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Everything posted by JCarter426
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Version 1.0
2,534 downloads
Summary This mod adds cloaks to the Jedi robes worn by the player and many NPCs, combining the body of the KOTOR 1 robes with the cloaks of the KOTOR 2 robes in a hybrid model. There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red-Blue Alternative uses the K1 color scheme, but gives the red and blue robes dark grey cloaks. All styles come with or without gloves for your player character and some non-player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone. Installation Automatic Installation (Recommended) Extract files from the downloaded archive. Run Fashion_I_Cloaked_Hybrid_Robes_K1.exe. Select one of the six install options: a) 100% Brown b) 100% Brown (No Gloves) c) Brown-Red-Blue d) Brown-Red-Blue (No Gloves) e) Brown-Red-Blue Alternative f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Select one of the three folders in tslpatchdata: h_bbb – 100% Brown h_brb – Brown-Red-Blue h_brb-a – Brown-Red-Blue Alternative Copy all files from the selected folder to your override folder except appearance.2da and the .ini and .rtf files. The gloveless options require patching appearance.2da and are not supported by the manual installation. Uninstallation Remove the installed files or replace from backups if necessary. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod is not compatible with my Cloaked Jedi Robes mod; you have to pick one or the other. This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod. This mod is likely not compatible with other mods that alter the Jedi robes. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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. -
View File JC's Fashion Line I: Cloaked Hybrid Robes for K1 Summary This mod adds cloaks to the Jedi robes worn by the player and many NPCs, combining the body of the KOTOR 1 robes with the cloaks of the KOTOR 2 robes in a hybrid model. There are three texture options: 100% Brown, Brown-Red-Blue, and Brown-Red-Blue Alternative. The Brown-Red-Blue textures maintain the color scheme of the K1 Jedi Robes. The 100% Brown textures look more like K2 textures, with different (brown) designs for the Jedi robes instead of different colors. The Brown-Red-Blue Alternative uses the K1 color scheme, but gives the red and blue robes dark grey cloaks. All styles come with or without gloves for your player character and some non-player characters. If you choose a gloveless option, your hands will be bare and match your usual skin tone. Installation Automatic Installation (Recommended) Extract files from the downloaded archive. Run Fashion_I_Cloaked_Hybrid_Robes_K1.exe. Select one of the six install options: a) 100% Brown b) 100% Brown (No Gloves) c) Brown-Red-Blue d) Brown-Red-Blue (No Gloves) e) Brown-Red-Blue Alternative f) Brown-Red-Blue Alternative (No Gloves) Click "Install Mod" and select your game directory (default name SWKotOR). Manual Installation Extract files from the downloaded archive. If you do not have an override folder, make one in your game directory (default name SWKotOR). Select one of the three folders in tslpatchdata: h_bbb – 100% Brown h_brb – Brown-Red-Blue h_brb-a – Brown-Red-Blue Alternative Copy all files from the selected folder to your override folder except appearance.2da and the .ini and .rtf files. The gloveless options require patching appearance.2da and are not supported by the manual installation. Uninstallation Remove the installed files or replace from backups if necessary. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod is not compatible with my Cloaked Jedi Robes mod; you have to pick one or the other. This mod is compatible with my Cloaked Party Robes mod, if you install it after installing this mod. This mod is likely not compatible with other mods that alter the Jedi robes. This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_JuhaniBB.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. The gloveless options only support appearances from the original game release. If you use a modded player appearance, they'll still wear gloves. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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 09/03/2020 Category Mods K1R Compatible Yes
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[KotOR] Direction/Facing: how to find the right values?
JCarter426 replied to Salk's topic in General Kotor/TSL Modding
Off the top of my head, end_m01aa, end_m01ab, danm14aa, and tat_m17ab are the odd ones out that I remember. And possibly 151HAR and 605DAN in KOTOR 2 since they were based on KOTOR 1 oddities. But I haven't investigated this weirdness much because it was easier to get in the habit of checking where north is. Edit: DarthParametric investigated it and apparently the direction of north is entirely based on the rotation system and not dependent on the area. The Endar Spire has some weirdness with the minimap, and maybe other areas do too, but that's all it is. I think I over the years got confused by the mismatch between the different rotation systems and chalked it up to the area on account of the weirdness with the Endar Spire. -
[KotOR] Direction/Facing: how to find the right values?
