JCarter426

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Everything posted by JCarter426

  1. Both robe slots are still used in K2 so not really - something has to be replaced no matter what.
  2. I was thinking of doing that too, but probably not until I'm sure I'll have a regular update schedule. So there's still time for you to beat me to it and claim you were the trendsetter.
  3. That's not really possible because there are a limited number of body slots for the player. Unlike K2, which has separate models for the Jedi robes and Jedi Master robes, K1 only has one slot for robes. If you wanted to have two different robe models available for a character, you would have to replace one of the other model slots or use some sort of disguise item shenanigans.
  4. DLGEditor isn't pulling them from any game file; the animations are enumerated in the DLGEditor code. Where this information came from, I don't know. It's not in animations.2da or dialoganimations.2da or anywhere else I've looked.
  5. Animations in the 1000s are what I call "complex" animations - one sequence split across two or three different animations. They are meant to be added to consecutive nodes in the dialogue file, although they can also be scripted with as you two noticed. A typical sequence goes like this: 10xx: Start of animation sequence (fire and forget) 14xx: Middle of animation sequence (looping) 10xx: End of animation sequence (fire and forget) with the last digit incremented to give at least some idea of what follows what. Here's a real example: 1014: CROUCH_SHORT 1415: CROUCH_LONG 1016: COURTSY Unfortunately, the names aren't always correct or even spelled correctly. They still count as dialogue animations so that's why they don't match what's in animations.2da.
  6. This is typical of those texture upscale mods. I don't know about this one specifically, but others are known to be missing necessary TXI files as SH says, and/or have corrupted the alpha channels altogether, resulting in issues with any textures that require transparency or shaders. In short, you can't hit a button that tells an AI to process thousands of files and expect it to work with no further meatbag effort. Yet.
  7. FYI, the source file from skills.2da should be taken from patch.erf and not global.rim or 2da.bif. @ebmar noticed the patch archive and we explored its contents a bit. It contains a minor description fix for the awareness skill. That gets undone by this mod since it's using the unpatched version of skills.2da as the source in tslpatchdata.
  8. The lines are in StreamVoice\904\904KREIA. Towards the end, I forget which numbers though. The text is in dialog.tlk, starting at line 106329.
  9. It seems that originally, the final boss would be either Atris or Kreia depending on your game choices, but they must have cut that pretty early on. And that's fine. The frustrating part is that Atris has some voiced lines in the Trayus Core that Kreia doesn't and they would be really nice to have.
  10. There isn't any indication about a lot of things. My guess would be that you were meant to play as one of them as in the Atton vs Sion encounter, and then whichever one survives goes on to appear in the party confrontation scene, with perhaps Atton/Handmaiden being on Kreia's side. But there's no material left for such a thing. There's only one version of the party confrontation, and it implies a light side ending and that all the party members have been trained as Jedi. Also, frustratingly, some of the remaining content is only voiced by Atris, not Kreia.
  11. It's not really a bug. The envmap is supposed to be set to default in appearance.2da so the game loads the shader info from the model. It's default in K1 too. The issue is that the game always loads shader data from the texture on the model, and there is no texture on the model. They removed them from the K2 versions for some models, maybe intentionally. It seems to me that they willfully stripped the shaders off of a lot of NPCs, probably to improve performance in areas with lots of them. That's not an issue for modern PCs so it would be nice for us to have the option, but now changing the TXI data isn't enough. They need a model edit or the appearance.2da hack too. Hutts are also missing the bump map they had in K1. It's not in the files at all and would have to be ported to get their proper look back.
  12. You know TSLRCM restores these encounters, right?
  13. Oh, so that guy was supposed to be blue. That's one item off my list of testing notes then. Some people use it. Problem is none of us do, and haven't tested at all. There are some minor reported issues, but nothing game-breaking, I think, at least with v1.7.
  14. Most of those make gameplay changes that we generally shy away from unless it's obvious there's a mistake or some other problem. I don't particularly disagree with the changes, but I think it's a subjective issue. This one does seem up the Community Patch's alley, though.
  15. These are all the animations that exist on the player supermodels: Plus the combat animations b9a3 and f2p1a don't exist but are supposed to (and are fixed by my Supermodel Fix) and TSLRCM adds a couple animations to S_Male02 for Atton's leaning.
  16. You shouldn't be able to construct lightsabers with the Saber Workshop at all until after completing "Crafting a Lightsaber" with Bao-Dur. I can't predict what is possible if you've used cheats or other mods. As for the individual parts, yes, you can only build ones you've already found. The rest should unlock one at a time when you find them.
  17. If you cheated in the lightsaber parts, that would explain your problems. Both the "Crafting a Lightsaber" and the Saber Workshop will only work properly if you acquire all the lightsaber parts normally.
  18. I haven't tested with that mod and I'm not familiar with most of its changes, so I can't say much. If you installed K1R after the Jedi Tailor, though, I would expect it to overwrite the changes, so it could be that.
  19. The game is frustratingly inconsistent with those checks. There are instances with a guaranteed [Success] and others with a guaranteed [Failure] in addition to the ones based on a skill roll. I believe [Lie] should never lead to a [Success] or [Failure] because there is no "lie" skill. In such cases, it's meant to be [Persuade/Lie] - for example, "[Persuade/Lie] I found Malak's diary." - but of course there may be mistakes or, frustratingly, more guaranteed success or failures.
  20. If you can figure out which Override folder is the right one, install the attached file to it. k_pkor_las36!plt.ncs
  21. Not at the moment, but the Option A textures would probably work in K2 (copy over the TGA files except for ip_pltuseitm_011.tga and ip_pltuseitm_111.tga).
  22. I meant to post this back in June, but I forgot. It was supposed to be a quarterly thing, but it remains a semi-regular thing. Updates Supermodel Fix for K2 - Fixed a facial issue and updated K1 style running to match what I did with it in my supermodel port. Yay for consistency. Minor Fixes for K1 - Minor updates for minor fixes. Fixed some leaf textures and converted them and others to superior TPC format. Darksaber for K1 and for K2 - Made new blade textures using the Saber plug-in for After Effects. Fixed the hilt alignment because apparently I had people holding it sideways before. Flipped Y-axis on the normal map so it doesn't look like it came from the mirror universe, and maybe made other improvements, hard to say. Converted other textures to superior TPC format. Security Spikes for K1 - Fixed an issue with the code that let it open doors the player normally couldn't interact with, like ones meant to seal holes in the fabric of the universe. Lightsaber Visual Effects for K2 - Added optional textures for the new colors added by the Ultimate Saber Mod, in case you want to use that and have consistent blade quality. Mandalorian Armor for K1 - Fixed a minor issue with Option A & the upgrade screen. New Mods Robe Adjustment for K1 - Two options to give you additional robes on Dantooine. The first option gives you robes to actually wear during the montage; they have the stats of clothing, so the change is merely aesthetic. The second option makes Zhar give you the robes he normally gives a bit earlier, right when you can start wearing them. They can be installed separately or together. Jedi Tailor for K1 - Adds a Trandoshan who will tailor your robes for you. He'll change the color between brown, black, red, and blue without affecting the robe stats. He also sells stuff and gossips. Something Completely Different My pick for this entry is Sith Armor - Freelook Filter Mod by @ebmar. It's such a simple and in retrospect obvious thing to add, but at the same time it's one I doubt I ever would've thought of or bothered with doing myself, so it's especially nice that somebody else did.