JCarter426

M478_Staff
  • Content Count

    1,505
  • Joined

  • Last visited

  • Days Won

    126

Everything posted by JCarter426

  1. In the mod's tslpatchdata folder, open changes.ini and configure it to automatically detect the path. LookupGameFolder=1 And make sure the right game is set. LookupGameNumber=1 for KOTOR 1, or LookupGameNumber=2 for KOTOR 2. I would guess that TSLPatcher detects the path from the registry, so if necessary you could also edit those with Regedit. 32-bit Windows: HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\SW\KOTOR HKEY_LOCAL_MACHINE\SOFTWARE\LucasArts\KotOR2 64-bit Windows: HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\BioWare\SW\KOTOR HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\LucasArts\KotOR2 Double-click the Path key and then change the path to what you want.
  2. Is that Android? I don't know what the situation is on mods for that. The rest of the model is there, so unless you left out a file, I don't think it's anything you did wrong. Might be Android doesn't like the texture format, or the trickery I used to get the black to render in front of the white. I don't know how that would turn it yellow, though.
  3. Sounds like the skin modifier got messed up at some point. If it were 3ds Max I'd try a skin wrap using the original model, but I'm not sure if Gmax has that option.
  4. Select the Odyssey Base, then in the KOTORMax MDL Loading panel, select Import Anims Only and browse for a model that has animations. S_Male02 has most of them; I've attached an ASCII for it. s_male02-mdledit.mdl.ascii
  5. Hmm, that is odd. They're definitely linked and exporting, but obviously something is wrong. What about loading animations onto the model in Gmax? It's possible the meshes are there, but the skin data is messed up and sending them off into an unseen part of the area.
  6. Hmm, if you import the ASCII you exported back into Gmax, are the torso meshes there at all? If not, that means they either still weren't linked properly or failed to export for some other reason.
  7. Did you use the Fast Linker in KOTORMax/KOTORBlender, or just your modeling program's link tool?
  8. Hmm, interesting idea. I'm not sure if those would be appropriate for the ones Zhar gives you though, so early in the game. Unless maybe you could upgrade them later. I have thought about adding more robe drops before; as I recall you can't ever get master variants of the red or blue robes. I don't have any specific plans yet, but I'll think about it.
  9. Mm, I'll keep it in mind. I went with brown just because that's what you get from Zhar later, but some variety wouldn't be bad. I'll see about adding it as an optional thing. It does, although the animations for the montage won't be great (same issue it has with all cutscene animations). I intend to fix them eventually, but not sure when I'll get to it. With Cloaked Jedi Robes installed, it'll have the appearance of whatever you choose for the brown robe variant.
  10. View File JC's Robe Adjustment for K1 Summary This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together: Apprentice Robes: The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes: Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial. Installation Run Robe_Adjustment_K1.exe. Select which version to install. a) Apprentice Robes b) Early Jedi Robes c) Both a) and b). 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 overrides the scripts k_pdan_jedi17, k_pdan_zhar03, and k_pdan_zhar06. It may not be compatible with other mods that alter the Jedi training portion of the game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe DeNCS – JdNoa & Dashus K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 And thanks to ebmar and DarthParametric for planning and reconnaissance. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers THE PATH YOU HAVE CHOSEN TO WALK IS DIFFICULT. INTENSIVE TRAINING WILL PREPARE YOU PHYSICALLY FOR THE DEMANDS OF MODDING. MEDITATION WILL TEACH YOU TO CHANNEL THE POWER OF LUCASARTS. TO TRULY UNDERSTAND THE WAYS OF KOTOR, YOU MUST OPEN YOUR MIND TO KNOWLEDGE. SEEK WISDOM IN THE TEACHINGS OF THE GREAT MODDERS OF OUR COMMUNITY. A MODDER IS NEVER ALONE - OTHERS IN THE COMMUNITY WILL ALWAYS STAND BY YOU. YOU AND BIOWARE SHARE A SPECIAL BOND. DO NOT BE AFRAID TO TURN TO THEM WHEN YOU NEED HELP IN YOUR MODDING. THE WAY OF KOTOR IS DIFFICULT. IT REQUIRES GREAT DISCIPLINE. YET EVEN THOUGH YOU ARE A MERE END USER, YOUR POTENTIAL IS UNLIMITED - AND YOUR PROGRESS AMAZING. IN ALL MY YEARS I HAVE NEVER SEEN ONE WHO HAS READ THE README SO QUICKLY. YOU HAVE DONE IN WEEKS WHAT MANY CANNOT DO IN YEARS. I AM HONORED TO WELCOME YOU FULLY INTO THE KOTOR COMMUNITY. 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 05/04/2019 Category Mods K1R Compatible No  
  11. Version 1.2

