-
Content Count
1,505 -
Joined
-
Last visited
-
Days Won
126
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by JCarter426
-
MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
I'm not sure what you mean. The robes are originally from KOTOR 2. The P_ models are the robe models. PMBIL is the large male variant, used for players starting with the soldier class. The other ones are different gender/size combinations. The S_ models are the supermodels. They contain all the animations in the game for the player character. The mod replaces the supermodels with the KOTOR 2 rig, which has additional bones that allow the cloaks to animate. -
No, the character's appearance has been changed to line 261 instead of whatever it was before. appearance.2da hasn't been changed at all. I wouldn't expect so. The game doesn't spontaneously change your appearance once it's set. It isn't supposed to, anyway. I took a look at a player file when equipped with a Sand Person disguise. Appearance_Type does change, but there are some other properties further down: PM_Appearance and PM_IsDisguised. It looks like those entries save information about the player's original appearance. So it could be something going wrong there instead.
-
streamsounds [Query] Extracting TSL's Audio Files
JCarter426 replied to ebmar's topic in General Kotor/TSL Modding
Nah, that was just for converting it. I use dd for Windows on Windows with a batch script.- 9 replies
-
- audio
- streammusic
-
(and 2 more)
Tagged with:
-
streamsounds [Query] Extracting TSL's Audio Files
JCarter426 replied to ebmar's topic in General Kotor/TSL Modding
Huh, it appears to be. I think I always edited out that glitch at the beginning and thought nothing out of it. Looks like this script works: @echo off for %%F in (*.wav) do dd if=%%~nF.wav of=%%~nF_out.wav bs=1 skip=470 pause- 9 replies
-
- audio
- streammusic
-
(and 2 more)
Tagged with:
-
streamsounds [Query] Extracting TSL's Audio Files
JCarter426 replied to ebmar's topic in General Kotor/TSL Modding
The files in StreamSounds are just raw audio files. I don't recall there being the same sort of header trickery like there is elsewhere. In Audacity, you can import them with File > Import > Raw Data at a sample rate of 22050 Hz. Should be a similar procedure in other programs.- 9 replies
-
- 1
-
- audio
- streammusic
-
(and 2 more)
Tagged with:
-
Yeah, so it seems somehow your appearance was permanently changed to that of a Sith soldier. That means there's nothing you could do via regular gameplay to correct it. I can think of two possibilities. One, there's some sort of bug in the save/load system and the game eventually forgets what your appearance is meant to be. Considering you were never meant to have a disguise item for very long in the game, it wouldn't be surprising that such a bug would go unnoticed. If it is that, though, we can't fix it, so it's not satisfying to think about that. The other possibility is some specific scripted event in the game that bugs out. My guess would be something to do with the Leviathan capture - the theft of your inventory, or switching control to a party member, or the spacesuit walk, lots of possibilities there - or module transitions, maybe the rapid transit system. If it is something like this, then it should be possible to fix, but I imagine it would take a lot of testing to nail down exactly when the bug occurs... assuming of course it isn't a random save/load error.
-
That's an interesting problem. If anybody has a save that's been bugged in that way, you could do the following to get more information: Load up the bugged save. Unequip any disguises. Transit to another area, either by warping or exiting through normal means. This will generate a file called pifo.ifo located in SWKotOR/Temp. Copy that file somewhere so it's saved. This file contains everything there is to know about the player character. If you open it in K-GFF, you should be able to see your current Appearance_Type and maybe we'll be able to see if anything weird is going on.
-
-
-
Yeah, the short answer is it isn't. You're right that individual models can have their own animations that override the supermodels, but head models load their animations separately from the body. So I could have set it up so only the robe models use the K2 animations, but then the heads would all still have K1 animations. And a lot of animations don't look so good with the K1 version on the head and K2 version on the body, or vice versa. Just on account of the animations being different, mostly the running ones. And I imagine the only reason those animations were changed in the first place was so they would behave with the new rig. So the simplest solution was to overwrite everything with the K2 version. I did make some some adjustments to get the running closer to the K1 style, and more could possibly be done with this, though I have no specific plans for that at the moment. To be honest it doesn't look all that different to me to begin with, and you'd really need somebody more bothered by it than me to work on it so they'd know what to fix.
-
Oh, that makes more sense than what I was thinking. And it's obvious considering what the textures look like, but it's been a while since I did look at them. So you could get some interesting results by adjusting the probabilities too. Like in the example above, two of the tiles have some pink flowers, and I would guess they're given lower probabilities than the other two.
-
There are two things at play here. The first is the grass texture file, which you can edit like any other texture, and that is determined by the module's ARE file as Grass_TexName. In addition to the texture name, the ARE file configures everything else about the grass. The two other settings of interest are the Grass_QuadSize and Grass_Density. The quad size determines how big the grass is. The "quad" in question is essentially a single instance of the texture. Each blade of grass is a rectangular plane with the grass texture drawn on each side. So the quad size is just how big those rectangles are. Increasing the quad size can produce giant corn field-sized stalks of grass. The density determines how spread out the grass is over a surface. It's something like how many quads per square meter, though I'm only guessing with the units. So a higher density means thicker grass, more rectangles closer together. The game distributes the grass quads semi-randomly over any walkmesh that has the grass material on it. There are other settings in the ARE file for affecting that probability, but I'm not entirely sure how they work and I doubt it's worth messing with them.
