JCarter426

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Everything posted by JCarter426

  1. 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.
  2. 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).
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. It could possibly be done, but I think it would be easier to just remove the animations from any affected dialogues.
  9. Ah, that's a good solution. I'll have to remember that one.
  10. 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.
  11. 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.
  12. If it doesn't alter the player robes, it's probably fine.
  13. Nice. I don't believe there is any provision for that, though.
  14. 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.
  15. Yeah, it doesn't actually do anything differently if the model doesn't have the animations for it.
  16. powereditem means that when the weapon is being used (either in combat or via hitting the flourish hotkey) the weapon model will play a different animation. This is normally the case of lightsabers and staves, but it can be applied to any weapon model. I believe Sithspecter used this to have the barrel rotate.
  17. No, any textures made for either the original K2 models or a different edit of them (like svösh's fix) won't work as-is. They'll need some adjustments to fit my new texture mapping. I didn't change a whole lot, as little as I could, but it was necessary to fix the collar. That's not to say they won't work at all, though. They probably wouldn't need to be redone done from scratch - just some touch-ups, maybe some parts moved around. I'm going to release a K2 version of the model (including a corresponding mod resource) once I've finished fine-tuning the textures.
  18. I've essentially recreated one of my very first mods.

    vZ1iMjF.png

    1. N-DReW25

      N-DReW25

      If you do intend on releasing that mod, may I suggest you make the robbed Jolee clothing his default clothing and have the other three new versions as new items.  You may need to include a new feat for Jolee and restrict that feat for Jolee so these Jolee clothes items with the new reskins require Jolee's unique feat meaning they can only be worn by him.

       

      I hope that made sense.

    2. JCarter426

      JCarter426

      The plan is to leave the clothing slot alone and have the new model replace the robe slot. Each party member will have their usual clothing items and cloaked versions of those models for robes.

    3. N-DReW25

      N-DReW25

      That actually makes more sense. Keep up the great work!

    4. Show next comments  87 more
  19. In K1, there are only 9 body slots for the player: A - Underwear B - Clothing C - Light Armor (Class 4) D - Light Armor (Class 5) E - Medium Armor (Class 6) F - Medium Armor (Class 7) G - Heavy Armor (Class 8) H - Heavy Armor (Class 9) I - Jedi Robes J - Revan Armor The only practical way to add more Jedi robes for the player would be to replace one of those. If it's just NPCs you want, though, there are three existing Jedi robe variants already. Player robes (PFBI/PMBI) and these two NPC outfits (N_JediMemF/N_JediMemM & N_JediCounF/JediCounM) I'm planning to have an option to replace those as well, once all the models for them are done.
  20. Nah, the released one is the standard K2 Jedi robe. I had finished the model fixes for those even before that, but it took me this long to get around to finishing the textures for K1. I had sort of put it off while I was busy debugging all the animation problems with the supermodel. So the one I released now is just a standard K2 robe with some patchwork. The hybrid model, on the other hand, is a new one, merged from both games' PFBIM/PMBIM models. It's essentially the K1 body (legs, torso) with the K2 cloak over it (cape, sleeves) and with the hands replaced for the option to remove gloves. It uses a double-wide texture, with a K1 texture on one side and a K2 texture on the other. The male model is done, but I still have to repeat the entire process for the female model. That's next on the list, but I'm working on some other robe ideas in the interim.
  21. I thought about doing different textures for the robe tiers, but I'm not going to for the time being anyway. I'll still be busy with making models for a while, so I'll leave the texturing to everyone else for now. Force Fashion had a few textures in the K1 style on K2 robes: That was with a slightly different model, but it probably could be done again. However, I have plans to do a hybrid K1/K2 model that retains the original texture mapping for a future update - essentially, the K1 model with a K2 cloak. My end goal is to have a few install options so you can choose which robe model you want for the player.
  22. Thanks! It's been in the works for a while and plans are in motion for some more robe models too.
  23. Oops, looks like I attached the wrong zip. I'll fix it in a bit. Edit: Got it right this time.
  24. Version 1.4

    1,859 downloads

    Summary This is a mod resource of my various cloaked robe ports, including Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes. I've included all the textures I made for these mod releases as well as the Photoshop Document (PSD) files I used to make them. The PSDs have different layers for the overlays, masks, and each robe variant. Anyone who wants to make new textures for this model or do anything else with it may do so and is strongly encouraged to. You'll need to use the Supermodel Port (also included) for the robes to animate properly in K1. Compatibility The Supermodel Port is super cripplingly incompatible with any other mods that alter the game's supermodels (the S_Female and S_Male files) unless the other mods utilize my Supermodel Port assets. These edits are necessary to give the player supermodels the bones required for the cloaks to animate. This mod's supermodels include my Supermodel Fixes for K1. So you don't have to worry about using that, or if these files are overwriting those. Use this mod's files. These supermodel edits somewhat alter some animations in the game. These adjustments were necessary to prevent the old stuff from clipping with the new stuff. It's essentially what Obsidian did when they added the new bones to the supermodel, but I've reversed the changes a bit to bring the animations closer to the original K1 style. Some models aren't so happy with the new rig. I've made some hotfixes for such cases where I can, but they won't be compatible with other mods that alter these models. Credits KOTOR Tool – Fred Tetra NWMax – Joco KOTORMax & MDLEdit – bead-v waifu2x – nagadomi Permissions Mod JC's Supermodel Port for K1 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic Source of Ported Assets Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment Attribution Preference "Supermodel Port by JCarter426" or "uses JC's Supermodel Port" or some other reasonable phrasing. This mod resource is released under the following licenses: Attribution Only License Ported Content License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are permission is not required provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Ported Content License (PCL) This mod contains ported assets. The original source of these assets must be attributed in the same manner as the mod creator is. (For example, "This mod contains assets ported from Star Wars: Knights of the old Republic II - The Sith Lords by Obsidian Entertainment.") Final notes Any edits to these files are going to be fundamentally incompatible with any other edits. While I'm releasing this as Attribution Only, I do ask that you don't release edited versions of the supermodels unless needed. The supermodels are fragile and difficult to troubleshoot, and even I don't entirely know or remember how these work, so it would make things a lot easier if you don't make any further edits unnecessarily; that way we know the source of any problem and there is less to troubleshoot. Ideally, you'll only need to include the supermodels for animation support, and only edit using the Modular Supermodels to add any extra animations. I'll stand by as maintainer of the sacred ported supermodels to apply any fixes or other updates. In the event that I lapse in ability to perform this task, I authorize the transfer of power to another candidate following one year and one day of non-response on my part. Whosoever is willing to take up the role may do so if the community wills it. Should there be multiple contenders, they shall duel for the right to succeed me in a manner of their choosing (possibly to the death). 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.