JCarter426

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Everything posted by JCarter426

  1. The Mandalorians on Kashyyyk are on a personal mission for Mandalore (the unknown one). That, plus the lack of a reward for that quest (I think you're supposed to get the Wookiee amulet, but don't) made me decide to place it there. You already get Mandalorian armor and a weapon cache for completing the other quest, and I also don't think it makes sense to place an item drop when there's only an hour or so left of gameplay in the game.
  2. This isn't currently possible. Due to the way the lightsabers were set up, the options for editing the blades are very limited. For example, the amount of vertices can't be changed. I actually looked into it before I learned this and got it looking pretty good in 3ds Max, but it wouldn't export. The lightsaber object will only really function in the shape it's in now. It might be possible to achieve the look by editing the texture, but I haven't had any luck making the necessary alterations to the texture mapping. I'm not sure if the current tools allow for it.
  3. Huh, I guess it is sideways. That didn't occur to me because that's not how one holds a longsword... or a crossguard lightsaber, for that matter. And it's difficult to judge in some images, but I double-checked and Sabine does tend to hold the end with the guard towards her body. Which doesn't make a lot of sense, but ok. I'll flip it around for the next update, but it'll have to wait because I don't want to redo all the screenshots again presently. I was thinking of doing some other updates, so I'll see to it all when I get to those.
  4. All lightsabers have a bit of flicker if Frame Buffer Effects are turned on. However, certain other mods have animated the lightsaber textures themselves, which give it a more extreme effect. My feeling is that isn't an ideal way to do this - if there aren't enough animation frames, it will have too much stutter. And given the size of my textures the number of possible frames would certainly be limited, so I didn't animate the textures.
  5. Sure, I could take a look. I'll let you know.
  6. Yes, if you don't want to use any particular color, you can remove the TGA and TXI files associated with it. My new viridian doesn't look like the original because the original didn't look anything like the color viridian. If you don't want to use that, you can remove the files w_lsabreDgrn01.tga & w_lsabreDgrn01.txi. However, I would suggest instead that you use the alternate texture option I just added. If you have Photoshop or Gimp or some similar editor, it should be easy enough to do a subtle change like that with the Hue/Saturation tool. I understand what you mean - the original green saber from Return of the Jedi is much yellower than the prequel sabers or Luke's saber in The Last Jedi. I went with that look given that it's the more recent look and it makes it more distinct from yellow, but if you want to change it, I won't stop you. They don't animate because the size would be ridiculous. My textures are 1024x1024, and then multiply that by the number of keyframes. And I believe we're limited to 4096x4096 in any case. That, and I've never been happy with any animated lightsaber blade mod and I didn't expect I could do a better job. I'm exploring other options, but they would require edits to the model rather than to the lightsaber texture.
  7. I've included the option in v1.4. I haven't made any bump maps since the original game textures didn't use any and the maps would have to be drawn to match your texture (for examaple, the outline of your necklace is different from the original) but I covered everything on the model side of things, so it will render if you add one on JC_SlaveBast01.txi.
  8. Are you trying to prove you can do better than my coveted Hue/Saturation method?! Because you've succeeded. Only thing I would suggest is maybe toning down the shadows around the necklace and instead go for a bump map to give it depth. I didn't set the model to have a bump map, but I could do that for the next update.
  9. Yes, that's right. However, it was not Improved AI that was causing the problem, but rather the way the scene in TSLRCM was set up. That sort of thing is universal to the game - party member spots an enemy, scene breaks. stoffe's mod improves the reaction time for spotting hostile creatures, so it would guarantee the scene would break. I'm not sure why it wouldn't happen with TSLRCM alone, or if that is indeed the case, as I only know what has been reported. But in any case, the problem is resolved now.
  10. Version 1.1

