JCarter426

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Everything posted by JCarter426

  1. Which one of you is going to address the much more serious issue of spelling it "KoToR"?
  2. They're different mods. They do similar things to the same texture.
  3. I'd say before, just in case the mod includes its own fixes.
  4. I don't really check who has or hasn't downloaded it. I think I could, but don't. I don't mind either way, though. It's reasonable to have an option to comment regardless of who's downloaded it because peopl sometimes have reasonable questions about the mod. Though again that makes the support topic redundant.
  5. You can't review a mod unless you've downloaded it. The mod author has the option to respond to reviews but as far as I know can't review their own mod. On the other hand, anybody can post comments on it, including the author. I think that distinction makes sense, but I agree it makes the support topic redundant.
  6. Me neither. I'd do it if there were already a clapping animation, but there isn't. I could make one, but eh.
  7. I think I said this before, but the animated billboard textures could be upgraded without taxing the engine too much. Could get rid of all those player clones too.
  8. I have seen things. Problem fixed. Sort of technically was Calo's fault and not mine, but I took care of it anyway.
  9. That might be the nicest way to put it. Regardless of what one thinks of their work and whether it's a "mod" that had any chance of release, it's clear to me they wouldn't have put that much effort into it if they didn't care about it. I can certainly sympathize with the idea of not being allowed to work on something you care about. A few years ago I lost the motivation to ever embark on that sort of undertaking, when I heard about a fan project like this getting shut down - I think it was what they're calling Galaxy in Turmoil now - and I can only hope that nobody here will ever have to use the "but it's a mod" defense.
  10. Yeah, if it doesn't work then plan B: void main() { object oOutfit = GetItemInSlot(1, OBJECT_SELF); if( GetTag(oOutfit) != "g_a_mstrrobe06" && GetTag(oOutfit) != "g_a_mstrrobe07" ) { object oRobes = CreateItemOnObject("g_a_jedirobe01", GetFirstPC(), 1); ActionUnequipItem(oOutfit, 0); ActionEquipItem(oRobes, 1, 1); } } Excluded the dark armor variant too for good measure.
  11. The Revan armor isn't defined in nwscript.nss but assuming the game checks baseitems.2da for the item type, this should work: void main() { object oOutfit = GetItemInSlot(1, OBJECT_SELF); if( GetBaseItemType(oOutfit) != 89 ) { object oRobes = CreateItemOnObject("g_a_jedirobe01", GetFirstPC(), 1); ActionUnequipItem(oOutfit, 0); ActionEquipItem(oRobes, 1, 1); } }
  12. Yeah, it is that, not sure why, though. I loaded up my edited model and the lean animations were there. Maybe some sort of compiling error. I'll fix it, though. Eventually. Edit: When has become now.
  13. At least in the original game, the check is solely based on Visas' alignment.
  14. Eh, but that's my mod, and I included TSLRCM's animations. 🤔 I'll take a look when I'm more awake.
  15. Are you missing the supermodel S_Male02 that comes with TSLRCM or using a mod that alters it?
  16. The problem isn't the SFX - I managed to make a decent looping one already, and could make more. The problem is things aren't set up the way I thought they were so I couldn't add sounds with simple 2DA edits. Changes to the model would be required, and that's problematic.
  17. Level cap? What level cap?

    UYDbNDb.png

    ...OK, this doesn't really work.

     

  18. I dunno, maybe. Only reason I didn't do a K2 version back then is I wasn't sure what to do with the SFX for the new weapon types (e.g. force pike). I don't believe there is any difference with the blaster 2DAs in each game, but I haven't checked for sure yet. EDIT: I've confirmed it does work for either game, as is. I'm not sure when I'll get around to uploading an official K2 version - I'm not sure what, if anything, I'll add to the K2 version yet - but in the meantime it's possible to use this for both games if anybody wants to do that.
  19. Funny, we just dealt with this problem on Discord yesterday. That's due to the model having mismatched MDL and MDX files. I'd suggest you remove both and search for the most up to date version of that mod and reinstall just those files.
  20. Additionally, his medal was stolen and left at the crime scene by the Sith in an effort to frame him (for a crime he incidentally did commit) so he wouldn't be wearing it. But if you (or anyone) want to make an NPC appearance change mod thing, SpaceAlex released all those assets as a mod resource for anyone to use and finish and there are other available resources as well. The art really isn't the hard part. Partly on account of it's already been done by talented individuals, but mostly because actually putting it into the game is harder and more time consuming and that's the reason SpaceAlex never finished.
  21. FYI, I've already ported every module from K1 to K2 and plan to release them as a mod resource. I'm just waiting on an update to MDLEdit to make that possible, due to issues that I've outlined here. I don't mean to discourage anyone else from having a go at it, but if you do you're likely to run into the same problems and you'll be repeating a lot of boring work I've already done. Your ZIP is missing all the textures, including all the lightmaps. I've outlined how to port textures here, though I didn't cover lightmaps there because they don't have the file name conflicts that post was concerned about. If you want to get all those, you'll have to extract everything from the various lightmap BIF archives in the same manner. That should be enough for your personal use, but for release you'd have to hunt down every texture used in the area and include them. You'll have to be more specific about what's not working. The models are probably in K2 already. Most K1 doors still are, from what I've seen. However, ones that aren't use may have had their lines in genericdoors.2da overwritten. To restore them you'll need to add new entries with the correct information and edit the UTD files to have their appearances point to the new entries.
  22. Oh, that's interesting. I would guess it's due to changes in the follower AI. There are obvious other changes so this could be another, more subtle change. After a cursory look I don't see anything obvious, though, in either k_hen_heartbt01 or k_ai_master. These scripts are a bit of a maze to navigate, and there's always the possibility of it being a hard coded change to ActionFollowLeader().
  23. That should be enough in most situations, but it depends on which dialogue and it's even slightly different in each game. In general, though, the speaker will face the listener if that is set, and if not, will face the speaker of the previous node instead. In K1 at least, as far as I recall, a party member will attempt to turn to face the previous speaker in interjections, so you technically don''t need to set anything other than the speakers for each node. I recall one working instance of this on Korriban; if you have HK-47 and Jolee in the party, HK suggests doing something murdery and Jolee turns to him and retorts. But I find speaker/listener to be unreliable overall. It results in some dumb stuff like Vrook teleporting in one of the Council scenes, facing one person and then immediately facing another rather than turning like a person would. So I would suggest scripting it as well. I would add, though, that you should also use SetLockOrientationInDialog to turn off the usual speaker/listener behavior before you start issuing SetFacingPoint commands. Something like void main() { object oPM1 = GetObjectByTag("whatever1", 0); SetLockOrientationInDialog(oPM1, TRUE); } at the start of the scene, then void main() { object oPM2 = GetObjectByTag("whatever2", 0); AssignCommand(OBJECT_SELF, SetFacingPoint(GetPosition(oPM2)); } for the node you want them to turn on. And you'll want to SetLockOrientationInDialog back to false at the end of the scene. You might also need to add a delay, but I forget if you do. I remember adding a delay of 0.1 seconds when scripting animations in K1, but I don't remember if it applies here too.