JCarter426

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Everything posted by JCarter426

  1. That should work, yes. Maybe you could edit the burn mark model to use a solid black texture globally, then localize the texture to be invisible where you don't want to see it. However, if it's not using a texture right now, and instead it's using particle color as I assume, then I'm not sure if it would be possible to give it the same look with a texture. Depends how it's set up.
  2. The game will default to angle 1 if the angle it was otherwise told would result in camera clipping. This may be down to how your characters are positioned when the scene is triggered.
  3. I haven't tested it, but I recall hearing mention that putting models into modules won't work except for the area models for that module. If the burn mark model uses a texture, you could try inserting an invisible texture. Those generally do work as long as there are no bump maps. Again, I haven't tested this, but allegedly they also must be TGA/TXI and not TPC.
  4. I will also have to adjust to the new look, but I think the perspective in the original billboards is off. It looks like they go off to the distance in a straight line, when the rest of the background of Ahto City is curved. It makes them look flat, like they were draw on a wall in the sky, which obviously they were. Realistically, the last few would be hovering in the air, not connected to the rest of the structure. So I think something had to be done, and Kexikus' version fixes that.
  5. Note to the apparently 19 people other than me following this mod page: You don't need the new upload. I just fixed the installation instructions because lazy copy/paste led to confusion. Move along.
  6. I don't know, no. But I think the solution you described could work. As long as the global is increased, I think that should prevent the pre-Leviathan dialogue from firing. I would want to check if there's any dialogue that doesn't reference Saul and therefore could be salvaged, though. Branches that you could pursue freely after the Leviathan no matter what, if they weren't available before, if there's no reason preventing it. That would require fiddling with the scripts there too, though.
  7. As far as I recall, no, that is not a local issue, but there's a reason for it. Most of Carth's dialogue has to be advanced before the Leviathan because he repeatedly broods about getting revenge on Saul. The Dustil quest is triggered when the global K_SWG_CARTH is set to 8, but the value must be at 14 after the Leviathan in order for the romance to continue along the romance branch "I think it's time we talked about me being Revan, don't you?" instead of the non-romance branch "We need to talk. About me being Darth Revan." And as you noticed, it is not possible to advance Carth's dialogue tree while the Dustil quest is active. I don't believe that editing k_plev_throwdown alone would solve the problem, however. It looks like the reason they set the global to 99 there is to make it impossible to advance the Saul-centric dialogue after Saul is dead, as the conditional scripts don't check for that: They only seem to check if the value of K_STAR_MAP is greater than whatever is relevant, so this would still be true. I'm also not sure whether it's feasible to allow you to continue advancing Carth's dialogue while the Dustil quest is active. It depends on the dialogue, I suppose. If I recall correctly, there is another potential issue in that you can't trigger the Dustil if you have already visited and completed Korriban. I'm not sure how this affects the romance.
  8. In general, I don't think so. There are similar problems with the saving throws, which other mods can fix. There is also a bug with Ramana and the Red Eclipse refusing to pay you once you have a prestige class, which we plan to fix for the next update, but that won't be for a while. But considering how worthless credits are in this game, the benefits outweigh this problem, and of course these bugs are limited to specific dark-sided choices.
  9. Yes, I configured it so that all prestige classes are able to select those and other feats that were previously denied to them for no apparent reason.
  10. Watchman characters are not normally able to select these, no. You must be using a mod that corrects this, possibly my feat fixes or the Community Patch which includes them.
  11. As for the arms and floaty ball thing, it's possible to copy the animations over. I'd suggest that you create dummy objects for each mesh, placed where the pivot point is, and then copy the position and rotation animation controllers over. Then after you model your replacement, you only need to parent the objects to these dummy objects, similar to how the lightsaber throw animation is set up.
  12. It's only possible to install the mod with TSLPatcher. Copying files manually will likely just break things.
  13. If they rely on K1R or TSLRCM at all I can't include them, but I will be adding something along these lines in the next version, when I get to it. Maybe over my winter break.
  14. MakePHN doesn't really work on alien VO in my experience, though I was able to generate lips for a Trandoshan by translating the line into English as close as phonetically possible and generating lips from the new audio & text.
  15. An issue like that is typically caused by the model having an MDL file from one source and an MDX file from another. I would suggest deleting any lightsaber models from mods that you're using until you figure out which one it is, then copy the model files manually or consider reinstalling it.
  16. See the discussion here. Basically, area models in KOTOR 2 won't render a room if it has no walkmesh, unlike KOTOR 1. Skyboxes in KOTOR 2 always have a walkmesh somewhere on the model to get around this. @bead-v had talked about updating MDLEdit to add a dummy aabb node when models are missing one but I don't know what the status of that is.
  17. JCarter426

