JCarter426

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Everything posted by JCarter426

  1. That sounds like conflict with another mod that alters appearance.2da.
  2. And I've updated the supermodel port with that modular stuff, and also the notes of dark secrets.
  3. The left arm not moving is a common problem with porting animations from one supermodel to another. Usually caused by the wrong binary model being used as the source, in my experience.
  4. That's interesting. I had always assumed one could fight the three masters there if one chose to. But evidently the "I have come to kill you all." option was originally an illusion of choice.
  5. It'd have to be above S_Female02 and S_Female03 in order to be able to override any of the animations. But it should be doable. And yeah, other mods would still need to sort out compatibility with each other. But I can at least make it more difficult to break the base resource.
  6. I could see about making future releases of the supermodels more modular too, so anybody could add additional animations without worrying about messing up one of the models.
  7. For your other problems, I'd say yeah. For the soundset, though, I don't know. It could be an audio format issue. I've heard reports of audio from mods not playing on the Steam version, and music not playing without the proper header data. I did add the headers for my release, but I used an experimental tool and I might not have gotten things quite right, so I'll keep playing around with it. I'm definitely hearing the lockpick sounds on my end, though there are others I suspect either aren't playing or are getting cut off. For now I can only suggest reinstalling the mod, and maybe the game for your other problems.
  8. Hmm, I'm not sure what the problem is. I have noticed the game is inconsistent about playing some sounds, but I definitely did hear the lockpick ones when I tested, for both male and female.
  9. View File JC's Player Soundset Restoration for K2 Summary In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions. In the second game, however, the player is mute. This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords. The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game. Installation Run Player_Soundset_Restoration.exe. Uninstallation Remove the installed files. Compatibility This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides SSF Editor– stoffe Permissions Mod JC's Player Soundset Restoration for K2 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY. 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 12/28/2019 Category Mods TSLRCM Compatible Yes  
  10. Version 1.0

    2,452 downloads

    Summary In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions. In the second game, however, the player is mute. This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords. The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game. Installation Run Player_Soundset_Restoration.exe. Uninstallation Remove the installed files. Compatibility This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides SSF Editor– stoffe Permissions Mod JC's Player Soundset Restoration for K2 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY. 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.
  11. It's been a year since I started doing these mod roundups. Some of you appear to be reading them, so I think I'll be sticking with it into the new year. I’ve found that forcing myself to go through my upload history in order to provide you people with updates is actually kind of helpful. It makes me more consciously aware of what I’ve been working on and what hasn’t been updated in a while. On occasion it’s even led to the release of mods that might not have otherwise seen the light of day. So there will be more of these mod roundups yet. Updates Korriban: Back in Black for K1 - New installer, including a version compatible with KOTOR Community Patch v1.8 and beyond. Some new fixes have been added, too: Tariga is now female, as according to the student Tamlen; Tariga and a couple other students will now attack with lightsabers; and the two Sith rebels in the caves that were missing robes before have robes now. Vision Enhancement for K1 - New installer, including a K1R-compatible version. Some minor cleaning up, too. Feat Fixes for K2 - Added some fixes for the Scoundrel class. Zhug Attack Fix for TSLRCM - Minor administrative update. Mandalorian Armor for K1 - Minor administrative update. Jedi Tailor for K1 - Fixed a few bugs in the tailor's dialogue. New Mods Teal Hammerhead for K1 - Gives the Republic ships in the first game the color scheme they have in the second game. Something Completely Different Usually I’d link to something else here, such as the aforementioned KOTOR Community Patch update or maybe the subreddit poll, but this is a special occasion. I’ve decided to start releasing these over on Reddit, too. If you’re reading it here, you may continue to do so and nothing will change and that’s not very special. But I’ll be using up this section for other stuff on the Reddit version and I have nothing else to talk about. So that’s it!
  12. Version 1.0

