JCarter426

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Everything posted by JCarter426

  1. Yeah, sorry, that's not what I meant.... This is the "standard animation set" I was referring to. Not the actual animations, which are of course on the model/supermodel, but the set of animations (basically the names of the animations) that the creature is allowed to use. Full body NPCs typically do not use the humanoid animation set. The rancor model, for example, uses the creature animation set. It doesn't have tlknorm or pause1 or any of the standard animations and in fact cannot be scripted to use them at all because it uses a separate set of creature animations. I believe this is configured in appearance.2da, but it's a moot point because HK uses the standard set. Usually you can't add any more with non-meatbags but you can with HK because he's special. I don't know how well that would work given the way the talk animations work, but theoretically it could be done by copying the animaiton keys and then applying a new animation to the base. What does HK do currently for the lines with TALK_FORCEFUL? Does he use TALK_NORMAL or does he go back to looping his idle animation?
  2. In HK's case, you'd have to check the model. It's likely he doesn't have that animation. Unlike NPC droids, though, HK should be using the standard humanoid animation set, so a new animation could theoretically be added.
  3. I don't see any issue with Atris showing up for the obligatory Jedi office party. That's a good point about Kavar, though. I'd forgotten that line.
  4. Zez-Kai Ell wasn't a Jedi at that point, so he wouldn't be there.
  5. I had planned to replace the nameless trio with Atris, Vash, and Kavar, and then optionally spawn Vrook, Zhar, and Dorak somewhere else in the background. I'd considered different options for Vrook, since he's seen in three different outfits, but as I've said, I would prefer if the others wear their real robes. It's a weird situation. The large and small models are there, and I believe the K1 PFBIM was also saved under a different name. So 5/6 of the models are still there, and it wouldn't be difficult to restore the 6th. As far as I know only the brown texture variant was saved, but there is always porting, or at least there is now.
  6. I can confirm that rolling MDLEdit back to an earlier version works. I believe I used 1.0.7 for my dangly meshes.
  7. I've been planning to add them to the end celebration scene for a while, but I've been putting it off because I'd want to include their robes. Could just use the game robes or the ported knight robes I already did, but I'd like to tackle the master robes eventually anyway so it's the waiting game for now. For me at least.
  8. Ah, so it may be an artifact specific to only one of the textures. My guess is that the error has to do with the proximity of the ^ symbol: But I don't see anything obvious wrong with any of the textures.
  9. I see the issue on one of my older installations, but not the newer ones that have been patched for widescreen support.
  10. Many of FileFront's mods can still be found on GameFront. If it's not there, or if anybody is interested in making a similar fix, the text in the game is not a font but rather texture files which can be found in swpc_tex_gui.erf. There are a lot of files, named dialogfont-something and fnt-something.
  11. I'm suggesting to use the finesse feats as the check for whether to apply damage based on dexterity in addition to the attack bonus that they already do, rather than making a new feat to do that. The current finesse feats are not worth taking as they are, but might be if they came with more bonuses.
  12. It's probably this one: // 724. GetLastCombatFeatUsed // Returns the last feat used (as a feat number that indexes the Feats.2da) by the given object int GetLastCombatFeatUsed(object oAttacker = OBJECT_SELF); But there are other similar functions: // 317: Get the attack type (SPECIAL_ATTACK_*) of oCreature's last attack. // This only works when oCreature is in combat. int GetLastAttackType(object oCreature=OBJECT_SELF); // 318: Get the attack mode (COMBAT_MODE_*) of oCreature's last attack. // This only works when oCreature is in combat. int GetLastAttackMode(object oCreature=OBJECT_SELF); // 722. GetLastAttackAction // Returns the last attack action for a given object int GetLastAttackAction(object oAttacker = OBJECT_SELF); I'm not sure what they do, if anything. EDIT: GetLastCombatFeatUsed() does work. It returns the integer of the feat as defined in feat.2da. However, it is only updated when a feat is used. So if you use power attack, then perform a regular attack or cast a spell, then check what your last feat used was, it will still return as power attack. I don't know of any way to determine for certain if a feat was just used in the last combat round and if anybody does know of one, I'm interested to hear it. GetLastAttackType() and GetLastAttackMode() are garbage. They always return 0 (invalid) despite others being defined. The GetLastAttackAction() result is from the usual action table (e.g. ACTION_ATTACKOBJECT and ACTION_CASTSPELL).
  13. This could be done, but it wouldn't be all that pleasant a solution. The most effective scripts to use would be k_def_damage01 and k_hen_damage01. Theoretically every character fires one or the other every time they take damage, which means the scripts can be edited to apply additional circumstantial damage. I've used this method before for something else, so I can certainly say it would work. Alternatively, editing k_ai_master would also work, because both damage scripts fire the on damage event in the AI. The problem with all these, though, is mod compatibility. Any edits to them are going to be fundamentally incompatible with any other edits. But if one were to go with that option, the script could check if the target's last damager has the particular feat, and if so apply extra damage equal to their dexterity modifier minus their strength modifier. in other words, have the damage bonus equal to the dexterity modifier if higher than strength. This sounds too convoluted to be worth it. You have to pick a feat and then make and use a specific upgrade when you could go for another build and have an extra upgrade. Additionally, decreasing strength in this way would have unintended negative consequences. Strength is used for some item proficiencies and checks in dialogue. Also, either way, I would suggest using the existing finesse feats rather than making new ones. They are next to useless on their own as it is, so if you're going to have to spend a feat, better to spend it on one that does something.
  14. Yes, there is the ongoing xoreos project to re-implement the whole Aurora family in an open source engine. If you prefer to play KOTOR in a browser, there is also the JavaScript project here. Both are really impressive in what they've accomplished, but they're still far from being a playable experience. That's to be expected when the source code isn't available and the documentation is almost 20 years old.
  15. I'm not sure, might be easier to just look in each Star Forge module since there are only four of them and you know it's not going to be anywhere else.
  16. I think I remember that being one of the problematic ones, but the only way to be sure would be to do a search in KOTOR Tool.
  17. That's probably not going to work with Bastila, though, because BioWare used the file name in several instances throughout the game and putting one in Override will change all of them. To get it to work without doing that, you'd have to set up TSLPatcher to change the alignment and insert the edited UTC into a MOD file.
  18. It could possibly be done, but I think it would be easier to just remove the animations from any affected dialogues.
  19. Ah, that's a good solution. I'll have to remember that one.
  20. There's no way to remove it without creating similar freezing issues. You could try setting it to fire and forget in animations.2da as well, but it's likely the only way to fix it is to fix the animation. I remember that one being particularly bad from the last time I played. It's only a second long and looks more like a spasm. I don't remember if it's used in K2 at all, but I loaded up the supermodel and it doesn't look any better there.
  21. How did you manage that? UTM files have an option to only buy or only sell (and I don't even know if those work) but I don't see any way to restrict the buying to specific items. I suppose it would be possible if you temporarily removed all other items from the player's inventory, but I don't know how well that would work in practice. Interesting. The function may be limited to affecting base item types rather than specific items. Most quest items are plot usable items, but you also can't sell a lot of them, so it might not be a problem. And of course affecting every crystal was the intent before anyway.
  22. If it doesn't alter the player robes, it's probably fine.
  23. Nice. I don't believe there is any provision for that, though.
  24. Yes, there are three items that are all called "Jedi Knight Robe" with different textures. In the original game, they're different colors - brown, red, and blue - but you have the version that replaces these with different brown designs installed.