    #5: Lips

    Ah, don't worry about it, either is fine. I'll PM you soon, maybe tonight at the earliest if I get my other work done.
  18. Are you the first person to upload a mod on Deadly Stream for a game they haven't played?
  19. Ah, I should've mentioned before. Not sure how much help it'll be now if you already worked through all the changes, but here are my notes on the differences between the function definitions in each game that I took back when I was making Odyssey++.
  20. This is a C++ routine, not a function defined in Neverwinter Script. It's defined in the source code for the game executable. Neverwinter Script is a separate scripting language that makes calls to the actual C++ routines. You can find a list of them in nwscript.nss. But they are implemented in C++, not Neverwinter Script. Since we don't have the game's source code, all we can really do is make guesses about how they work. I was skeptical of it being related to player coordinates—based on my experience with it, and what I've heard from other modders, I thought it was some sort of resource management issue with the game mistaking a reference to one trigger for another. However, I was able to repeat the issue on the Endar Spire in the same location after moving the door, and I don't believe there is another trigger in that location. For the record, I encountered the issue during regular play in the enclave, somewhere around the rotunda. I was able to repeat it on the Endar Spire without Trask in the party by warping back to it, and also by controlling a different party member.
  21. Given that she has different voice actresses in the trial and on M4-78, I am not certain that the one on Korriban was even meant to be Vash. There is an unused female Jedi head that was used for Kaevee in TSLRCM and TSLRP before it. Perhaps they were originally two different characters. The Vash on M4-78 was also called Mara at some point. The only thing that makes sense to me here is that he was talking about the Ravager crew and using "Republic" generally to mean non-Mandalorian. They mention that the Ravager was a Republic ship later on in the conversation after all. Still, it's weird. I remember having this conversation before, but I think it was on LucasForums. If you're talking about how killing Kreia doesn't kill the Exile, as far as I see it, there are a few different ways you can interpret this. For one, we only have Kreia's word that the bond could be fatal. Everyone else you talk to about it says that bonds don't usually work that way. Kreia manipulates the Exile by letting them believe things she knows not to be true, e.g. the Council being responsible for cutting the Exile off from the Force, so perhaps you could simply add this to the list. Second, Kreia herself says that in battle they will be able to shield each other from the effects of the bond—which is evident since damage to Kreia doesn't translate to damage to the player in gameplay—so perhaps this was never a danger for a different reason. The Jedi also describe some ways in which a bond can be broken, such as if one person falls to the dark side, or their if their feelings about each other changed. Whether Kreia fell to the dark side is a whole other argument, but a possibility, and I think it's a much easier argument to make that the Exile's feelings about Kreia changed after her betrayal. So perhaps the bond broke one of those ways. Finally, in some cut content in the dark side version of the enclave meeting, and in the final duel, Kreia talks about making the Exile feel the Force again and overcome the weakness of relying on Force bonds. So perhaps confronting Kreia and not being able to draw on their bond cured them of their bond addiction. To add to the confusion, Kreia has an alternate line in the enclave in which she says that she has severed their bond. I don't have any good answers for this. I got the impression that HK was dismantled so that he couldn't override the navicomputer voice lock, but then there's also talk that he was in the process of being rebuilt for some task. Neither am I, since Kreia, the Peragus staff, and even the disembodied tutorial voice mention the Ebon Hawk having a crew that we never see.