    350 downloads

    Summary The Harbinger, the Hammerhead-class ship in Star Wars: Knights of the Old Republic II - The Sith Lords, has a distinctively different appearance from that of Republic ships in the first game. This mod gives the ships in the first game the color scheme of the ships from the second game, changing the red to a more muted teal. Installation Copy the files from the mod directory Override to your game's Override folder (if you don't have one, make one). Uninstallation Remove the installed files. Compatibility This mod is incompatible with other mods that alter the Endar Spire/Hammerhead ship textures. Credits KOTOR Tool – Fred Tetra tga2tpc – ndix UR Permissions Mod JC's Teal Hammerhead for K1 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic Source of Ported Assets Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment Attribution Preference "Teal Hammerhead by JCarter426" or "uses JC's Teal Hammerhead textures" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Ported Content License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Ported Content License (PCL) This mod contains ported assets. The original source of these assets must be attributed in the same manner as the mod creator is. (For example, "This mod contains assets ported from Star Wars: Knights of the old Republic II - The Sith Lords by Obsidian Entertainment.") Disclaimers FOR THE REPUBLIC!!!!!!! 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.
  13. View File JC's Teal Hammerhead for K1 Summary The Harbinger, the Hammerhead-class ship in Star Wars: Knights of the Old Republic II - The Sith Lords, has a distinctively different appearance from that of Republic ships in the first game. This mod gives the ships in the first game the color scheme of the ships from the second game, changing the red to a more muted teal. Installation Copy the files from the mod directory Override to your game's Override folder (if you don't have one, make one). Uninstallation Remove the installed files. Compatibility This mod is incompatible with other mods that alter the Endar Spire/Hammerhead ship textures. Credits KOTOR Tool – Fred Tetra tga2tpc – ndix UR Permissions Mod JC's Teal Hammerhead for K1 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic Source of Ported Assets Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment Attribution Preference "Teal Hammerhead by JCarter426" or "uses JC's Teal Hammerhead textures" or some other reasonable phrasing. This mod is released under the following licenses: Attribution Only License Ported Content License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Ported Content License (PCL) This mod contains ported assets. The original source of these assets must be attributed in the same manner as the mod creator is. (For example, "This mod contains assets ported from Star Wars: Knights of the old Republic II - The Sith Lords by Obsidian Entertainment.") Disclaimers FOR THE REPUBLIC!!!!!!! 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 12/27/2019 Category Mods K1R Compatible Yes  
  14. dialog.tlk is the file containing all the text in the game and is used by TSLPatcher to confirm the game install directory. If you're getting a warning about it missing, that probably means you're installing to the wrong location. Open changes.ini in a text editor and change LookupGameFolder=1 to LookupGameFolder=0. That will allow you to choose the install path manually when you install the mod.
  15. You need to use a 2DAMEMORY token. I don't remember if I've ever used one for placeables, but generally you add the line 2DAMEMORY1=RowIndex at the end of the code block for your AddRow, and then in your GFF block you do something like Appearance=2DAMEMORY1 to give it the appearance of the row index you just added. If you need to use more than one token, you repeat with 2DAMEMORY2, 3, etc.
  16. Like I said, sometimes it does. However, there's no guarantee of that in every scenario, and numerous users have reported problems with textures missing the shader data. That's not a problem with the TPC format, that's a problem with how KOTOR Tool reads and writes it. There are better tools for that like xoreos, tga2tpc, and KOTOR Stuff.
  17. A TGA doesn't have any TXI data on it, no. The TPC format packages both image (TGA) and text (TXI) data. If you only install the TGA part and leave the TXI part out, in most cases that will cause a problem. Usually the result is a texture being rendered transparent instead of whatever it was supposed to do with the alpha channel. There are a few cases in which the game doesn't need to read shader data from the texture, but those are the exception.
  18. I do plan to make more robe textures but that project keeps getting sidelined by other things. I believe @Deltm was working on some robe textures based on my edited model, though.
  19. Finally tested this and can confirm the above script function works.
  20. I'm not familiar with that mod, but it definitely wouldn't work with the no glove option without some editing. It changes the naming scheme of all the player textures, while the mod (and NPCs) would be using the original.
  21. Hmm, either that was you solo or I just don't remember. I could see why the MMO rig would be a bit of trouble, like the arm length, but I don't know why it would be that much trouble.
  22. It would accept anything, provided the model format was otherwise accurate, but the issue is that if you want to use the existing supermdel and don't want to replace every single animation in the game yourself, you need the original rig. With the MMO rig, that's not so much an issue. The bones are mostly in the same place, although the proportions are a little off. I forget if I tried retargeting the bones themselves, but I did manage to set up a rig to pose an MMO model into KOTOR size and position. But it still needed some tweaking and would have to be repeated for each body size. As for the Selkath and other animation stuff, we last left it in the state where it looked doable, but I think it would take a lot of time and effort for someone with my level of ineptitude and I have a million other things to do. I remember there were three big hurdles that I anticipated. First, the reach of the arms was a little - like when holding a melee weapon, the left hand didn't quite reach and grip the weapon. So that means all the combat animations would possibly have to be adjusted manually. Second, I noticed the key frame numbers were off sometimes, maybe due to rounding errors. If they got too out of sync, then the whole timeline would need to be adjusted so the animation times match the actual key frames again. Finally, there are things that can't be retargeted at all, like the eyes and any bones on the model that aren't present on the human rig (on the Selkath, for example, the flappy cephalic nodes) and those would always have to be manually animated. I can provide a library of thousands of free sourced animations for anyone who does manage it, though. One of the other goals of messing with the MotionBuilder stuff was the potential of getting new animations from anywhere onto the KOTOR rig.
  23. Makes sense. I'll be getting to GUI soon, but I'm afraid they may be teaching me MFC rather than anything relevant to start. In any case, that sounds like a good plan, and as you say the interface can be sorted later if the back end is pure C++.
  24. There is interest. Hmm, would it be cross-platform? That's another hurdle for some people, since most modding tools were made before the game was released on various platforms and the only advice we can give to Mac or Linux users is "run it in Wine". I recently started learning C++ as well but give me a year or so. I would like to contribute but I still have a lot to learn.