the item or whoever holds it through the maze. I think you could justify it either way. The audience might want to see bloodshed but they also want to cheer for the teams they like and see them win and death matches put a damper on that. And obviously the competitors don't want to die. Maybe it's just better business. You could always have both options too. Maybe one of the Hutts you can choose does death matches and one doesn't. Death matches do limit the gameplay options, though. Logically the game should be over as soon as any of your party members are killed - because they can't die for story reasons - and that's not how combat in the game usually works. And this limitation wouldn't apply to the other teams, because who cares if NPCs die. So I'd suggest limiting death matches to solo encounters, if they are to be used at all.
  13. JCarter426

    (Kind mod request) K2 mod for K1

    Shem had one such mod back in the day: Super Enhanced Mod, Ultimate Sound Mod (required for SEM, must be installed first) and optional Add-On. I don't think I ever tried it for KOTOR 1, though, so I can't comment on the experience. Also compatibility with newer mods may be an issue.
  14. JCarter426

    Pop Up Text Not Showing

    Do you have a barkbubble_p.gui file installed?
  15. Sounds like a TSLPatcher issue - either not using it at all for spells.2da, or the UTI not being patched to reference the new spell. Both mine and InSidious' do use it, however, so that shouldn't be an issue.
  16. There isn't really a screen that's "assigned" to them. baseitems.2da determines which items may be equipped by droids or humans in the aptly-named droidorhuman column. 2 for droids, 1 for humans, and 0 for either. The entry in the equipableslots column then determines what slot it goes in. The two races have mostly the same equipment slots, but they have access to different items for them. And this should be determined by the Race field in the UTC. I figure the easiest way to test this would be to start a new game after editing Trask's file and use him to check this.
  17. My Toolbox also has a Sonic Screwdriver. This would only work in KOTOR 2. The party members don't teleport out of your way in KOTOR 1.
  18. Yes. No, what feats you get are determined by what feats are allowed for your class in feat.2da & classes.2da. And the equipment slots are race-based; appearance.2da only lets you lock a specific slot so you can't equip anything there (e.g. Mandalore cannot change his armor). That might not even be a thing in K1, I forget. That'll work, but remember it will also affect every NPC with the scoundrel class, like Mission. You could make a copy of the original scoundrel class and have any NPC that uses it point to the new line, though it may be a bit of work tracking down all instances of it. Enemies usually use the minion class or one of the Jedi ones, but sometimes they don't.
  19. The race is what determines what items you can equip, not appearance. Well, mostly. You can restrict inventory slots in appearance.2da, but that's just preventing you from equipping what your race normally can equip. It's the race that lets droids equip droid armor, droid utilities, droid interfaces, etc. It's certainly possible to change the model files, or edit appearance.2da to point to different ones. But the game is hard-coded to give you a small/medium/large appearance line based on your starting class (scoundrel/scout/soldier in K1 and consular/sentinel/guardian in K2).
  20. The most recent version I've used it on is 2014, so I'm not sure. I don't know of any reason it wouldn't, though.
  21. It might be in the SAVEGAME.sav file, which you can edit with ERFEdit.
  22. That's a tricky question to answer because a lot of what can be changed doesn't affect just the player. So for some things you can't change them without changing them for other characters too, and it's not immediately clear what the side effects are. Generally, though, here are some things that can't be changed at all (without savegame editing).. Attributes: Character creation only gives you a certain amount of points and forces you to use all the points you're given, whereas with NPCs you can give them whatever. Conversation: Kind of a non-issue, but the player can't have their own dialogue file. Faction: The player is always of the Player faction. Gender: The player can only be male or female. Level: Of course the player has to start at level 1. Movement Rate: It's always Default. Name: You can input this in character creation, of course, but in K1 this is bugged and your whole name gets set as your FirstName. Natural AC: This isn't used very often, but it's possible to give an NPC a bonus to Armor Class without equipping an armor item. Phenotype: The player has different appearances for small, medium, and large body sizes, depending on their starting class. Race: Human, of course. Scripts: The contents of these scripts can be changed, but the set that the PC uses is fixed. Soundset: The player is always given Player_Female_W or Player_Male_W soundset, based on their gender. Tag: The player has no tag. There are also a few trivial matters that can't be changed in character creation, but can be done once the game starts... Alignment: The player always starts at 50. Credits: The player starts with no money. Equipment: The player always starts naked. Inventory: Nope. The rest can be changed to some degree, but may change other aspects of the game, such as... Starting class Number of skill points Starting feats & number of bonus feats Number of Force powers These are all implemented by changing the level up system, which may also affect party members. Party members never "level up" to level 1, so it's possible to change some things on a player starting class without affecting any party members in K1, at least. In K2, party members can multiclass to Jedi classes, which are the same as your starting classes, so it's a little more complicated.
  23. KOTOR Tool will only extract the models for you. To get them into 3ds Max, you need MDLEdit or MDLOps to convert from binary MDL/MDX to ASCII format, and then KOTORMax to import them.
  24. Right, that's what I mean - there isn't a template there for the PC, or at least not one I've ever seen. The starting character stats may be hard-coded in the engine. There should be a UTC for your player in every savegame file, however. Changing the race doesn't seem to be an option supported by KSE, but perhaps you could do it if you extracted the UTC from the SAV file, then repackaged it.
  25. I don't believe there's any way to do it with traditional modding. A lot of the character creation seems to be hard-coded and I don't know of any editable file used as a template for the player character. The only thing I can think of that would have a chance of working would be to edit the PC's UTC file in your savegame and change the race from 6 (human) to 5 (droid).