    3,074 downloads

    Summary This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together: Apprentice Robes: The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes: Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial. Installation Run Robe_Adjustment_K1.exe. Select which version to install. a) Apprentice Robes b) Early Jedi Robes c) Both a) and b). 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 overrides the scripts k_pdan_jedi17, k_pdan_zhar03, and k_pdan_zhar06. It may not be compatible with other mods that alter the Jedi training portion of the game. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe DeNCS – JdNoa & Dashus K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 And thanks to ebmar and DarthParametric for planning and reconnaissance. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers THE PATH YOU HAVE CHOSEN TO WALK IS DIFFICULT. INTENSIVE TRAINING WILL PREPARE YOU PHYSICALLY FOR THE DEMANDS OF MODDING. MEDITATION WILL TEACH YOU TO CHANNEL THE POWER OF LUCASARTS. TO TRULY UNDERSTAND THE WAYS OF KOTOR, YOU MUST OPEN YOUR MIND TO KNOWLEDGE. SEEK WISDOM IN THE TEACHINGS OF THE GREAT MODDERS OF OUR COMMUNITY. A MODDER IS NEVER ALONE - OTHERS IN THE COMMUNITY WILL ALWAYS STAND BY YOU. YOU AND BIOWARE SHARE A SPECIAL BOND. DO NOT BE AFRAID TO TURN TO THEM WHEN YOU NEED HELP IN YOUR MODDING. THE WAY OF KOTOR IS DIFFICULT. IT REQUIRES GREAT DISCIPLINE. YET EVEN THOUGH YOU ARE A MERE END USER, YOUR POTENTIAL IS UNLIMITED - AND YOUR PROGRESS AMAZING. IN ALL MY YEARS I HAVE NEVER SEEN ONE WHO HAS READ THE README SO QUICKLY. YOU HAVE DONE IN WEEKS WHAT MANY CANNOT DO IN YEARS. I AM HONORED TO WELCOME YOU FULLY INTO THE KOTOR COMMUNITY. 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.
  12. You're right, they should use punchthrough. I likely typed additive out of habit, or copied an older file without checking. I had been planning to change all those from TGA/TXI to TPC format anyway, so I'll do an updated version soon.
  13. I haven't tested my mod with K1R as I don't use it, so I can't say whether it's compatible or it isn't.
  14. Aww. ❤️ But, hmm. As far as the icon goes I just forgot that. It's a separate texture file, which you can similarly figure out by checking the defaulticon column in baseitems.2da. The texture will be i + the defaulticon string + _0 + the texture variation, for example ia_class4_001 for the first light armor. These textures are in swpc_tex_gui.erf instead of the other ones. For the model, I'm not sure what you mean. You can't replace the model for just one item with a simple file swap. If you want to do that, you'd have to make a new line in baseitems.2da and then change the base item type in the .uti file, and even then you are still limited to one of the ten player models (A through J). So you could change the Republic mod armor from D to A-C or E-J, but you couldn't for example make it look like the Republic soldier armor without changing all other D models, because there are a limited number of available slots in appearance.2da. The only practical way to get around this is via a disguise item, like the Sith uniform, Sand People clothing, and Mandalorian assault armor. If you did want to replace all the D models, assuming you have your replacement models PFBC and PMBD already done, you'd have to install the .mdl and .mdx files for those, and replace every texture variation for every item on that model, of which there are 8 in K1. And that certainly can be done, but it isn't practical if you only want to change one item.
  15. In K2, probably yes. In K1, probably no. I suggest using NWNSSComp instead. I've attached some batch scripts that'll compile all scripts in the NWNSSComp folder provided the games are installed or if you copy the corresponding nwnscript.nss file to it too. compile_K1.bat compile_K2.bat
  16. It's a model. If you check visualeffects.2da, you should be able to get the model name (which is usually v_something) and edit the model from there. Visual effects are typically particle emitters, so you don't need much in the way of modeling skills to change something like the color.
  17. I don't believe so. The closest thing would be to provide different options via the namespaces.ini functionality. This would give the user a dropdown menu so they can choose 1, 2, or however many extra feats, but you'd still have to set up each option individually.
  18. Figure out the file name of the item. Cheat code lists like this can help with that. Open the item (.uti file) in KOTOR Tool. Most of them can be found in BIFs > templates.bif > Blueprint, Item. Determine the texture variation, which the .uti file will tell you. Determine the model letter. The .uti file will give you the base item type, which refers to a line in baseitems.2da. The bodyvar column (very far to the right) will give you the letter. Determine the texture prefix. Check the character's line in appearance.2da and look for the texture column that corresponds to the model letter (e.g. texc). Male and female textures are usually different, so you'll probably have to get both. For player items, they're usually PFB-something & PMB-something. Add the texture variation number at the end of the prefix and you have the full texture file name (e.g. PFBC01 & PMBC01).
  19. First of all, you don't need to and probably shouldn't change the race. In most cases, you also don't need to change the model. You were getting crashes because you entered a model that didn't exist. What you want to do is change your appearance line so it looks like this: modela texa P_BastilaBA XYZ_Bast And then take a copy of P_BastilaBA01, edit it however you want, and rename it to XYZ_Bast01. Substitute XYZ for whatever prefix you want, anything that guarantees it's a unique file name, not used by the game or other mods (e.g. I would go with something like JC_Bast or if I had to do several different ones, JC_BastA, JC_BastB, etc). Appearance.2da has essentially two options. If the texture cell is empty (****) then the model will only render any textures that are on the model. When a string is input (e.g. P_BastilaBA) it is used as a prefix for the texture. This gets added to the two-digit texture variation on the item (default 01) giving the final texture name (e.g. P_BastilaBA01).
  20. That should be easy enough. You can do it in visualeffects.2da by looking for the entry with the model name (v_burnmark) and blanking it out with ****. Or if you prefer, swap the model out with an invisible one, like renaming a copy of plc_invis to v_burnmark.
  21. This is a visual effect model, v_burnmark. But I think the issue there happens because it's clipping with the sand dune, and probably nothing can be done about it indeed, unfortunately. It's just down to where the visual effect occurs and the shape of the area.
  22. I've never used the mod and don't know what it does, so I really couldn't say.
  23. Nothing. The code is already there. Removing the comment characters transforms the in between block of text from a comment back into actual code.