JCarter426 replied to Salk's topic in General Kotor/TSL Modding
Doors and placeables in GIT files use the Bearing field, which is in radians except written as decimal. So the valid values are from 0 to 3.14159 or 0 to -3.14159. 0 is either north or east, depending on the module. Placeables spawned through scripts use rotation in degrees, with values from 0 to 180 or 0 to -180. Creatures in GIT files use the XOrientation and YOrientation fields, which are quaternions. Converting from radians or degrees is pretty straightforward and here's a random online calculator that can do it. Creatures spawned through scripts use rotation in degrees. Same as the above for placeables. Static cameras use the Orientation field, which is also a quaternion. I don't remember how these work because there are a lot of advantages to using animated camera models, one of which being that you don't have to mess around with quaternions. -
[KotOR] Critical unresolved issues
JCarter426 replied to Salk's topic in Knights of the Old Republic General
I put that in the heartbeat script for some NPCs, although I think the altered party code is in k_oei_hen_inc. But it's been a while since I looked at it, and I probably heavily simplified it for my purposes as well. -
[KotOR] Critical unresolved issues
JCarter426 replied to Salk's topic in Knights of the Old Republic General
Yeah, I've seen this one. I've observed it happen in relatively the same area before, such as near Geg's shop in Iziz, so I assume it's caused by some imperfection in the walkmesh. I don't think I've seen this one, but I imagine the personal space-respecting code that was added to the AI for K2 would fix this. Probably could be duplicated for K1. I know I came across this code before because I copied some of it for the follower scripts in my toolbox, so this bit of code from that might come from there: float fDist = GetDistanceBetween(oPC, OBJECT_SELF); if( fDist <= 1.5 ) ActionMoveAwayFromObject(oPC, 1, 1.5); This could potentially be made into a global solution if all the modules were patched to run the same OnHeartbeat and OnEnter and other event scripts. I worked on a bit of this before but didn't release it because I figured mod compatibility would be too much of a problem. But since we've patched dozens of modules for the Community Patch anyway, we could probably slip it in there and force people to deal with it. -
Yeah, I didn't have any particular idea for most of them but I had remembered reading that, so I decided to put the silver crystal on Tatooine. I would've put it in the krayt dragon cave but there's already a violet crystal there. Likewise the orange crystal is on Shaela because she's depicted with an orange lightsaber in the Tales comic she was in.
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solved Requesting advice for my small, finished mod
JCarter426 replied to Scarrab's topic in General Kotor/TSL Modding
I would say it's not a matter of where they're "supposed" to be stored but more of what is accessible to each area. Every area has access to the RIM and MOD files associated with it, as well as anything in Override and other globally-accessible paths, including localization.mod for lips. If you want a lip file to be accessible from a particular area, you can put it in any of those locations and it will work. However, we generally don't insert files into RIM archives when there are ways to make them accessible without permanently altering the game's original files for compatibility purposes, so I wouldn't recommend editing any of the archives in the lips folder for the same reason. I would recommend creating a MOD for the area in the modules folder and install files in it via TSL Patcher. You can see an example of this in my Jedi Tailor mod. -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
Yeah, I'll take another look. Making textures for them was trickier compared to Jolee because they have fewer layers of clothes. So it was really easy to make everything too desaturated or too much of the same color and end up with a really flat texture. I'll try to tweak them some more when I'm working on the 100% brown variations. I've already come up with a buff robe texture for Jolee that I really like. -
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MOD:JC's Fashion Line I: Cloaked Party Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
Hmm, I took another look and there are some animations on the original female robe models that I had thought were redundant and ignored, but it looks like they were added to reduce clipping. I'll see what I can do with them. As for the textures, yeah, I want to do a 100% brown version but I haven't come up with ideas for all the texture variations yet. I've attached the TGAs so you can play around with them in the meantime. To-do list: Fix the stupid head turning bug with the supermodel port Finish the hybrid robes (also 2 years late). Fix female arm clipping. Make 100% brown options for party robes and possibly hybrid robes. Cloaked Party Robe Textures TGA-TXI.zip -
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MOD:JC's Fashion Line I: Cloaked Party Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
There's definitely clipping, but no more than in the usual KOTOR 2 robes as far as I'm aware. I doubt there's anything I could do to improve it since the engine doesn't support cloth physics. -
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Modding Sith Fighter Speed in KotOR Turret Minigame
JCarter426 replied to robanglican's topic in General Kotor/TSL Modding
It looks like it's an animation on the track model, e.g. m12ab_mgt02.mdl/mdx. -
I know that hoods aren't really possible for the player because the head and body animations get out of sync a bit. That's why Kreia and the Handmaiden use full body models in the second game. for their clothing appearance. It could potentially be done for other party members, but I don't know if I have the modeling skills for it yet. I don't think KOTOR 1 supports the appearance.2da hack that Obsidian used to let the Handmaiden and have a different appearance for her clothing, but there are probably other ways to do it.