    4,109 downloads

    Summary I noticed two issues regarding the Zhug attack in TSLRCM: Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things. This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested. Installation Run Zhug_Attack_Fix.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation Remove the installed files. Replace with backups if necessary. Compatibility This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested. This mod is included in the KOTOR 2 Community Patch. If you use that, you don't need this. It may also not be compatible with other mods that alter the Zhug encounter. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 Permissions To the maintainers of TSLRCM: Maybe include this in the next update? If there is one? Maybe? To everyone else: 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'LL TAKE THE STUPID ONE, WHO DECIDED TO THREATEN US RATHER THAN SHOOT US WHEN HE HAD THE CHANCE. 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.
  11. View File JC's Zhug Attack Fix for TSLRCM Summary I noticed two issues regarding the Zhug attack in TSLRCM: Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things. This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested. Installation Run Zhug_Attack_Fix.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation Remove the installed files. Replace with backups if necessary. Compatibility This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested. This mod is included in the KOTOR 2 Community Patch. If you use that, you don't need this. It may also not be compatible with other mods that alter the Zhug encounter. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe K-GFF – tk102 NWNSSCOMP – Torlack, stoffe, & tk102 Permissions To the maintainers of TSLRCM: Maybe include this in the next update? If there is one? Maybe? To everyone else: 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'LL TAKE THE STUPID ONE, WHO DECIDED TO THREATEN US RATHER THAN SHOOT US WHEN HE HAD THE CHANCE. 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 07/28/2018 Category Mods TSLRCM Compatible Yes  
  12. It should be possible with EffectForcePushTargeted(). That applies the same effect but you can specify a location, and I believe you could calculate the target location based on the player and enemy vectors.
  13. This isn't possible because the game only changes animation based on what items are equipped- usually the weapon, but there is also the case of Mira's wrist launcher - and not the lightsaber forms. There is evidence that Obsidian intended to implement this, but they probably didn't have the time or budget to make animations for all the forms, and unfortunately they didn't program the stuff we'd need even if someone were to make all those animations. We're limited to specific animation sets: unarmed, complex unarmed, stun baton, single melee, dual melee, double-bladed melee, single blaster pistol, dual blaster pistols, blaster rifle, and repeating blaster rifle. If you wanted you could change any of those to do different things, but they would always depend on the type of item equipped and not on the saber forms. Plus you'd have to get rid of some of the existing ones first. Even if you had animations already, it couldn't be helped. It's an unfortunate situation, for example, that extra animations for Mira's wrist launcher exist, but there's no conceivable way to use them without replacing something else because on the programming side they only implemented the grenade thing. Force powers are a simpler matter. You need to write a script to handle the game mechanics, then apply it to a line in spells.2da. All the data that determines how and when the Force power is available to the player is configured there as well. You'll also need to add a line to dialog.tlk so the power will have a description in the GUI. That makes it somewhat of a pain as you have to use a token with TSLPatcher so the right line number is referenced, which is why I've never bothered to ever try making a Force power. TSLPatcher doesn't behave for me. I have thought about adding some, though, and in fact specifically Force pull. Maybe I'll get around to it one of these days. Also, as long as we're on the subject of Force powers and animations, I don't believe it's possible to add new animations for Force powers either. Again, we're limited to what are already used - even though, again, there actually are extra animations that are never used.
  14. I... have no words for this. Don't do that. If you want to remove an item from your inventory, the easiest way would be to use the KOTOR Savegame Editor.
  15. Yes, model cannot have a bump map unless it is set to. In KOTORMax, this is the "bumpmappable" flag, while in the ASCII file it reads "tangentspace 1".
  16. View File JC's Fashion Line B: Commoner Clothing for K2 This mod does several things: It makes all texture variations of the commoner clothing available to the player, with all the items - 11 total outfits - placed in various locations throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform. Submitter JCarter426 Submitted 07/25/2018 Category Mods TSLRCM Compatible Yes  
  17. Version 1.1

    913 downloads

    This mod does several things: It makes all texture variations of the commoner clothing available to the player, with all the items - 11 total outfits - placed in various locations throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform.
  18. Because that's the default setting for all uploaded files. I don't know if it's compatible or not as I don't test for that, though it very well may be.
  19. Huh, I didn't realize it affected that. I turned it off because I noticed it did weird things to the lighting on the eyes and teeth. Well, that explains it. Not sure yet. That particular model was a failed attempt anyway, so I'm not worried yet. Probably going to put it on hold for a while as it was annoying me.
  20. I took a look at it, just did some haphazard adjustments to make sure the model's different, then fiddled with the smoothing. It's hard to judge from the screenshots, but I think my results with the seam were a little better, though still not perfect: Looks like it's fine on one side but not the other. There may be some faces or some issues with the vertex positions or weighting that I've overlooked. Since there's no seam at all on the other side of her head, my guess is it's some problem on the model like that rather than MDLEdit's calculations. Also, unrelated problem, but it amused me: P_VisasH-kotormax_v3.mdl.ascii
  21. Good job on the porting, but you got fooled by Obsidian's poor naming conventions. That model is called Sith Assassin but it's actually the one used for the Ubese bounty hunters. I believe the assassin body models are n_darkjedilowf and n_darkjedilowm and the head is named similarly although I don't know which one it is offhand.
  22. @A Future Pilot recently made her put clothes on when she's talking to her brother. I think that will balance out the karma.
  23. It's possible, yes. Things are in motion to make it happen.
  24. GExogth.png

    What's this? Lips that don't clip?

    Could it be there was absolutely nothing wrong with the animations and they were just missing keyframes that do nothing? Could it be I have to go through every weapon idle and fidget animation to place keyframes that don't actually do anything?

    Yeah, that sounds like KOTOR.

    1. JasonRyder

      JasonRyder

      I would be. Same for KOTOR 1, too. 

    2. Malkior

      Malkior

      So, if Obsidian broke the face animations (in a roundabout way), then does that mean we can do something about the TSL combat animation clipping, too? (Broken looking hands during unarmed combat, animal attack animations causing the torso to stretch horribly, etc...)

    3. JCarter426

      JCarter426

      Maybe, depends what it is. Sometimes there's only so much you can do with the way the KOTOR models are.

      I'm still fighting to fix the lip clipping as what I was doing worked once, then hasn't worked again no matter what I try.

    4. Show next comments  111 more
  25. Hmm, when MDLOps runs it should say it's loading the parent supermodel. If it's not doing that, then that would suggest something is wrong with the ASCII file. First, I'd say you should make sure the ASCII file was decompiled with the most recent version of MDLOps and not an earlier version or KOTOR Tool's. The other thing you could try is MDLEdit, which has more or less the same procedure but uses different compiling methods.