JCarter426

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Everything posted by JCarter426

  1. Latest robe progress:

    7E2btYe.png

    This is my replacement for the Ossus Keeper robes. Used Atris and Jocasta Nu for reference because they're librarian robes. I might take a second look and tweak some things later, but for now I'm moving on to the Norris robe.

    Also, I'm looking for input here regarding the remaining texture variants. There's some weird stuff going on with the original designs.

    1. ebmar

      ebmar

      Smooth! I think its shade and tone already perfect. Perhaps some mild touches to the alpha for extra kick on those pattern in the front fold and skirt/flap there. Preferably mycube? Not too many choices though.

    2. JCarter426

      JCarter426

      Hmm, maybe. My options are limited, though, because every texture variant on the model uses the same TXI file. So if I added a normal map, for example, then no other robes could have one. They could share a cube map, but then they'll have to all use the same one. I'll have to finish the textures before deciding, but it might be worth doing if only to have the metal parts of the belt shiny.

      Also, I'm already making adjustments to the Ossus Keeper. I sought advice on Discord about the Norris robe, and that led me to have some new ideas for the Ossus Keeper. It was actually something that I had tried before and it looked bad, but with the power of cosplay reference photos I was able to figure out a way to make it look not as bad. Essentially, the patterned sashes will be closer to how Atris' are.

    3. ebmar

      ebmar

      Quote

      ....it might be worth doing if only to have the metal parts of the belt shiny.

      Couldn't agree more on that one! :cheers:

  2. I did some more testing, but it only raises more questions. I noticed that, regardless the save and transit bugs, if you repeatedly enter and exit the Sand People enclave without triggering the the greeter's dialogue, then the Sand People faction switches back and forth with each repeated entrance. I'd suggest executing the original heartbeat script first. That way you know all of it runs correctly and then the part that went wrong is fixed. But I don't think you need to edit 18aa's at all. My guess is that it's actually the OnEnter for 17ab that's going wrong. I'm not sure how, though, because the globals are correct. With both those in mind, I would guess that the scripts are somehow checking the globals incorrectly. Maybe a bunch of if trees that fail to account for a specific combination of things, or maybe something more obscure like case sensitivity. Though we can only keep guessing so long as we can't actually look at the scripts.
  3. That's the master robe model. So far I've only ported the knight robes. You're right, though, it will work with the supermodel port just as well. In the long term, I plan to add support for more models, but that's... in the long term. On a modding timescale, the distant future. I do want to take a look at the master robes eventually, though. That's an entirely different model, so there's no practical way to make that happen.
  4. I'm not sure which mod you're talking about, but again, since the models are different, it's not as simple as borrowing textures from another mod. They have to be edited to fix the texture mapping on my fixed model. I'm in the process of doing this for the original K2 textures currently. The same thing could possibly be done for modded textures, depending on which model they made for, but rendering the new textures requires a modeling program such as 3ds Max and is a bit time intensive. I don't have any plans to do this for any other mods - mostly because I would have to seek out permission to use them from the original mod authors, many of which are no longer active. But I have made my stuff available as a mod resource for anybody who wants to make other stuff compatible.
  5. I know I've been cheating on my WIP thread with Discord and random status updates, but I hadn't realized I'd been neglecting it so badly. Anyway, I recently ported the K2 robes to K1 and I'm currently working on the actually-for-K2 version of the mod. I didn't just port the robes before; I fixed various things on the model and made new textures specifically for the K1 items. I'm applying the same process to the original K2 textures now. For most of them, I'm simply updating them to fit my new model. For others, though, I've decided to make new textures to fit them better. That's where things get complicated. I've run into a few oddities. First, one of the textures is never used in the game. There isn't any item with texture variant #5. I figured it may have been designed for an item that never made it into the game, so I went digging through the game files. I found this in dialog.tlk: I find that very interesting, but it just raises more questions. There's already an item a_robe_10 - the Norris robe. Time for a little show and tell: Above are all the fishy textures. Texture #5 is unused. Textures 7-10 use what I'm going to call the Baran Do template. They have a distinctive rectangular bit than the random bath robe folds of the other texture variants. I suspect that three of these were originally intended for the three-tiered Baran Do robes (novice, advisor, and sage). Given that Ossus was a Jedi library, I also suspect that the unused #5 could've been for the Ossus Keeper robe. If so, texture #8 presumably would then be the missing Baran Do link. Or maybe the Norris robe texture is the one that's wrong. The point of all this speculation is that I don't want to reproduce this weirdness with my mod. I'd like to straighten things out. I've already decided I don't like the Ossus Keeper and Norris robes looking like Baran Do robes, so I'm going to come up with new designs for them. I already have ideas in mind, so we can put those aside. I'm not entirely sure what to do with the Baran Do robes, though. For one, we now have a pick of four different textures rather than two. Also, we might be dealing with not two but three Baran Do robes, if we include the unused advisor tier. I could use some input on both matters. To implement the third Baran Do robe would require placing the new item somewhere in the game. I've already checked the random loot scripts and they won't support any new robe items. So it' would have to be placed manually. I have no idea where. As for the textures, I actually like the Ossus Keeper and Norris variants rather than the actual Baran Do ones, so I might be inclined to use those designs instead. But I'm open to suggestions, particularly if a third texture has to be made too.
  6. Oh, so that might not even be setting the faction state at all. 🤔
  7. Hmm, that's not what happens to mine. I have a bugged save with everybody disguised just outside the enclave as well. When I load it, nobody in the area attacks me (because I am disguised) but if I enter the enclave, everybody inside immediately goes hostile.
  8. It can, but I don't think it would be a practical solution. Seems the bug isn't limited to that anyway. Hmm, that would explain the problem I had before. I loaded up a bugged save to see what I could do with it with that in mind. I had to exit the Sand People Territory and reequip the items. When I returned to their territory, I triggered one of the [A small group of Sand People ambush you!] encounters, but nobody else was hostile and the disguises otherwise worked correctly. That would suggest the trigger is handled through area scripts. I looked through the module.ifo files and found the Mod_OnAcquirItem scripts set up for the Dune Sea and Eastern Dune Sea. I couldn't get k_ptat18aa_acqui or k_ptat18ac_acqui to decompile, but I can make some educated guesses about what's going on. First, those scripts only fire when items are equipped when you're in those areas. You equip a clothing item, the script runs and does whatever cryptic thing it's doing that we can only guess at. So you have to equip the disguise items in those specific modules - m18aa and m18ac - for the script to fire and set the state correctly. Returning to the Ebon Hawk with the fast travel option likely fails to unset that state. This would be an issue with one of m17ab's scripts, k_ptat17ab_enter. That one wouldn't decompile for me either. It appears that m18ab doesn't do anything at all with regard to the disguise. It seems the AI for the NPCs in that area actively checks if you have the disguise equipped and they'll go hostile if you're not disguised. This is unrelated to the other disguise checks. I was also able to kill them all, leave, equip the disguise, and return and enter the enclave incognito. Conversely, it means they don't bug out when everything else does. The Sand People ambush triggers probably fail to check for the disguise at all. Finally, while I was testing all that, I discovered another bug. If I equip the disguise and then unequip it or equip another item, the game crashes when loading m18ab. It's hard to say what can be done to fix the problem when I can't look at the source scripts, but my instincts tell me to modify the OnEnter scripts. Simply have them check if the disguises are properly equipped and set the state accordingly. And if you do that you could just dummy out the other stuff. I don't know why OnAcquirItem was used instead of that. But it's clearly not behaving as intended, so it's hard to guess how it was supposed to work.
  9. Right click the controller you want to edit > edit values.
  10. I tried it and didn't encounter that problem, but I've had problems like that before. I noticed that fast travel changes the disguise items; there are probably different UTI files contained in each area's static RIM archive, rather than a single global diguise item. But the only oddity that caused, at least for me, was that they're sorted separately in the inventory.
  11. Some more robe progress:

    LBQmVNk.png

    There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all.

    Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.

    1. Ferc Kast

      Ferc Kast

      Looks nice. 👍 Never made sense to me why the original didn't look more like Jolee's outfit despite being named after him.

    2. JCarter426

      JCarter426

      Could've been an unrelated design that only got attached to Jolee's name after it was done. There are some other questionable things going on with the texture variants, too. #5 isn't used at all, and I believe #9 and #10, the Baran Do Sage and Norris robes, should be swapped. I've decided I'll have to take a few liberties with the remaining textures to sort out these issues. Of course I've ended up creating more work for myself by deciding to give some of them the same treatment I did Jolee's, but only for two more of them.

    3. JasonRyder

      JasonRyder

      Love the new Jolee's robe look! It's been 6 years since someone posted a reaction to this. Looks like this never got released. 

    4. Show next comments  75 more
  12. Depends on what you want to do with it. If you just want the item to have the properties of a robe but with the look that appearance usually has, then you'd just need to fill in the modeln & texn entries with the same values that are filled in for modela & texa already.
  13. Yes, that appearance entry has only modela/texa set. If you want to use that appearance with armor you'll have to fill in something for the other model slots.
  14. Your item is a master robe but the appearance you're using has no entry for that (modeln/texn) in appearance.2da.
  15. They were made for a different model. Maybe it could be made to work, but I don't know if it would be worth the effort. I did release a mod resource version for anybody who wants to do that sort of thing though.
  16. The gloveless option is for the PC only currently. NPCs will still have gloves. I plan to at least add support for the party and Jedi Council in a future update. Not sure if it'll be the next one, which is 85% or so done aready, or the one after that. The main thing holding me back is I don't want to play the tinting game with Zhar or, even worse, draw Juhani's cat hands.
  17. View File JC's Vision Enhancement for K1 Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Installation Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install: If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me. 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 "I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER. 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 11/11/2018 Category Mods K1R Compatible Yes  
  18. Version 1.2

    31,426 downloads

    Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Installation Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install: If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me. 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 "I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER. 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.
  19. Oh, that's a good idea. I had thought of doing a grey/blue one before, but it was part of a plan to have different textures for the different robe tiers. Given that the grey & brown texture in K2 is for padawan robes, I had thought of making grey variants for the padawan tier, with the white variants for the master tier, and then something else for white. Ultimately I decided I didn't want to do that, though. But I hadn't thought of using them as an alternative along the lines of the 100% brown option. I might try that.
  20. Are you using a modded player appearance? Due to TSLPatcher limitations, I can only set up the installer to modify the original game appearances, so that would explain the gloves. Though other appearances can be given gloveless support with a manual edit to appearance.2da. As for the collar, could I get a screenshot? There really shouldn't be any way for that to happen since the original K2 model is not in the game and my mod only installs a modded one, so I have no idea.
  21. Yes. I suppose it's not obvious from a non-modder perspective (I've been doing this too long) but they don't affect any of the same files at all. If you install both mods, the Sith on Korriban will wear the cloaked Dark Jedi robes.
  22. I plan to make some, or rather I started them, but they still need some polishing before they're ready for release.
  23. I don't know if that would work or not, but it's kind of a moot point because changing Bao-Dur's subrace definitely does work and is a lot easier if not a totally satisfying solution.
  24. No, it doesn't. The denysubrace column in baseitems.2da prevents Wookiees from wearing clothing and masks. It's not clear how Bao-Dur's restrictions work, but it's certainly not that.