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View File JC's Fashion Line I: Cloaked Party Robes for K1 Summary This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks. Installation Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first. Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options: a) 100% Brown b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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 08/26/2020 Category Mods K1R Compatible No
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Version 1.1
2,619 downloads
Summary This mod alters the appearance of Jedi robes worn by party members in Star Wars: Knights of the Old Republic, giving them new models based on their basic clothing with added cloaks. Installation Note: If you intend to use this mod in conjunction with either my Cloaked Jedi Robes or Cloaked Hybrid Robes, they should be installed first. Extract files from the downloaded archive. Run Fashion_I_Cloaked_Party_Robes_K1.exe. Select one of the installation options: a) 100% Brown b) Brown-Red-Blue Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod uses my Supermodel Port for K1. This makes it super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. I've instructed TSLPatcher not to overwrite these. P_JuhaniBB.mdl and P_Juhani.mdx are two such files that will be skipped. If you use the Juhani Catlike Head Mod, I suggest that you use my version because I happened to fix the same thing that mod fixes anyway. You can copy those two files manually from tslpatchdata to Override. While this mod adds skirt bones to the player supermodels, at this time it does not add the bones or the necessary animations to the cutscene models. So the skirt flaps may appear stiff in scenes that use those. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi This mod contains assets ported from Star Wars: Knights of the Old Republic II – The Sith Lords by Obsidian Entertainment. Permisisons I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. I have uploaded a separate mod resource with essentially all of these assets free for anyone who wants to use them. But I want to keep them separate for simplicity's sake, so this release here is strictly a mod. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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. -
A proper porting tutorial from SWTOR to KOTOR 1&2
JCarter426 replied to joshjonasone's topic in Mod Requests
You have to rig the MMO mesh to a KOTOR skeleton. I don't really know the best way to do that, I've always done it the sloppy way with the skin mesh modifier and then tweaked it. The MMO proportions are a little different and also have to be repositioned to match the KOTOR skeleton better. -
Release soon, 2 years after starting the project.
In fairness, the original mod is from 12 years ago so I'd say I've made progress.
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The body models are all subtly different and a lot don't really match the supermodel they're rigged to properly, and there are some differences with the supermodels as well, so your best bet would be to import S_Male02 and/or S_Female03 without animations, import the dance animation from the Twi'lek onto it, then export and copy/paste the animation data.
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You'll have to start a new game. It's generally a bad idea to install mods in the middle of the game and TSLRCM in particular definitely requires it. Even if we were to fix your current problem, you would almost certainly run into game-breaking bugs eventually. It also sounds like TSLRCM overwrote some changes to a different mod you were using, so you probably would have to reinstall that mod. It's also generally a bad idea to install TSLRCM after most mods given how much it changes.
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List of files modified in TSLRCM?
JCarter426 replied to AmanoJyaku's topic in General Kotor/TSL Modding
We're talking about a game with code like this: int StartingConditional() { int iResult; iResult = ((GetGlobalNumber("MAN_PLANET_PLOT") < 3) && (GetGlobalNumber("MAN_RANDOM") == (1 || 2))); if (iResult) SetGlobalNumber("MAN_RANDOM", d8()); return iResult; } I can almost guarantee that it'll break the game somewhere.