-
They were always stiff. I looked into improving them by skinning the flaps to the robe bones as I did with Juhani's model, but I wasn't happy with my initial results. The back flap was ok, but the front flap either animated too far in front of her and looked silly, or if I dialed back it clipped through her legs. Though probably not as bad as the original clips through her legs. I'll probably take another look at some point.
-
-
For feats and most other stats, yes. I don't recall if Force powers can be granted through items. That's a reference to a string in dialog.tlk. The number is the line number in that file. Though applying a hide item to the player would require editing a global script such as k_hen_heartbt01, which is a bit messy. Other mods have done it, so of course there would be compatibility issues. This has to do with how the feat is displayed - whether it's something you get automatically from your class, whether it's something you have to select when you level up, that sort of thing. I believe 4 is to have it not display at all (for example, the player can't see any droid feats) but honestly every time I look at it, I forget how it works five minutes later.
-
Unlike K2, K1 doesn't have any script functions to give the player feats or Force powers either, unfortunately.
-
[KotOR] Sand People Enclave bug
JCarter426 replied to Salk's topic in Knights of the Old Republic General
I believe it's the last parameter: void ActionStartConversation(object oObjectToConverse, string sDialogResRef = "", int bPrivateConversation = FALSE, int nConversationType = CONVERSATION_TYPE_CINEMATIC, int bIgnoreStartRange = FALSE, string sNameObjectToIgnore1 = "", string sNameObjectToIgnore2 = "", string sNameObjectToIgnore3 = "", string sNameObjectToIgnore4 = "", string sNameObjectToIgnore5 = "", string sNameObjectToIgnore6 = "", int bUseLeader = FALSE); I'm guessing it's executed through a custom OnDialogue script for the NPC, but I'm not sure what the exact code would be. -
I don't believe there's any way to remove or change a class once it's been applied to the character and they've leveled up. Multiclassing Canderous or other characters would be fine though. The issue is that the player already multiclasses from their starting class to Jedi, but nobody else does so it's fine.
-
[KotOR] Sand People Enclave bug
JCarter426 replied to Salk's topic in Knights of the Old Republic General
I never tried talking to them in 15 years. 🤔 It seems any NPC I talk to turns hostile, but they don't attack unless I attack them. And none of the others seem to care if we start fighting. -
K1R 1.2 Impressions and Bug-Reports [READ ME FIRST]
JCarter426 replied to Fair Strides's topic in KotOR1 Restoration (K1R)
I was sent an image through Discord. Pazaak was not mentioned at all, just the fish swoop track, so I wasn't sure if it was K1R or the original game. That's what I'd expect. So K1R's version of the dialogue file was corrupted in some way and needs to be fixed. I've seen that error happen when there's no valid player response to a dialogue node, like from a misplaced conditional script. -
You can't, unfortunately. The game only supports two classes and will crash when a third is added.
-
K1R 1.2 Impressions and Bug-Reports [READ ME FIRST]
JCarter426 replied to Fair Strides's topic in KotOR1 Restoration (K1R)
Hmm, that sounds like it must be a K1R problem, then. I'm not familiar with the changes it makes, unfortunately. Only thing I can think of is to try using the original dialogue and see if you talk talk to the Selkath with it. That would at least confirm if it's a problem with the dialogue file or something else (like scripts that were left out of the .mod, which the older tools did sometimes). I've attached the swoop registrar's original dialogue, just put it in Override. You'll also have to put the .mod file back and load a save from before you entered that area to test it. man26_swpreg.dlg -
K1R 1.2 Impressions and Bug-Reports [READ ME FIRST]
JCarter426 replied to Fair Strides's topic in KotOR1 Restoration (K1R)
Could you describe the steps needed to reproduce this bug? This has been reported before and I looked into it, but couldn't reproduce it and couldn't see anything wrong in the files. I was told at the time that K1R shouldn't be editing anything related to those dialogues, too, so it was a total mystery. -
She doesn't have a separate head model, so it would have to be extracted. I have a tutorial for this. It's a bit out of date (pre-MDLEdit and MDLOps v1.0) but the procedure is basically the same. She also wears a hood, and without looking at the model I wouldn't be able to say how easy it would be to get rid of that. But her face is geometrically similar to Atris', so it might be possible to borrow some assets from her instead. The model is only the first step. To add a new player appearance would require edits to appearance.2da, heads.2da, and portraits.2da, plus the creation of portrait textures. That's not as difficult as the model stuff, though.
-
Probably a custom environment map for Korriban. Most outdoor modules have them.